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#feedback

Edited by Hektik: 1/21/2016 2:50:02 PM
40

Infusion, Double RNG, and the progression bottle neck

Infusion is not necessarily a bad system. It allows players to have more customization which is a beautiful thing. Bravo, thank you. What is a bad system is the double RNG that the variable light rating creates. There are multiple issues that it creates. 1st) Early progression is at warp speed. 280 -295 are over in a blink. You've started the progression marathon with a sprint. Vanguard strikes, heroic strikes, patrols, and dailys are cheapened because they're obsolete in 2 hours time, replay value diminished. 2) Rewards aren't rewarding. You're sitting at 310 light and receive a 290 drop. It's got the perks to make everyone jealous but you can't use it, not for a while. You've got to get luck and get enough higher rated items to bump that item up, could be a day, could be 3 weeks. That reward feels less like a reward and more like yet another grind. 3) Late progression bottle neck. Forever 29 eat your heart out. When your progression window is 1-2 points but the reward pool is 10 points on top of the RNG to even get the proper gear slot progression is haulted. A player begins to feel punished for being high level. My solution to the problem is to take a tiered approach to post campaign content. Tier 1: Light rating 280, activities involved patrol, tier 1 strike playlist, crucible. Tier 2: light rating 290, activities involved tier 2 strike playlist, daily, weekly crucible. Merchants Vanguard and Crucible Tier 3: light rating 300, activities heroic strikes, night fall, I don't currently have a crucible example. Tier 4: light rating 310, activities normal raid, iron banner Tier 5: light rating 320, activities hard raid, trials of Osiris. If a player has a 280 item that they want they can infuse a higher tier and drag that item up the rating system. This will help stretch out lower end progression. Potentially making each tier near the same amount of time to progress through. Players will still experience gear ratings of 294 or 308. I understand this isn't something that can happen in TTK. But hopefully for future releases we can avoid this over reliance on RNG. Edit: In addition this tier system could also resurrect the multiple difficulty rating y1 missions had. Scaling the rewards up the difficulty and could potentially provide solo content for players. Also mission specific loot. Patrols could also mimic the y1 mission difficulty and create more opportunities for Court of Oryx type events for higher tiered patrols, and again patrol specific loot.
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