Every time I see a video or post about random rolls on weapons/armor, I wonder if people actually understand the concept of QUALITY vs QUANTITY.
How many low tier Eyasluna's did you get in D1? Did you use that over something else JUST because it had the potential to roll with awesome stats? No, you gravitated towards whatever "god" rolled gun you had in your arsenal.
KNOWING that getting Uriels or Better Devils, gets you a viable OPTION is far better than sharding every other drop in hopes of getting what is being touted as a "god" roll.
The one thing I have noticed in D2 is that base stability seems to be better on the vast majority of weapons. Which means archtypes have a much greater impact in how I CHOOSE to play. This is a good thing. I surely do not miss hunting around for a "good" roll on a particular gun.
So to be frank, what we really need is MORE items. More mods. And even more of a difference between archtypes.
Uriels, for example, is a melt machine. Hit your head shots in PvP or PvE and it shreds just about anything. Is it too good? Perhaps. But the solution to that is to add a counter. Something which Bungie really needs to think about moving forward.
Consider a mod that decreased flinch. Or crit damage taken. So Mida needs 5 or 6 shots instead of 4. Uriels is less effective against PARTICULAR players. No nerf required.
Now you roll into the crucible and never know what people are rolling with. Maybe you can kill opponent A easily with your loadout, but opponent B is geared up to counter your every move. Then you have to watch your engagements.
Having set rolls allows for this type of system to be expanded. Because it gives weapons a CLEAR purpose and utility. Thus there can be clear options for countering those weapons.
The more random things are, the more limited are the options for balance. Can't plan out a counter to a high caliber rounds laser, if there are 10 different versions.
Then there is the option of countering the counter. Consider a high impact kinetic mod. It overrides some of the protection granted by the other mods. The possibilities are endless. THAT is what I think they are striving for with the mods, they just shipped the game too soon, with too little variety.
I am hoping the expanded system is one of enhancement, not just a bunch of random perks to increase the grind.
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1 ReplyLet me see if i can follow the logic of your post title. Random perk drops on guns, that would create a variety of gun variations for each specific gun, do NOT create variety.
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1 ReplyI disagree. Random rolls gave players something to chase, and the satisfaction and relief when that one gun did drop is entirely absent. And therein lies one of D2’s biggest problems: a lack of any feeling of accomplishment; no real reward for persevering. Except friendship. Elmo loves D2.
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1 ReplyDisagree. Random rolls gave people something to play for, the carrot on the stick. Many times I have heard friends compare who has the better roll. It gave us more fun. The perks were worth the grind
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Clearly didnt play D1
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2 RepliesTL;DR. I'm sure you are right though. There's really no point to threads like this. Its not going to change. Don't waste your time reading either of them.
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I’m not a huge fan of random rolls I rather have set rolls on guns but just more variety of weapons. Also they can do a lot with the mod system if they expand that.
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5 RepliesI agree It's funny n sad when I read others begging for random rolls - how it was the best in destiny 1 n how destiny 2 sucks without it Seriously!? I was there in destiny 1, random rolls were a pain (grasp of malock??) Then they try to say all weapons were viable? No they weren't- especially in PvP (unless you enjoy frustration) Want they want is more weapons and more content (so do i) - I just didn't blow through all the content in a week- I play a few hours every day, I took it slow deliberately and enjoyed my time I get it, they're bored - but grinding for God rolls is not the answer
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1 ReplyRandom rolls for D2 wouldn't be a bad thing at all imo. They would be great. For D2, they pretty much took out all the useless perks from D1, Guerrilla Fighter, Spray and Play, Underdog, Eye of the Storm and so on. Finding that perfect roll would be so much faster.
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Edited by Dano2point0: 12/4/2017 5:17:28 PMSometimes I wish that drop rates were brutal just so that all these players asking for a grind get one. I'm talking 1:100 from dedicated sources (similar to Borderlands). Add in random perks to it and you have the grindfest to end all grindfests. The reality is that the current system is actual progress to enhancing game time and not grind time. More accessible weapons is an issue of fairness. No player should feel like they can't compete because they didn't get the right roll on a random drop while other players who were luckier got the perfect roll and get a decided advantage because of chance. Did we suddenly forget how many posts would show up each day here complaining of drop rates on certain weapons, and useless perks on desirable weapons, that wasted everyone's time grinding for that weapon? I was a collector in D1, and still am in D2. I had the perfect drops on every meaningful weapon but it wasn't the selling point for me. I don't think it's healthy or fair to have players grind for hours for a chance at a roll just so they can feel competitive or feel like they can contribute to a fireteam. I much prefer the current drop system to the one in D1.
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1 ReplyRandom rolls gives an activity to do. Yes it's dissapointing getting crap perks on a weapon you wanted, but it means you keep going. When you do get the perks you wanted on said weapon, it feels great. As the game stands right now, there is no reason to grind any tokens. You're going to get the exact same rewards as everyone else every time. You can literally just toss 1 of everything in your bank and have everything in the game and it essentially comes down to looks only.
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2 Repliesvariety=options fixed=no options
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3 Replies[quote]Every time I see a video or post about random rolls on weapons/armor, I wonder if people actually understand the concept of QUALITY vs QUANTITY. How many low tier Eyasluna's did you get in D1? Did you use that over something else JUST because it had the potential to roll with awesome stats? No, you gravitated towards whatever "god" rolled gun you had in your arsenal. KNOWING that getting Uriels or Better Devils, gets you a viable OPTION is far better than sharding every other drop in hopes of getting what is being touted as a "god" roll. The one thing I have noticed in D2 is that base stability seems to be better on the vast majority of weapons. Which means archtypes have a much greater impact in how I CHOOSE to play. This is a good thing. I surely do not miss hunting around for a "good" roll on a particular gun. So to be frank, what we really need is MORE items. More mods. And even more of a difference between archtypes. Uriels, for example, is a melt machine. Hit your head shots in PvP or PvE and it shreds just about anything. Is it too good? Perhaps. But the solution to that is to add a counter. Something which Bungie really needs to think about moving forward. Consider a mod that decreased flinch. Or crit damage taken. So Mida needs 5 or 6 shots instead of 4. Uriels is less effective against PARTICULAR players. No nerf required. Now you roll into the crucible and never know what people are rolling with. Maybe you can kill opponent A easily with your loadout, but opponent B is geared up to counter your every move. Then you have to watch your engagements. Having set rolls allows for this type of system to be expanded. Because it gives weapons a CLEAR purpose and utility. Thus there can be clear options for countering those weapons. The more random things are, the more limited are the options for balance. Can't plan out a counter to a high caliber rounds laser, if there are 10 different versions. Then there is the option of countering the counter. Consider a high impact kinetic mod. It overrides some of the protection granted by the other mods. The possibilities are endless. THAT is what I think they are striving for with the mods, they just shipped the game too soon, with too little variety. I am hoping the expanded system is one of enhancement, not just a bunch of random perks to increase the grind.[/quote] Ok I can respect no random rolls if there is a large amount of weapons and armor in the loot pool, but there isn't, so we don't have A or B. We have a band aid fix to a lethal wound. I didn't read anything in that blog about a massive influx of weapons and armor, did you? Also, unique variety not reskins. Is that too much to ask for?
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All we need is another 15 weapons in each category, and another 5 or so unique perks. Then everyone will stfu about random rolls. Fully agree with your post OP. We already RNG for the weapon, why should we RNG for the perks? Players choice / customization (masterworks system) >>>>>> double RNG grind fest from D1.
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Just fix resilience to be a meaningful stat
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3 RepliesI️ have 900 hours in the original destiny, it’s all because I️ was grinding heroic strikes for an imago Koop god roll. And it was fun, playing with 2 other friends just talking about our day while we grinded for loot. If they’re gonna bring back heroic strikes they’re gonna need even more incentive to play them, random perk rolls are the only reason people would play. That, and strike specific loot, one cannot exist without the other.
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1 ReplyNothing wrong with your ideas - but Bungo should NOT have removed the primary reason to grind - the chance of an interesting loot drop - from their looter-shooter. Random rolls should not have been removed without a replacement incentive of SOME kind. Horrible planning.
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2 RepliesTldr so will just reply to title... I dont want random rolls because it adds variety, i want them because it adds grindability (sure thats a word) i dont care if everyone ends up using the same gun or perks, i just want something to chase, to make the game replayable. Also "god roll" weapons make what is a very sterile and bland pvp atm, into something fun
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5 RepliesIt’s an interesting problem. I do certainty remember winning the majority of 1v1 encounters because I had perfect shotgun rolls that I could snipe with. I also had an amazing Eyesluna (spelling?) that I could pick people off with. This was a definite problem with Destiny 1; maybe that’s why Bungie moved away from this system? On the other side, I really do miss having random rolls. I find myself using a select few weapons now (although I mainly used a few favourite weapons in D1 too) that I can feel comfortable with. It feels like there is a lot of weapons that have useless perks to me.
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1 ReplyI don't think the solution to the problem is adding random rolls. The system wasn't broken in Destiny 1, it just felt kind of unneeded. I know that there was a group of players who enjoyed the grind, I'm certain that there were people who enjoyed using weird weapon rolls, because someone out there had to really love the challenge of making a not so good roll work. But I don't really remember people being hyped when they got a garbage roll on their third Hung Jury, especially when the original vendor roll was easily the best option. Here's my two cents on what we can do, take a page out of Call of Duties book. Now I know I mentioned Call of Duty, but before we get our torches and pitchforks and tag me with a branding iron that reads "Dudebro" hear me out. For the most part (barring supply drop weapon variants and even then only the ones in Advanced Warfare were the only exceptions) weapons in CoD and weapons in Destiny functioned the same no matter who had them. A VMP was a VMP, but attachments and mods added a dimension of customizability that allowed for weapons to built to suit their users playstyle. I don't see why somethjng similar couldn't be done in Destiny 2. My Nameless Midnight can be a fixed roll, but why not let me slap a rapid fire mod and a stock on it to turn it into a heavy assualt rifle that handles smoother than butter. I would love to see mods play a huge roll in how our fixed roll weapons work.
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1 ReplyRandom rolls will only artificially extend the grind by adding multiple layers of RNG on top of the RNG that is already there. If you're an addict that wants to keep pulling at the slot machine, random rolls satisfies that craving. Otherwise, it's just a waste of everyone else's time. Plus, the vault size in D2 really isn't big enough to support random rolls (keeping 2-3 versions of the same gun to wait for a meta change). Rather than random rolls, Bungie does need to do the following: 1) Get creative by coming up with new perks that are USEFUL (not surrounded or gorilla fighter). 2) Add more guns to the game that have these perks in combo with other useful perks to create choice 3) Sprinkle new guns into the game weekly - don't wait for a change in seasons. Adding 2 new guns to the gunsmith's loot pool per week will keep people grinding, and if one of those guns turns out to be really good, you create needed buzz for the game.
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1 ReplyQuality over quantity. *asks for more quantity*
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Random rolls make the game worse. Luck should never out weigh skill.
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1 ReplyI hated the random rolls too. Reforge during HoW was probably the best I don’t have an issue with the fixed rolls. This game is boring either way. D1 was fast and OP, D2 is slow and weak
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Please continue to ax 4 em
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Good post. We need vastly expanded and useful mods [u]or[/u] random rolls. This no depth, same as everybody else routine was stale after a week. As long as we get good customization options, it doesn’t matter which method gets us there.
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People love the endless chase for what youtubers say are good for some reason. It's a pretty blatant placebo effect. You see it on D2 anyway, people just need to learn how to play around the strengths and weaknesses of things in the sandbox. That's all they have been doing, albeit only when they are told exactly how because they can't figure it out for themselves. Cause you know failure hurts their feelings.