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Destiny 2

Discuss all things Destiny 2.
Edited by Kroggz: 10/25/2024 8:31:41 PM
17

Perk weighting wouldn't even be in the conversation if the farm was just reasonable.

Update: Perk weighting was just confirmed by bungie. Good thing I didn't waste time farming for it because the drop rate would still be terrible without it. I believe bungie when they say there isn't any intentional perk weighting, but it's also very realistic for this kind of thing to show up as a bug and go unnoticed. Whether there is or isn't perk weighting really doesn't matter though. Here's the issue. When you want a specific weapon (new dungeon gl) with 2 specific perks (not even barrels or mags) having a 1 in 6 chance to get the weapon you want and then a 1 in 36 chance at getting the combination of the main 2 perks that you want (assuming there really isn't perk weighting), and let's say it takes 5 minutes per run on average, after 12.5 hours of pure farming there's only about a 50% chance that you'll have the gun you wanted if my math is correct. 12.5 hours just to get to the probability of a coin toss. This is one roll for one weapon. Most farms for a specific roll you want are almost this bad and many are much worse. (We'll need to farm new armor sets starting in Apollo btw, which is arguably way worse than weapon farming but don't get me started on that.) This problem should've been solved with crafting, but the way crafting was implemented completely sidestepped the problem. Crafting should either be a sytem where this shitty unreasonable rng slowly contributes to the crafting (for example having a gun drop with a certain perk allowing that perk to become craftable on that gun) for every gun in the game, or it should be removed entirely and in it's place we should have reliable methods to farm every weapon in a reasonable amount of time, or it should be some combination of the two. Instead crafting is still just "do the activity once a week and ignore random drops until you craft it" we just have less of that now and more mind numbing shitty rng farms. Into the light onslaught is an example of decent target farming, though not the best, the new revenant onslaught on the other hand is basically a complete waste of time because you can't get what you want from it and you can just use a potion anywhere in the game to get what you want more reliably with very little effort. I think this is why so many people complain about drops not being meaningful enough and crafting being bad, when it takes several hours just to get a specific weapon roll then it has to be crazy just to be worth the effort, and when crafting is just "do the activity once a week" it's not fun. TLDR: The farm for the new dungeon heavy gl is so damn bad that an entire conspiracy popped up around it, if bungie would just make it reasonable to farm what you want then -blam!- like this wouldn't happen. Most farms are like this and it's not fun. Edit:For the dungeon the perfect fix would be a choice between an armor and weapon chest for each encounter reward to fix both weapon farming and artifice farming, and some kind of special triumph that would unlock extra perks options on weapons, either in one column or both. For the rest of the game we need reliable farms for anything that isn't craftable, and for anything that is craftable it shouldn't just be play the activity once a week, it should be something where your weapon drops contribute to the crafting. An example would be every drop of a craftable weapon unlocking the perks it rolled with to be craftable, but this would only really work for low drop rate weapons or else you would unlock everything too quickly.

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  • Crafting kills the game. Makes everything pointless after a week or two.

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  • Scummy RNG practices by Bungie? The same Bungie that was actively lying to us a few years back, so we would get LESS XP and therefore LESS Bright Engrams? Why do people even think this is not a thing? Bungie has proven over and over again that they're scum like that.

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    • Of course you do. sigh... Like player retention time isn't one of the core metrics to determine if a game is a success... You fanboys really need to realize that BUNGIE isn't a group of gamers that operate from their garage. It's a multi billion dollar company. And they will do whatever they need to reach their KPIs (Look it up!).

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      • Edited by S I L E N C E: 10/24/2024 4:49:33 PM
        Crafting is a whole ordeal in itself. It's brought some really good features and yet has killed some of the game due to poor implementation. My take is this: Dungeons & Raids should have craftable weapons (Raids already have this treatment...I'm mainly talking Dungeons with this point) -why? Dungeons are such a pain to farm, they are mini raids, and some encounters take too long to farm (Ex: Prophecy cube room, Warlords ruin, Ghost of the deep, spire of the watcher.) All so that when you complete an encounter you get armor...7 times in a row.... at that point make dungeon weapons craftable or if you get the 2 perks you want, enhancing it allows you to change the mags/barrel/masterwork. (This goes without saying, but every dungeon weapon should be enhanceable). Season weapons they can do without crafting, sure, whatever. but at least allow us to change the barrels and mags when we enhance weapons. Like they were on the right track with RoN Adepts and it basically became nonexistent/ only limited to Adept weapons which is an entirely different beast of its own. (TLDR Adepts are not worth it unless its for PVP, for PvE it's just the name really or the 1 extra perk...woohoo). That being said, love the system where "The more patterns you have in the raid, the more perks your adept weapon will have." Just wish adepts were more impactful and lived up to their name.

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        • Other than ghosts, this is the easiest dungeon to get quick solo loot. No checkpoints needed. The issue wasn't the 1st encounter taking too long, it's the low drop rate. I think your post was made with a misunderstanding of the current drama.

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          • Or if they just made every weapon craftable.

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            I just want a clear POINT A and POINT B. A START then a FINISH. Crafting fixed this. I don't care if it takes me 50 GUARANTEED RED BORDERS. I want to be able to hop on if I have limited time, focus the weapon I am going for, have two drop from the activity I am doing and the two drops contribute to the 50 I need to unlock the pattern. And if I get the roll I want while playing, great! I no longer need to go for that weapon. It will be seen as a SHORTCUT to move on to the next weapon I want. It can be enhanced too. Replace bad luck protection with a GUARANTEED end in sight by allowing us to have a currency that drops from activity completion that can be traded in for what we want as well. Old raids would have infinite drops of this currency upon completion of an encounter OR they can do it weekly when it's the featured raid. Go to Hawthorne to trade in that currency for weapons you want. You know how we have engram box in our inventory that tells you how many engrams you have for each vendor? Make that but for raid totems. Each raid has their own so you HAVE to do that raid in order to get it. Maybe make it so you can only get them from full runs too. Like the quest from Hawthorne.

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            • You know what solved this. Crafting, js

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            • I mean, they could just add choice into the equation. Just implement the chest mechanics from The Coil. When you finish a dungeon encounter, two chests show up: weapons or armor. You pick which one you want, effectively removing a huge chunk from the encounters loot pool and easing a bit of the grind. If the dungeon is a featured one, then the pinnacle drop would also match whichever chest you open, cutting out [i]some[/i] of the annoying duping with pinnacles.

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              • 4
                The grind does suck.

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                • You should be allowed to turn off armor drops once you’ve gotten all the armor. I also think shinys should be added to master dungeons/raids to give them some benefit to run.

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                  • Not really a farm, but you can force it to be the second secret chest reward on every run-through if you have the rogue network quest done.

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                  • It’s been proven that certain weapons this season and previous ones are patterned and have a much less chance to drop , at the moment there have been over 1100 rolls Of VS inhibitor in a study and only 2 have dropped with the 2 perks of Env. Ars & BnS. Other weapons are having this issue too. My question is how long has Bungie known about this and is it or a bug or intentional.

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                    • A simple bandaid fix would be to just have affected weapons always drop with 2 perks in each of those columns. It would drastically cut down on the amount of RNG you have to fight to get a good roll.

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                      • Adding a bunch of fkn armor with shitty stats that no one uses along with weapons is dumb too but hey it’s bungie

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                        • Additional perk options on weapon rolls for triumph completion or master drops. Removing armour from the normal dungeon pool upon reaching pinnacle cap. Two suggestions that’d go a long way to resolving this.

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                          • [quote]Here's the issue. When you want a specific weapon (new dungeon gl) with 2 specific perks (not even barrels or mags) having a 1 in 6 chance to get the weapon you want[/quote] To be fair they [i]did[/i] implement Weapon Focusing for Vesper’s Host so long as you complete the [b]Director Access[/b] Triumph, so it’s not as if the devs are entirely blind to the issue of grinding for a specific weapon roll in an encounter with six possible loot drops. https://m.youtube.com/watch?v=9TmL9bfFRdo (΄◉◞౪◟◉`)

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