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Destiny 2

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4/17/2024 12:29:49 PM
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Onslaught was fun for 5 minutes, but the reward structure is ruining the Into the Light content drop

Loot to Time Investment ratio: Onslaught has 1 chest on Normal and 2 chests on Legend per 10 waves with 2 chests on Normal and 3 on Legend at the final as well as 3 Trophy of Bravery coins rewarded with the chest drop that's 6 chests on Normal and 11 chests on Legend and 20 Trophies of Bravery for 2 loot box pulls at Shaxx for the entire event that lasts 45 minutes to over an hour. That's 8-13 total drops per run depending on difficulty. As an equivalent let's compare the Coil which we got just this season. You get 1 chest per completed Pathway and 1 secret chest in between each Pathway encounter that offers a Dreaming City weapon and a Wish engram for a total of 5 drops per Pathway and 6 chests at the end of a Platinum run that last 45 minutes to an hour. That's 15 chests and 25 total drops Into the Light lasts like a month and a half, why is this event so incredibly unrewarding compared to content that launched within the same season? Focusing Methods: So far the only method to focus loot is the new Attunement mechanic which I hear offers a 50% bonus to drop rate, by why can we not just simply focus loot just like every other bit of content in this game. Different isn't always good and this in my opinion isn't good. Vendor: Why can we not reset Shaxx to continue gaining loot from him as a vendor? Why can we not focus loot, especially shiny loot at Shaxx when this event is so short? Shiny drops: Between the past 2 days I obtained all of 1 shiny weapon drops, and over the past week I've probably put in at least 8-10 hours worth of grinding a day. We're over a week deep in an event that lasts maybe 7, and there are 12 weapons to grind. The Year 1 Ikelos weapons had a better drop chance in Escalation Protocol and those were static rolled and meant to be obtainable forever. Pure RNG drop systems have to be some of the worst you have people like me who go out and put their face to the grind wheel in Legend and then you have randoms who do not and may never step into the endgame who come out of it with a perfect rolled shiny drop. Like "Oh here's my perfect rolled shiny Midnight Coup and I don't even like Handcannons". Pure RNG systems put something worthwhile into the hands of people who didn't work for it and don't appreciate it. If it were up to me we'd never see a loot system like this in D2 again ever, it is resentment at this point

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  • The grind in Destiny is honestly not anywhere as unrewarding as many other games. All players want their time invested playing to be rewarded. I get that. I used to complain about crappy drop rates in the past as well. Problem is that when players haven’t seen just how unrewarding other games are loot wise compared to Destiny they write posts like this or like I read about the Iron Banner weapon drops a few weeks back. I took a break from Destiny and came back because of the reissuing of pinnacle weapons and peer pressure. It’s been fun. I personally don’t have any issue with the drops in onslaught. I’ve only completed the 50 1X but ran a bunch of 10s. I find the drop rates way better than what I was experiencing playing ARPG genre games like Diablo IV. Players can grind the end game boss encounter 100s and 100s of times trying to get the high powered weapons and armour pieces called Uber Uniques. These Uber items have a really low drop rate, really low, but in many cases are build defining for your character which is why the grind is there. Throw in RNG meaning you could get an Uber Unique drop but it might not be the Uber you’re chasing for your build and now you’re looking at massive time sink without any results. In short. Destiny isn’t as bad at rewarding players as it sometimes feels. Play a few other games and you will see what I’m talking about.

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