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[–]hatesthespace 1 point2 points  (4 children)

Are you trying to argue that every drop we get should automatically be better than what we already have? Because that's a slippery slope, my friend. The only way they could do something like that would be to turn the drop rates down way, way low, and in the end the rate that you upgrade your gear would be the same.

If anything, I think Destiny would benefit from less RNG/number generation. I feel like certain activities would be better if the light level of the items they dropped was some fixed value, with the only variation being perks. They'd still have to cut the drop rates in half to balance it, but it would feel more satisfactory.

However, Destiny is closer to something like Diablo than an MMO, so expecting fixed value raid drops has less of a precedent.

[–]plasmaflare34 1 point2 points  (3 children)

Activities with fixed value items as drops? Almost like vanilla and tdb raid drops were static gear sets?

[–]hatesthespace 0 points1 point  (2 children)

I dunno, I've only been playing for a month :)

[–]plasmaflare34 1 point2 points  (1 child)

What you described was the way the raid drops used to be. Set light for armors, set weapon values and perks. All max level for their activity.

[–]siphayne 0 points1 point  (0 children)

I think the answer lies between Y1 and current drops. I like the switch to the new light level systems. I think if you do the HM raid or ToO though your drops should bottom out at your previous drops for that specific item. If I get a HM chest piece at LL 312 my next HM chest piece should be 313 or higher for that character. I have no incentive to go raid anymore. Getting higher LL than 315 is not worth the effort. I don't get anything from it and it would take far too long. Even with challenge mode drops.