Crafting patterns...obviously.
Give me a reason to run the Featured dungeon by making weapon patterns drop from it when its the featured one...
ez content refurbishment, ez community win
mostly they just need new/updated gear, since several of them have long been power crept out of relevance, or never had original loot to begin with, but I also think the reward structure needs a change.
TLDR: Reprise old Dungeons, give them original loot, and update irrelevant weapons. Also give more opportunities for loot each week, and separate weapon and armor drops
Shattered Throne and Pit of Heresy obviously don't have original loot, but I don't imagine it would be very difficult to simply tweak the destination armor and add different effects to it, and reskin some old weapons with the same theme.
For example, they could partially or fully convert the Reverie Dawn or another Forsaken armor set into a Taken version with slightly different, more ethereal models. Maybe even get fancy and have the taken VFX get stronger based on the number of pieces from the set equipped.
Pit could just be jagged, Scarlet Swarm themed versions of the Dreambane armor with protruding spikes and none of the excessive weird attachments. It could even bleed the red Nightmare energy, or have glowy spots between gaps in the armor
For Throne weapons, reprised some Forsaken models like No Turning Back, Badlander, Duke Mk. 44, The Long Goodbye, or whatever, make them taken, and give them relevant and unique perk pools.
Pit desperately needs those 3 altars weapons to get updated rolls, and then drop exclusively from the dungeon. Reprise the moon destination weapons and release the Perdition essence, and then just add another thorny Swarm weapon to the Dungeon, like a wave frame Solar sword that looks like Zulmak's. Altars can drop a ton of glimmer, MW materials, and double perk versions of the updated moon weapons instead.
As for the others, Grasp, Duality, and Spire need updated perk pools, since their loot is nothing special now.
Aside from that, crafting really doesn't help keep players in the Dungeons, since people will just grind one encounter for the patterns, dip, and never return. Not that the current model is good, but I think there needs to be a way to tilt RNG, and completely original weapon rolls that don't just become the only weapon you need to use ever.
I won't get into all that right now, but I think both Raid and Dungeon encounters need to be changed to guarantee both a weapon and armor drop upon completion, so they feel a little more rewarding and you never feel like you were robbed out of one or the other.
Additionally, you should receive loot upon the first 3 clears of an encounter each week, per character.
Rotators need to be expanded or removed. If the former, multiple activities from around the same time period should be featured simultaneously, and your first three clears of each encounter per character in a featured activity would reward double loot drops. After that, you could just farm like normal.
An example of this could look like
Weekly Rotator: Years 2 and 3
Raids: Last Wish, Garden of Salvation
Dungeons: Shattered Throne, Pit of Heresy
Everything after Beyond Light would just feature both Raids and Dungeons from that year. The BL rotator week would be Year 3 and 4 and include Prophecy.
Admittedly, this only cuts down on the total time between rotations, but doesn't address the main issue, which is limited time special events that either feel overwhelming with busy weeks, or underwhelming when the activities are not interesting enough and nothing else important is happening
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