Bonus Drop Rate, or how I got the dropz
So on top of DR (diminishing returns) and MF (magic find), now I would have to bother with lifespan of the mob? No thanks.
I’d rather see the incredible loot added through deterministic methods rather than more RNG garbage.
Before you say “this makes RNG better…” it’s still RNG and therefor not a fair reward for time invested. RNG is nice for the awesome gear ONLY if it’s a secondary avenue to a deterministic method.
This sounds like the opposite of RNG. It’s a better chance in specific situations, not random. Those situations aren’t immediately obvious so it discourages grinding and encourages exploration. I like this idea.
It’s still RNG — just another layer of complexity on top of it.
All it does (if anything) is promote farming outside of optimum farming areas.
How is a specific controllable situation also random? I don’t understand that.
How is a specific controllable situation also random? I don’t understand that.
There’s nothing “controllable” about drops — it’s all RNG. You can try to sway the odds for better drops in your favor by using MF gear and not behaving in a way which triggers the DR filter.
Adding an bonus for old-age mobs is simply the same as giving +MF a player when fighting those mobs. The drops are still drops subject to the RNG.
My point is don’t keep building on the same RNG system thinking there’s some magic bullet which makes it incredibly awesome. The system doesn’t really reward anything except luck.
If GW2 wants to reward players for actually playing, then they need to implement a deterministic reward system for the “best” gear. In many ways ANet already does this with dungeon tokens, WvW badges, Laurels, etc. Those are all good reward systems. Put in a known amount of effort, get a known reward.
The pink elephant in the room is the Legendary Weapon rewards. Those are not deterministic right now. Two different players can have vastly different experiences working towards those rewards. That in itself is not rewarding.