PSA: If you do “Love Is Bunny” every time, there’s a 4th chest that spawns in the maze. Or so I’ve heard.
So if the chance is ~6.5% per chest (based on actual drop rate data), you’d have a ~23.6% chance of getting it every week with the extra chest, instead of a mere ~18.3% chance of getting it every week.
With 4 chests, you can expect a 91% chance to have it drop in 9 weeks. You can expect a 99.9% chance for it to drop in 26 weeks. In 52 weeks, you can expect a 99.9999% chance for it to drop.
Good luck with the RNG. May RNGsus be with you.
The Love Is Bunny chest awards ectoplasmic residue, but not a bloodstone infused ectoplasm.
Beyond that, regardless of likelihood there’s always people towards the end of that bell curve. Some wind up putting up with it longer than others. Putting that on a weekly timer makes this incredibly painful to earn, maybe not those who’ve already gotten it and forgotten about it, but a chunk of players doing the exact same content have to continue performing the same repetitive task for x number of weeks longer than everyone else for the same reward, not only separating them from their fellow players looking to move on, but discouraging that audience for no other reason than they can’t “beat RNGesus”.
It’s a move expected for a sub MMO, where they put kitten like this in to space out progression through content, but with progression not being on the line here I’m not sure what it’s accomplishing outside of frustrating the player base and frankly, there hasn’t been a satisfying developer answer for it. Those saying it makes the reward shinier, something more exceptional to earn, but tell me something: how many folks in your raid have already gotten one? Half, or more? What exactly is rewarding about beating that RNG challenge, versus the folks who’ve done the same content you have but without a lucky dice roll?
I mean, I mention sub MMOs, but even those sub MMOs have integrated token systems in place to allow their players to get items like this after a demonstrated level of effort. In fact, so does Guild Wars 2, in raids even! Every other item that drops from raids are purchasable with magnetite shards. Everything except the drops from legendary collections. That means you either get lucky and it’s a bonus, or you earn it with the shards you gain from raiding week after week. Or, in the case of the rest of the armor collection, you complete a challenge or quest of some sort and earn the token that way. That’s satisfying! It has a clear-cut goal! You know how to earn it, you put the effort in, and you get the item. Here, there’s no effort – show up in the maze once a week, get a chance at a token. No incentive to save up, no challenge involving completing the maze, just hop in, open chests, and go ‘kittening finally’ when they finally get it. Nothing earned except painful memories.
Seems strange, considering one of the major selling points of legendary collections was to give people a means of static progression to earn their precursors without having to spend weeks farming crap with no clear end or goal in sight. Not sure how many other collections force you to stay at 99% for a potentially indefinite amount of time.
At least unless they’re broken. I seem to recall a lot of RNG going into legendary weapon collections right as the expansion launched, people having to pray they got into a map that wasn’t bugged like crazy in order to complete their collections and make their legendaries. By my recollection, the base wasn’t very happy with that, either.
So maybe fix this? Make it a vendor item for magnetite shards. Set the castle chests to be per-instance instead of per-lockout. Do what you did with ectoplasmic residue and multiply the number of opportunities per item every week. Just don’t leave it as is, because it doesn’t really offer me a lot of incentive to do future legendary armor collections if I have to expect to put up with crap like this every time. Or the game in general, if this lack of effort is going to be a trend for future rewards.