Because every time you do coil and clear t11/12/13 all 8 people lot, right? Real, every week someone has a 100% chance or a 50% chance, no worse. Unless you pug, pick your poison I guess.
You also don't need any gear higher than ilevel 110, so not getting a Coat/Twine isnt the end of the world; every fight in the game can be beaten with just that.
If that's how it works it goes like this:It's a QOL thing...
Example:
RNG option: Drop rate 1/3 (33.33...%)... 8 man party premade... Expected number of runs for everyone to each get the item: 24
vs
"dust" option: 24 "dust" drops needed for one item, 1 drop per run... Number of runs for everyone to each get the item: 24
Week 1: Everyone farms all the items, however many clears it takes for tokens
Week 2: Everyone is gone, they've gotten all their gear, and have no further reason to play because they did everything that used to take a patch in a week.
That is why RNG is better than a token system; RNG means you have to throw time at it, for a chance of still not getting it - longevity, even if it's frustrating.
Tokens just means "Everyone run XYZ times, you get every piece of gear/glamor/whatever that you want, end of, time investment could be 200 hours or 2 hours and give the same result. (this method also feels like much more of a grind - "ugh, 10 more STs and i'll have my item, only 5 to go, ugh", etc.
Its partly so in an MMO, people have a reason to stay subbed - otherwise it would really just be all the players farm the shit out of everything in the first week, then after that no one logs in for 6 months when new gear comes out.


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