For the last time, I'm not complaining about the RNG of any one thing, it is the cumulative frustration of many instances of bad luck over a period of time. I do realize how averages work. My argument is that while some of the outliers are extremely lucky players, there are outliers that are extremely unlucky players. Should these latter players slog on hoping to make progress day by day, even though they grow more miserable with each failed attempt to achieve something?
I know others have stated this already in this thread and in others but winning the RNG game is not hard work. Furthermore, a game should not feel like work. Also, how things have been done in the past is no justification for doing things the same way going forward.
My suggestion was to implement a system that would work like this:
The Devs want something to be on average a 1% drop. Instead of making it a flat 1% average with the game rolling each time you do x activity, creating a rather large number of dissatisfied players for whom it takes 200, 300, 400, or more times to win said item, cap the number of tries at a set number beyond which the rate increases. For example, after 100 tries, the % goes to 5, 10, 20% or more. At a certain point, maybe 500 times, it would be 100%. This doesn't take away from the grind, what it does is ensure that people are not left out forever because of bad luck alone. If you think this is someone wanting something handed to them, I have nothing more to say because these outliers would still be working much harder than the average player.
Also, on the subject of grinds, grinds are often associated with doing some unfun activity for long periods of time to achieve some goal but the best grinds are ones that involve fun activities (yes they do exist). A good example of this for me was doing lights for relic (but I can think of many others). With lights you can do whatever content you want and still make progress towards something. People that want something the fastest can take the uber-repetitive route (grinding just Garuda HM, for example). There need to be more grinds that allow player choice. I think it's great you can buy some cards with MGP. This means you can do the activities you actually find enjoyable. This is not crazy talk; we're playing a game.