That's the thing though, given that they're redoing everything for 2.0 the RNG is a lot higher to keep people occupied and while some get unlucky, some get very lucky and have you seen what happens with those who get lucky? They don't even bother to help those who got unlucky because they already got their stuff and don't need nor want to do it.
Look at Garuda, when BLMs could burn down the fight and everyone got what they wanted, the poor saps who leveled a class/job they liked and couldn't do the fight now will never get to do it or even attempt to try to get a weapon because people got it and have no reason to fight Garuda, even if they found the fight fun or challenging. This is why they set the RNG the way they did, since it'll make people actually continually do the content. Right or wrong, that's basically the intention of it.
The main problem is you can do these dungeons in a way that it takes 20 min+ or that it only takes 4-10 min to do, how are they realistically supposed to balance the rewards? Speed chests are an attempt at it but that would then only start rewarding the small faction of players who can speed run every dungeon/primal etc and leave the rest in the dust.
It's hard to really get a balance for rewarding when you have the setup we do with end-game content, since they can reward you everytime or they reward you purely based on performance which is also something people complain about because that punishes players who aren't as skilled yet (you aren't naturally good at doing content the second it's released) so while it's extreme now, the intention was to keep an even ground, it's just that, too extreme but the intention is in the right place.
They can boost all drop rates to say 40% and eventually everyone will clear the content and be fully geared after even a day based on simple probability given the very very low lockout timers (another issue to take into consideration the extreme nature of the RNG.)

Reply With Quote



