Examples: Atma, Overmelding, TT Card Drops, or Zodiac.
Increasing Droprates is a nice sentiment but there are still those unlucky people who go 100+ FATE's without an Atma drop or buy 200+ Triple Triad matches without a Gaius Card or run 50 Aurum Vale's with no Zodiac item or lose 20 Grade IV Materium on a high-probability meld.
Please, we need scaling RNG (or whatever the term is); we need an increased drop rate per attempt up to a ceiling on certain contents.
Pure RNG has its merits for certain achievement items like minions, mounts, & vanities or things like Hunt Logs but I believe it to be too severely relied upon in a few other places.
I'm not asking for it to be eliminated altogether, just in key areas like where fair progression can be halted (e.g. relics).
I'm glad you guys are improving the looting systems for Heavensward but we also please need revisions to how you handle RNG in other areas as well.
A lot of this reliance is despised/loathed in MMO's & developers need to catch on more & more in general... please be the example SE!
Just because it's been worse historically in other titles or the system's seen widespread use... doesn't mean that it's a good or healthy approach to game design (at least, in some contents or features).
Also--humbly--may you please come chat with us on the PVP Forum & let's have a discussion if you could, sincerely please.
For visibility on the others who don't finish reading threads:
"Pure RNG has its merits... but I believe it to be too severely relied upon..."
In other words, SE should keep it in some places, but they've overstuffed this game with it (imo).
Even the title of the OP includes, "in a lot of places."
Both explicit & implicit: not all.