I hate random loot, and anyone who defends it because it is not concerned to them, or they are too lucky to have its drop in less than 50 runs so they believe the system is okay and are weirdly determined that every unlucky people a whiny and should run a few hundreds more of hopeless run instead of complaining here.



Random loot when it is not a bonus is detrimental in every way. 200 runs without any sign of your preferred piece of glam, how do you justify this outside of "It is RNG, bear with it". Random loot acts as a very bad system on its own: it doesn't not respect player's investment time. People are willing to run 2,000 mentor runs because there is a mount attached at the end without RNG (dealing with Extreme is RNG, yeah, but it is not related to the loot. Worst you just call it a day and move on later). RNG loot is just as bad as making the Jumbo Cactpot ring to be a special prize, so that only very super lucky people can have it and no way to grind for it, but at least Jumbo limits you 3 entries/week so you can just go in and be done with it, unlike the endless glam grind without an end in sight.


Leveling dungeon that gives role-specific bonus piece per run is a fantastic way to counter the frustration of random loot. If a RNG system is made to work in favorite of players (save time) instead of against (waste time), it is a right way to do RNG. This should be applied in every dungeon instead of just leveling.


Talk about random loot, there is this thing that is even worse: Triple Triad card drop. Many of them are exclusive dungeon/trial drops, and grinding them is a wrestle against RNG. You have no way to get them outside of hoping for the best. A trial is at least where you just fight the boss immediately, while dungeons are a much longer run, even unsynced. I believe trial currencies should offer cards at a price of 10-20 pieces, while dungeon cards should have a chance drop to drop all bosses, or drop off dungeon chest outside of personal loot.