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The lack of craftable weapons in Destiny 2's Dungeons is a missed opportunity for better farming.
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A guaranteed two-drop run per Dungeon encounter, with one of them being a weapon, greatly improves the loot system.
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Destiny 2's dungeons become much more valuable for farming, with guaranteed weapons in every Dungeon encounter.
As a looter-shooter game, Fate 2 It offers players several activities to breed items and weapons as they wish. These games range from casual Strikes and Gambit or Crucible to Raids and Dungeons, designed as end-game experiences for well-equipped players. Both Raids and Dungeons offer armor and weapons as their rewards, and the weapons are usually the most powerful in the game, as shown by Fate 2's VS Chill Inhibitor from Vesper's Host. While Raids are geared toward building by awarding borderline red weapons, Dungeon weapons are usually only upgradable, which can be problematic given the drop rate and loot pool. However, there is a clear way to Fate 2 To make Dungeons much better.
It seems unlikely that craftable weapons will be added to Dungeons after Bungie's recent post about the future. Fate 2 Plans that stated that part 3 weapons could not be crafted. This would have been a great solution to Dungeons' limited drops and bloated loot pool, which can be an increasing pain to farm as players also have to deal with random weapons. As such, the next best thing would be to not only guarantee two drops per Dungeon encounter, but at least one weapon in between.
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Clash of dungeons in Fate 2 They usually have a rich pool of five or six possible items, often with two or three pieces of armor and two or three guns. Additionally, not all of those items are dropped from each encounter, but instead split between different encounters or bosses in the Dungeon. This means that it's impossible to unlock all of the Dungeon drops even after four or five runs, let alone find the god rolls for each weapon in question.
with Fate 2Armor Overhaul In Frontiers, Dungeon armor may also be affected and become much more desirable than they are now, meaning players will have to farm for the longest time to get everything they want from a Dungeon. However, one big change to Dungeons drops could be made to address all of these issues, and that would be that each boss would either be faced with two item drops. The difference with double loot is that these items have mandatory categories, and the best way to handle that is to either split the guaranteed enrichment into a weapon and an armor, or at least guarantee a weapon and then a weapon. The second random item
Guaranteed weapons make Destiny 2 dungeons worth farming
This approach is very responsive to player feedback, especially afterwards Fate 2Double Loot Weeks on Vesper's Host as a move by Bungie to make up for lost time farming VS Chill Inhibitor during discussions about weighting profit. At the time, many players were talking about how double loot Dungeons were, making them worth farming because of the huge loot pool and their slim chance of getting certain rolls. Instead of constant double loot, which could also be a solution, having a guaranteed weapon and a second drop per encounter is sufficient.
Theoretically, it's possible that even with double loot enabled but guaranteed no weapons, a run might end with no weapons. Since these weapons are not craftable and may never be, giving a guaranteed weapon (and possibly a guaranteed armor) for every encounter kills two birds with one stone. Fate 2 Dungeons will immediately be worth farming – much more than they are now, anyway.
Fate 2Heresy is coming out early next year, and with all of the game's current issues, it's hard to imagine Bungie making the switch before then. However, the launch of Frontiers would be a great time to add this system to Dungeons and make it more desirable for players to spend time there.