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Introduction

  • Discussion on personal issues with Destiny 2's episodic format, particularly around loot distribution in episodes.

  • Focus on Acts 1 and 2, with an emphasis on weapon pooling issues.

Loot Distribution and Weapon Pool Issues

  • **Act 1 vs. Act 2 Weapon Pool: **

    • Act 1 introduces 6 new weapons + 2 reprised weapons.

    • Act 2 adds 2 new weapons + 1 reprised weapon.

    • Total pool increases from 8 in Act 1 to 11 in Act 2.

  • Main Issue:

    • Shared weapon pool across acts makes it difficult for players who actively participate in Act 1.

    • Example: Player farms all 8 weapons in Act 1 and only needs 3 new weapons in Act 2 but has to navigate a larger pool.

  • Impact:

    • Players are punished for early participation and rewarded for waiting until Act 2.

    • Similar issue noted in previous seasonal models.

Proposed Solutions

  • Separate Weapon Pools:

    • Divide weapon pools for different activities (e.g., 5 weapons in Act 1, 6 in Act 2).

    • Allows targeted farming for desired weapons.

  • Active Attunement/Focusing System:

    • Introduce a system similar to original Onslaught.

    • Use tonics to increase drop chances for specific weapons.

    • Attune drops in activities to favor desired weapons.

    • Create tonic options to focus on groups of weapons.

Challenges in Random Loot Farming

  • Optimal size for loot pools suggested around 6 items (e.g., dungeons with 3 weapons + 3 armor pieces).

  • Current loot pool size (11 weapons + armor) exceeds this optimal size, increasing player frustration.

Activity Structure and Loot Pools

  • Current Setup:

    • Two activities per episode sharing the same loot pool.

    • Players gravitate to the more rewarding, faster, or enjoyable activity.

  • Suggested Change:

    • One activity per episode that expands with new acts.

    • Example: Enhance "Tomb of Elders" in Act 2 with new paths and challenges instead of introducing a new activity.

Conclusion

  • Current structure encourages participation in less desirable activities to access better ones.

  • Question posed about the necessity of two activities with shared loot pools.

  • Reflection on feedback relevance and potential implementation in future models.

Closing Remarks

  • Invitation for audience feedback and sharing of personal issues with the episodic format.

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What's up guys today we're gonna be going over my biggest complaint and issue with the episodic format and Episodes in acts and destiny 2 currently and this is gonna be like my biggest issue There's all kinds of issues that you guys probably have and if you want to leave them comments go ahead And I'm in no way dismissing those other issues This is just the one that is really hampering my experience quite a bit and that's me around loot in these episodes mostly around act 1 and act 2 so right now in both episodes act 1 added 6 new weapons plus 2 reprised weapons then when act 2 came out it added 2 more new weapons and 1 reprise so the first act we get 8 act 2 we get 3. but the main issue is the weapon pools is shared between the acts for any of the activities in the episode so in act 1 we have a pool of 8 weapons then act 2 it goes up to 11 and it's shared between both activities and what this does is it greatly punishes people that Actively play act 1 so for example me I grinded act 1 this episode and all of the six weapons with the rules I kind of wanted on them And when Act 2 comes out, I only need the two new weapons and the one reprised. But to be able to get to those, I have to now fight through an even larger weapon pool to try to get them. So in Act 1, where I'm farming eight weapons, I need all eight. But now in Act 2, I only need three of the eleven, making it much harder and more tedious to actually get what I want. When I do Constants of Elders and I get all my drops, which is like 20-something over the entire run, I mean, I get like 10. hand cannons per run and I absolutely don't need 10 hand cannons already farm the hand cannon in act one so like I said this greatly punches you for actively playing act one and act two and rewards you for skipping out on act one completely and just waiting for act two to actually play the game which is a similar issue i've had with the seasonal model in the past where time gaining focusing and things like that resulted in you just waiting until you got all the unlocks to actually form the loot it's kind of the same issue i've always had just in a slightly different version now of where the game is actively promoting you just to wait to play and punishes you for playing when the game actually comes out and i feel like the first thing most people instantly say is oh just bring crafting back right that's the problem No, that is not what I'm talking about at all in this video.

Last episode, when there was still crafting in the game, it was the same issue. In Act 1, I farmed all six of the weapons and had them all 5 out of 5 unlocked for crafting. Then when Act 2 came out, I only needed the two new weapons, but once again, it was a shared pool.

And while actively farming for the two new patterns for the two new weapons, I was fighting through all of the old six weapons. that i could already craft so what are some of the things they could do to try to fix this issue first you could just make it two separate weapon pools for the weapons for the two different activities instead of being eight and three you can make it more like five and six and split them up more evenly maybe bring out six weapons for act one five for act two and only the act one activity drops the first six and only the act two activity drops the last five That way you can actually target farm what you want. If you only want the active weapons, that activity only gave you the active weapons. Or what I would think would make more sense would be introducing an active attunement system or focusing system, whatever you want to call it. Kind of like the original Onslaught.

Now they want it to be more hands-on than just simply clicking attune this weapon like it was in the original Onslaught and they want to make it more like tonics, that's fine. But make the tonics actually do something and make the tonics instead of where they're currently like If you do one of the ones that focus for a certain weapon right now, it's just like a chance upon completion of activities or upon kills dropping that weapon. Make it actually attune your drops in the activity.

So if you popped a Tomb of Elders tonic for the new shotgun, it should attune your drops in Tomb of Elders. to be a way higher chance of dropping a shotgun than what it does currently. And that's how you can make like the tonic system more of a true focusing system at the same time. And I think that would just be a lot better and would fix the shared loot pool problem and kind of allow you to narrow it down to what you actually want. You can make tonics that are like groups of weapons too.

Let's say you want just active weapons. Maybe there's an active attunement where it raises the drop chance of all the active weapons. So you can kind of farm all of them a little bit more aggressively. There's just so many things they could do with these systems to make it actually feel good and rewarding. And there's definitely a fine line when farming random rolled weapons in Destiny 2 of how big the pool is.

Where it goes from too easy to just about right to too hard. That's roughly like six-ish weapons or six-ish items in the drop pool. So if you look at dungeons, dungeons are probably the best example. For farming random world loot, each encounter has 3 weapons, 3 armor pieces, and the final boss has everything. But the first 2 encounters where there's 3 and 3, so 6 total, that's probably the line of where it feels alright to farm random world loot.

As long as you know the random worlds are truly random, that's a different story. But once you get more than 6 drops in a loot pool, it becomes a lot harder and frustrating to farm. And with these season activities, we're way past that with 11 weapons and the entire armor set. So...

obviously way past that line in my opinion and that's where we need that attunement system to really narrow it down and make it feel actually rewarding another thing could just be the fact that maybe we don't need two activities per episode and don't get me wrong i am not advocating for less content what i mean is maybe one activity that expands each act so for example act one could have been tomb of elders exactly how it is is currently then an act 2 opens up like three or four new paths with three or four new rooms all new encounter design challenges modifiers all that stuff and expand on the current activity adding the new weapons and it'll feel a little bit better and why i'm saying this is because with two activities in a season that share the same loot pool you're only going to ever play one of them which is generally going to be the funner one the faster one or the one with more loot which clearly right now is tomb of elders for all three categories and that is why it comes out in act two not act one because if they reverse the order of the activities with the same loop pool you would just never play onslaught if it came out in act two because it's not as fun it's slower and doesn't give you as much loot so therefore that forces them to put the funner the faster and the better activity second that way you have to be forced to play the worst one for a full act before the new one comes out. Because like I said, if they swap the order, no one would be loading up onslaught right now unless they just threw a bunch of loot at it and kind of introduced power creep in terms of loot drops. You just wouldn't play onslaught. So with that being said, do we really need two activities with the same loot pool each episode?

Probably not. Just make one great activity that gets refreshed and added onto in the second act. And yeah, I think that is basically my entire issue argument and what I think that could be done to make it less of an issue.

And I'm not sure how much this feedback would be relevant or if it will even be acted upon. There's only one more episode left. left there's probably not enough time to greatly make changes to that but like I said I think a lot of this feedback is kind of similar to even the old seasonal model in some ways so even though they're going a different direction in the future I feel like there's things from this video that they could definitely take away and try to implement or make sure they're not acting upon similar issues that are being shown currently anyways let me know what you think about this issue down below or your biggest issue on the episodic format like usual thanks for watching conjecture next time.

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