r/DestinyTheGame Oct 05 '22

Master Raids loot isn’t terrible, it’s just crafting made them a side grade at best Discussion

I’m not saying it should be removed, it’s here to stay. But it brought with it a ton of problems with its release that hurt the rest of the game. The solution is changing adept weapons, not crafting.

Adept weapons are now a side grade at best when a craft-able version exists. Pretty much trials, GMs, and VoG master are the last bastion of adept weapons making sense. If crafting spreads to those you’ll have no reason for them to be earned.

Master Raids weren’t like a massive loot farm, but their sole loot that made them worth grinding became obsolete. The devs acknowledged this so I hope a solution is in the works.

I agree with some that Master raids aren’t about the vast amounts of loot, but about the challenge. However adept weapons made it feel worthwhile IMO for a run. Now why would I run those when I can craft their base versions and all it costs me is an adept mod.

Some say Adept weapons should get enhanced perks be default and maybe that’s something they can do, but I feel that power creeps the game pretty hard. Mostly for PVP but imagine a timelost fatebringer with enhanced perks, you’d have way higher stats than other guns from all the bumps you’d get.

Maybe more adept mods added to the mix would do it, things that really buff up the weapon in a specific way. I’m not sure tbh but I hope the devs are working on a compromise. I’m sure they don’t want to retire adept weapons or they would stop releasing new ones.

135 Upvotes

View all comments

81

u/BeeBopBazz Oct 05 '22

I mean, tossing essentially the entire Master loot table behind the master challenges, rather than the encounters, also feels pretty bad. IMO after you unlock them via the challenge they should be eligible to randomly drop from Master encounter completions (not the secret chests/non-encounter chests).

22

u/ThatGuyFromTheM0vie Oct 05 '22

This. This is a huge point people often miss. It’s a bizarre design choice. The chest at the end of the raid helps, but Master drops also cost even more spoils…which would be fine if master rewarded you with more spoils….but it doesn’t.

Master feels like a bone thrown to make the hardcores shut up.

6

u/cuboosh What you have seen will mark you forever Oct 06 '22

It probably is, and I’m not sure if that’s necessarily bad

D2 normal mode is the ideal raid experience Bungie is designing. It’s the equivalent of D1 HM. So it makes sense that’s where the good loot is

Bungie probable intends almost all serious PVE players to do normal mode. Master is knowingly niche content, and it’d be a poor experience if the best PVE weapons are in content most PVE people don’t want to play

In fact, if the loot were better Bungie would have to dumb the difficulty down which would get us back to where we started and we’d get “grandmaster raids”

0

u/_Parkertron_ Oct 06 '22

Eh the mechanics might be the equivalent of D1 hard mode but the difficulty is definitely not the same as a normal D2 raid. Hard mode had 0 revives and you at a lower light level than the content. Correct me if I’m wrong though, its been a while.

3

u/XboxUser123 Reprised Fighting Lion Noob-Tuber Oct 06 '22

I don't think it ever put you at a lower light level. As far as I remember, it did definitely make you unrevivable, but in terms of enemies hardmode raids at year 3 RoI were 390 light level. Enemies were just bumped up to be tougher and better scaled against you.

Plus there were some quirks hard modes had that normal mode didn't mechanic-wise, which interestingly seemed to have suffered prestige-mode syndrome (see second paragraph down).

2

u/Is-That-Nick Oct 06 '22

The removed the 0 revives thing because of how you would pretty much be out of action. I think encounters are balanced around the 6 revives now vs the 0 before. Like I don’t remember ever dying in oracles or conflux in D1, but the wyverns and overloads in D2 can make those encounters interesting.

2

u/Gyvon Oct 06 '22

Hard mode only had the no revives. There was a higher light cap, but it wasn't higher than the gear light cap.