[Feedback] Week 17 Variable Difficulty

4 votes

In removing the prior Hard/Hardcore variants of missions that existed before, options for exotics have dwindled.

+50% or +100% of 0 is still 0.

I think you need to add some system to handle dynamically including a mission complete exotic reward when the base value was actually 0. Here are some potential solutions.

1. Increase base on the original difficulty of the mission (skull count) toggling Hard and/or Hardcore options would enable the addition of a static amount of exotics (need to set all exploration missions to 1 skull). For example.
1 skull, 0 exotic any difficulty.
2 skull, 25/50 for hard/hardcore options
3 skull, 50/100 for hard/hardcore options
4 skull, 75/150 for hard/hardcore options

2. Tune each level independently. This would be ideal to avoid things like Deep Vein reward being too good, however harder to implement.

Right now, there are so few options of missions with exotic rewards, makes me not want to play this week at all, despite new gear to unlock.

Done Balance Suggested by: Quinafoi Upvoted: 28 Apr, '23 Comments: 5

Comments: 5