Dungeon RNG is a harsh mistress.
Some give you gifts... others rob you blind...
Wait, I've heard that somewhere before?
My suggest is why not break down the bosses in Dungeon runs into similar categories to improve variety in drops and the likelihood of completion?
Um. That's how it has worked since late 2016. Major bosses drop "large" body pieces (e.g., chest), minor bosses drop "small" body pieces (e.g., belts). And the final boss drops weapons and jewelry. Three categories of drops from three types of bosses.
A horse never tires of being beaten.
A few weeks ago it was mentioned to create an option to use pledge keys for a chance at finding what you are looking for.
Recently I've been dungeon farming and I think a more fundamental change could be effected. On a particular trip in Blackheart's Haven I acquired the same light belt set piece three times in one run. That lacks a bit for randomness.
Looking at how gear is distributed in overland; delve bosses are waist + foot, public dungeon bosses shoulder + hand, Dark anchor chests are jewelry and Overland bosses are Head, Chest, Leg + Weapons. That's breaking down all possible slots into four farming areas.
My suggest is why not break down the bosses in Dungeon runs into similar categories to improve variety in drops and the likelihood of completion?
Recently I've been dungeon farming and I think a more fundamental change could be effected. On a particular trip in Blackheart's Haven I acquired the same light belt set piece three times in one run. That lacks a bit for randomness.
A horse never tires of being beaten.
A few weeks ago it was mentioned to create an option to use pledge keys for a chance at finding what you are looking for.
Recently I've been dungeon farming and I think a more fundamental change could be effected. On a particular trip in Blackheart's Haven I acquired the same light belt set piece three times in one run. That lacks a bit for randomness.
Looking at how gear is distributed in overland; delve bosses are waist + foot, public dungeon bosses shoulder + hand, Dark anchor chests are jewelry and Overland bosses are Head, Chest, Leg + Weapons. That's breaking down all possible slots into four farming areas.
My suggest is why not break down the bosses in Dungeon runs into similar categories to improve variety in drops and the likelihood of completion?
That lacks a bit for randomness.
You skipped past the point I was making about acquiring the same drop three times on the same run and right to the fact that the category system under which drops occur is too small and can allow for excessive redundancy.