Lynderika wrote:I'm not sure as to what you're refering with scosglen though, it has no special access, just random drops, which is the same as everywhere else. A lootbox and an enemy death are pretty much the same thing in a sense. The charm can take pretty long yeah, but the player is expected to spend lot of time in scos I suppose.
unless i'm misunderstanding, in order to fight the new scos boss you need the charm and the reality piercer, which requires luck 1 = corrupted druid spawns, luck 2 = design drop, luck 3 = correct design drop because it can drop duplicates.
honestly i like the idea of gathering the ingredients for the designs but getting lucky twofold for them to drop seems to be rng for rng sake.
in terms of lab, i feel like the design progression is inherently flawed, similar to path of exile's map system. the reason is upon success you can actually regress in progression. e.g. i can successfully clear a rift/map then be arbitrarily forced to regress to a lower tier. that's counter to how things generally work when you think of "success" or "completing" something.
if i remember correctly torchlight 2's map system had it right, i think you were able to purchase the tiers you wanted, which never stalled your progression and give you agency to choose, deterministic in a sense, but there were still rng aspects to it that made it interesting.