![]() Now that sounds like a YOU problem friend, endless missions are still in the game, DE just shifted S#$ rewards from that to another place. Without them there's no reason to theory craft, push the limits of you gears, try new weapons configs or even farms for new prime parts. Half my endgame goals are gone without rewarding endless missions which is why I want them back. +1, anything to make Void more worthwhile now is good in my book. Making the trace rewards slightly better than trace farming in fissures would get people back in the void tiles, and making them even better in longer endless would give people a reason to do endless to refill their trace stashes when they run low. Players get to do missions other than fissures again and again, for the same rewards. Void sabotage could drop them as a reward.Īll you really have to do is balance out trace per time spent, make it compatible with normal trace farming and it's a win -win. Void containers could drop them on occasion Staying longer would yield more per time and less would yield less per time. Perhaps averaging it out 40 minutes survivals would accrue 150 traces on average - right in line with current trace farming. ![]() Traces could drop from void eximus units, so staying longer in a survival or defense (which tends to yeild more per timer), becomes valuable again. Traces could be rewards for survival (100 traces as Rotation C reward - 20 minutes). The only place that makes sense is the void. So what is the harm is letting us out of the fissure to get traces? We ALREADY have to run fissure for the relics over and over and over and over again and that mechanic is getting really old really fast. Smeetas help and boosters help that number. You can run quick fissure missions without a relic and pick whatever is fast (capture, exterminate, etc) and run 5 minute missions. Since there is a mechanic where you can trace farm without a relic, it seems to me there is no reason not to award traces in other missions.
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