# I question the choice of random drops

**URL:** <https://forum.norestforthewicked.com/t/i-question-the-choice-of-random-drops/12769>\
**Category:** Wicked Feedback\
**Created:** [June 17, 2024, 5:45pm UTC](https://forum.norestforthewicked.com/t/i-question-the-choice-of-random-drops/12769 "2024-06-17T17:45:13Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![Chemile0n](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/chemile0n/32/5788_2.png) [@Chemile0n](https://forum.norestforthewicked.com/u/Chemile0n)\
**Post date:** [June 18, 2024, 5:56pm UTC](https://forum.norestforthewicked.com/t/i-question-the-choice-of-random-drops/12769/6 "2024-06-18T17:56:09Z")

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> [@Evocator1000](#):
>
> ### Drops
> 
> I like the idea of target farming. It rewards knowledge and gives you clear goals for a playthrough. Guaranteed drops are a bit much though, at least for this style of game.

i was thinking about this a lot too. sometimes i think “wow that mobs hammer looks awesome” (no pun intended)  
but instead they drop a shield.

while i do not really want 100% predictable drops, it might be cool to have a enemy specific loot pool, similar to boss loot which probably works with a loot pool as well.

so for example give those shield mobs a few shields they can drop with random affixes, some swords and some armor pieces, and give the firebomb mages more bombs and bufs/consumables to drop, and the 2 hand guys no shields, but more 2 handers to drop.

get what i mean? that would make some sort of targeting farming possible, while still keeping drops fairly random within their pool and affixes.

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