>>42414955>>42415059The problem is the METHOD for obtaining them.
Having a drop tied to sync moves is already retarded. Nevermind having to use Support and Tech units Sync moves. the bigger problem is that the better you play the sooner you defeat the enemy, this means that if you play the game TOO well you kill the enemy before a sync move triggers and you lose the chance to get the item. Being punished for playing the game well is flawed design.
Add the mechanic that it drops only when announced at the start and it becomes even worse. Theoretically it would mean that it's a good warning to tell you when you should aim for the sync move on the preferred pair, but it ends up encouraging "re-rolling" the fight as soon as it starts when it begins. Having a mechanic to be helpful to the player but instead encouraging boring/obnoxious workarounds Flawed design.
Add it being present in multiplayer and it becomes even more of a fuckfest. When those other two mechanics are present in multiplayer matches, three new problems arise: Players jeopardize the optimal strats in order to try and milk the sync move; Players will compete with each other in a co-op match to use the sync move before the enemy falls; Some players will drop matches if the drop isn't announced at the start. All of those are extremelly flawed design.
All they needed to do was one sync drop guaranteed to each used sync pair successful mission above 20,000 power level or something like that. Would work well on both single and co-op games, but if they'd want to keep the co-op sync-drop systems they'd need to make it drop about 3 or 5 instead of 1.