Arena and dungeon ones are ‘side-content’ prophecies so to speak. I don’t pick them either but they have their place during end-game.
Campaign prophecies for low lvl players during their (first) trip through the campaign have no ability to access them in the first place
Also secondary characters have no ability to access them before Act 9 unless you get a Teleport over, which clearly is not the intended way to do that.
So, without the circumventing of intended design and Majasa campaign prophecies basically guarantee you the need to backtrack. They’re the only mechanic which isn’t aligned with end-game for prophecies.
Or a well made system since the prophecies don’t function on a RNG loot-drop basis, hence since we already have that there’s alternative options present.
Just one example of a quickly thought up (and the numbers being utterly unbalanced) mechanic for that:
Imagine that prophecies are ‘build your drop’ mechanics.
You get a baseline cost for ‘drop 1 rare item’… let’s say 100 Favor for the sake of it simply being an example.
Now you choose rarity. Rare? Exalted? Unique? Add a multiplier! x5 for exalted and x10 for unique as an example. So 500 for a exalted and 1000 per unique drop.
Base? No issue! Add another multiplier. No base? x1. Specific slot? x5. The more bases removed from the pool in that slot the higher the modifier if you wanna go even further.
Then add amount, more items means more multiplier. A nice reward for getting more items though, so a x1,95 per item for example, people saving up for their specific drop.
This can be improved further. Weaver items getting a higher use-number, uniques with LP, rare/exalted with FP… more multiplier!
You see… the more deterministic you go the more ridiculous the multiplier becomes. And to take into consideration specific bases which have only ‘rare’ uniques attached? Also no problem! Have those bases chosen for uniques be a higher multiplier!
You choose what loot to get, how much effort you wanna put in to get it and how many copies you want.
Surprise… suddenly it’s deterministic like MG, needs massive investment the more your choices confine the outcome and the ‘RNG on RNG’ argumentation for CoF which stands counter to ‘big number outcomes’ from MG aren’t an issue anymore with suddenly.
Instead we got the RNG mini-game mechanic rather then something for SSF-style players.