Nothing feels worse than running a key and seeing your end of dungeon chest containing a whopping 52 gold for your efforts, thus I propose a change to the system.
At the end of the dungeon if you don’t roll a piece of loot you get a token from the end of dungeon chest. You can hold onto these tokens to buy a guarenteed piece of gear after you get so many tokens, and they can function like the current crest system to prevent people from farming low level keys to buy high ilvl loot.
This at least lets you know you’re working towards progressing your character rather than “Oh man I hope the vault has something for me I can actually use!” The wrath system of badges and tokens was a great system, and after playing wrath classic and seeing how nice it felt to know that even if I didn’t get any loot from my Gamma, I’d be progressing still towards a piece of gear, going to “Oh well, sucks to suck. See you in a week sucker.”
M+ gives quite a bit of loot tbh. You yourself are rocking 3 pieces already, that are upgradable to 476. Plus you get the Vault, so m+ will have given you 4 solid pieces the first week.
I’d be alright with a gold reward if the gold reward was honestly meaningful but 52 gold doesn’t even cover repair costs. I’d be more than happy if they upped the gold reward because 52 gold just feels worthless.
I can buy a seasons worth of dungeon consumables for around 5k-10k gold and I run a LOT of M+, according to r.io recap I completed nearly 700 dungeons last season plus whatever number didn’t get completed. If you’re spending a tokens worth of consumables a month you’re doing something very very wrong.
I made around 3 mil gold at the start of this xpac, mostly from selling enchanting materials, and I’ve got 7 max level characters doing a ton of crafting. I’m not selling anything just personal armor crafting and I haven’t even touched what I made on launch yet.
Off the top of my head right now, with minimal alch for 1.5 hr flasks on all my characters (which i did to save money).
Roughly 200g+ for tepid phial, could last 3 runs in a row, realistically usually 2. (This was also the cheaper phial)
57g for weapon runes last time I checked, x2 for some classes, good for 3 dungeons usually.
Food maybe around 60g if I’m trying to do primary and no one had a feast, for one run maybe. Sometimes budget food for a less serious key. (I didn’t have a flavor pocket sadge)
Then the highest price point being battle potions on cooldown for pushing higher keys. Easily adds up to like 400g+ depending on the dungeon.
And for spamming battle pots, that was last season when I was running with a core team to push 24+
And at that point I was basically raidlogging like my team, we only logged on to prog on keys and log off. I remember at the very start of dragonflight I was reaaaaaally hoping the disenchanting specialization would drop disenchantable junk off m+ keys since it isn’t looted, just spawns on kills. But nope. =/
I wish there was a token system/reward track based on key brackets too. Nothing worse than running one dungeon 20+ times and never seeing the item you want and getting the same piece you don’t need 6 times - but others get it on their first run.
I’m fine with RNG but it feels excessive sometimes. Why should one player spend 10 hours for one item and another spend 30 minutes for the same thing?
Rofl my health pots alone were 7,000 gold. For only 100 of them. Why do people feel like they need to make up nonsense like others don’t play the game is beyond me.
Auction house scalping is not the same topic as the OP who thinks its a flaw of the game that you steadily lose gold while doing M+ or raiding.
Expenditures:
~25 for food
~150 for phial
~50 for weapon rune
~40 gold for whet/weightstone
Assuming the run is clean and you don’t die at all, ~40 gold for repairs
We’re at approximately 300g for one run. This could get spread out if you’re running dungeons literally back to back and still not dying to lose food buff and increase your repair costs. Left out augment runes because those go for like 1300 a pop.
You can do world quests for the ~600g ones but then you’re dedicating at least an hour per however many alts you can stand to go to as many stupid chores as you can stand so you can afford to feed consumables into the toons that are doing endgame content and not lose money. And this isn’t counting if you’re getting gear crafted and getting embellishments/enhancements on newly acquired gear. Also forget about crafting any of this yourself if you haven’t kept up with crafting since launch. It would cost you more gold than you’d save to get the mats to progress that and you’re still timegated on knowledge.
So 55 gold at the end of dungeon chest is a complete joke in my opinion. I think this needs to change because not everyone is coasting on millions of gold from sitting in their WOD garrison back in the day or scalping the auction house on expansion launch.
It’s been a pretty popular suggestion over the years to collect all the loot from mobs you’ve killed and have them available in the end-of-dungeon chest. That would mean all gold, greys, greens, Element resources, BoE’s, recipes, etc.
Aint that just the biweekly profession thing mixed with the upgrade component?
Honestly they should just stop restricting those and just make them not needed and the upgrade component the only one you need.
Most of the crafting items besides a couple aren’t really the BiS and the unique ones you can only equip 2 of. Add onto them not being able to be tier would mean just dropping the restriction would not break the game.