First lets not make this a Master Loot Good vs Master Loot Bad thread. That isn’t the point of it.
Second, the reasons given by Ion for the removal of master looter is to give those players who aren’t master looter or loot council agency and not have their loot at the mercy of others. In addition, he said that at the time (pre-BfA it looks like). It was only guilds using master loot in retail at the time. Everyone else was using personal loot.
Third…
Asmongold: Now that we’re talking about loot. Why do you not want to bring back master looter?
Ion: What if I told you… I kind of do want to bring back master loot, and the team does? It’s something we’ve been reflecting on a lot in the last year, year and a half, looking at places where we and the community have differed over the years and reevaluating some of our thinking. Loot is a tricky one. Going back to Legion, we had personal and group loot in parallel, and maintaining two versions of loot in terms of how the data is setup, the UI experience, the code… was a mess. That was something we wanted to get out of for a bunch of reasons, and at the time we were looking at group loot, saw a bunch of problems with this structure we’d built, and were like “lets tear it down, lets lay new foundations, lets build a new system that’s all personal” and over the last few years we’ve been iterating on it and refining it and adding rules and exceptions, but there’s a lot of problems with it. Clarity around what’s tradeable is pretty bad, the feeling of “hey an item just dropped and it’s technically an ilevel upgrade, but I’m not going to use it and I can’t give it to my friends” - that feels pretty bad. We certainly haven’t solved degenerate behavior from world first guilds, if anything it’s gotten worse with all the cross server stuff and buyers. So yeah, we’re taking at hard look at where we want to land going forward. The challenge is, well we spent a solid six years building new foundations, and so it’s not just something where you can flip a switch and say “alright, everything works the way it did,” but I think there’s a lot to be said for keeping personal loot in some spaces like outdoor world, trash in dungeons and raid, I don’t think anyone needs group loot trappings there. But the core experience of killing a raid boss, there’s four things on the corpse, figure out what you want to do with those four things - that’s something we’d like to get back to. I don’t have the ability to promise that all the work to make that happen can occur in just the next few months, but in terms of a long-term heading, that’s what we’re thinking.
Fourth, what they actually decided to do was Need before Greed with upgrades to that system of looting. Specifically…
We’ve improved Group Loot a lot from when it was last shown in 2016, and are continuing to work to remove other edge cases. For example:
- In the past, Need/Greed only knew if something was equippable or the right armor type, not if it was meant for your spec or not. This is now changed.
- First off, you can never Need for anything your class cannot wear. No warriors sniping cloth robes with a need roll and giving it away or trolling.
- We also have mainspec and offspec functionality built-in, which changes based on the current loot spec you set.
Main spec takes priority, then Off spec, then greed. So while a Ret paladin can’t off-spec loot a shield away from a main-spec roll from the Tank, anyone rolling greed could never win it over them. This also means that if you swap specs for a specific fight, like going Holy, you can still main spec roll for your desired items if they come from that boss without having to worry about hurting yourself by being flexible to your group.
- Players won’t be able to win multiples of the same item – say that 2 sets of Shoulders drop. While you can roll Need on both of them, winning one will ‘remove’ your roll from the other.
- Additionally, players can’t Need on a piece of loot if they’re wearing the exact piece at the exact item level, though in the event where this occurs but the dropped piece has a Tertiary stat or Socket, that roll would be possible (as those are upgrades).
- Lastly, even after winning the roll, items remain fully tradeable without restrictions to any player that was eligible as a looter – as-in, if you weren’t locked to that boss previously. Inversely, this means that players who have already killed Boss 1 on Normal for the week can’t join for that boss and have loot traded to them (similarly, the need/greed pane won’t appear for that player).
I can’t link it, because Blizzard seems to have deleted the thread for it and I can only get this via sites like wowhead and bluetracker.
htt ps://ww w.bluetra cker.gg/wow/topic/us-en/1352473-changes-experiments-to-raid-rewards-in-dragonflight-season-1/