Do you want deterministic gearing systems in all WoW seasons?

I have played this game at nearly every level of content for over 20 years. PvE and PvP.

I have never enjoyed the RNG system.

I would prefer a deterministic loot structure that allowed me to purchase whatever item I wanted every season by participating the content I prefer.

I want to take this a bit further.
I prefer M+ over raiding and world content/delves, etc.
I would prefer everyone participating in the key to get loot at the end.
You spent the time and the effort to complete/time the key and should be rewarded.

I also would prefer a simple currency system besides crests and valorstones.
I have never been a fan of valorstones or crests or the upgrade tracks.
I can accept, however, this is the direction Blizzard wants to go moving forward, however, I wish they would remove caps, remove all crest levels and just make one currency that stacks and use that for upgrading items.

Yes, we have the vendor to trade up or trade down, but generally, these are not a 1-1 trade.

If deterministic loot is not even on the table for Blizzard, then I would prefer a system to easily upgrade from Hero track to Myth track - extend this further down, I don’t care.

Edit: I wanted to add something while it was on my mind.
Sometimes it seems that Blizzard just arbitrarily gates players when all they want to do, for the most part, is blast and have fun in whatever content they want.

The system has a whole just needs to be modernized.
Everything needs to be warbound, gold needs to be just account wide and shareable/useable between characters without having to deposit and withdraw, crests, valorstones, etc.

It just seems Blizzard still does not respect the vast majority of player time and effort, nor do they know how to “read the room” and they place stops and changes when they shouldn’t. I will never understand why if player x becomes a sweatlord and grinds to the max of everything prohibits or lessens the play of another.

I would venture to say the attention span of players as a whole has shortened. I know mine has - so if a game doesn’t have that immediate satisfaction or dopamine hit, it just becomes frustrating and a slog and I honestly just don’t have the time or want to waste time.

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Yes, it’s one of the reasons I really like FFXIV’s gearing system over WoW’s. AFAIR it used to be much more similar.

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I want deterministic parity between raid and m+. Keep drops but have dungeons and bosses also drop a currency you can exchange for gear. It’s not rocket science

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I wouldn’t mind deterministic gearing options in all seasons. But to keep with the trend of Blizzard monkey-pawing everything it should only be veteran track and under. Champion and above should be made even more RNG.

We can’t get too out of hand here.

No, it leaves no room fo da’kine flavor.

The game is so close to it already with crafting and catalyst and crests.

I dont really think we all need gambling to keep us playing. I mean personally its pushed me away from the game lately. But i dont really know.

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Yeah, I loved that stuff.

The moment it was removed and all we had to rely on was vault + RNG, it dampened my desire to PvE.

I already have grinded out mounts- having content gated by pure RNG isn’t exactly what I’d call fun.

Especially if you’re getting bored of it and only drag yourself through it for BiS.

If you’re already bored of LFR/Normal/Heroic, Mythic isn’t gonna be fun, period.

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As one of the low end people, I feel like we’re stuck with the two extremes and I’d rather be in the middle.

For drops, loot tables are huge and there’s no way to target any piece. So there’s no excitement when opening delve chests or the vault - it’ll probably just be trash anyway and even if it’s an upgrade, it feels unearned.

Crafting is all completely determined. I can calculate to the day when I get my next upgrade. It’s neat, but it’s not exciting either. It’s like working a job for gilded wage.

I liked the old system of having bosses, etc., with sane loot tables and a currency and/or crafting as either bad luck protection or an option for those who don’t like farming. Not sure why Blizzard thought this was broken and Diablo is the way to go.

Yes, there should at least be some kind of bad luck protection where you can earn a piece of loot in a deterministic fashion out of the pools available in the content you’ve completed, and that should include the vault for delves and M+.

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Yes I would like deterministic loot. I would like to build my character and am not a gambler. I find RNG frustrating. I don’t want to run the same dungeon 50 times to get a trinket.

I get some use of RNG, and that doesn’t bother me. But the whole gearing structure is built in a way that seems to always make me feel really unlucky.

Lets do something that’s a cross between the two eh?

Like: your vault, instead of picking the piece of gear you then walk out with, unlocks that gear on a vendor (tailored to you)

Every vault you open adds those items to the vendor at that ilvl. If it has avoidance on it, then that is remembered.

Then, ever week we get one vault spark, and can buy one piece of gear.

Functionally this is similar – there is RNG, and you can’t just jump straight into BiS – but it is also built-in bad luck protection in a few different ways.

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I would prefer a way to farm chase items. I’m ok living and dying by the bell curve, but I want (for example) m+ items as powerful as HoC and JD).

M+ being designed as supplemental item level for raiders extending lockout has got to be the biggest miss in game design history. If I ran a burger joint and my potato salad outsold burgers 100 to 1, I’d very quickly be a potato salad joint.

BLP is good, but being in control of rolling for drops is better.

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Personally, having come back to the game at the start of Dragonflight (left at the end of BfA Season 2) and played every season since: I’ve seen the ebb and flow of the player base in things like the LFG queue late in every season as people lose interest in running the same dungeons and raid for 6 months on end.

Despite DF Season 4 explicitly being a gap season, where everyone going into it knew it was going to be recycled content, I found myself having a lot of fun rapidly gearing and pushing my character’s power to the limit.

All this lead me to hoping that, through this cartel chip system, Blizzard was going to find a way to extend the life of each individual season and reward players that committed to staying around even as others naturally left. If each dinar rollout was timed well enough, it might even help retain some players that might have otherwise bailed until the next wave of new raid, dungeons etc.

i would like the old dinars as they were towards the end of all seasons.

idc at all for the new version they have in mind. rather not have it at all.

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I don’t think completely deterministic is necessarily the answer, however…

I do think there’s a fair argument to be made about certain items for each respective spec that ends up being a coveted piece in the current WoW we exist in. BIS lists are datamined and mathed out by SIMC folks and we’re all working towards those, to some end. Now, of course, the BIS items are sought after because they provide the best opportunity gear-wise, for us to reach our highest potential.

Part of the problem is, the vast majority of the population acquires these items post Progression kill, or have them on a lower tier from the previous difficulty, if that. There can be an argument made that WF guilds are better equipped to kill mythic bosses with less than ideal gear, let alone outside of BIS.

Now, I didn’t make note of exactly who had what, but I did notice there was a lot of talk amongst the “Casters” of the RWF insofar as this or that guild doing splits for, of course, The Jastor Diamond and/or the more powerful trinkets, Mugsy’s Jug or Eye of Kezan for spellcasters, not sure as much for melee. But they make it a point to tell the listening audience that one of their goals in doing those splits is get as many people those items as possible prior to pushing their last few mythic bosses. So, the point being, that even they seek BIS items.

As such, it follows that as I mentioned previously, it would probably serve the general population more good to have a bit more ‘access’ to those items earlier than later. For guilds that work half the season to get AOTC only, the better items only come into play on a reclear for the most part not during progression.

Being part of a smaller guild, with a bit slower progression, though I still haven’t cleared the last 2 on heroic, I’ve cleared LOU every week and only this week saw my first Mugsy’s Jugsy, two of them dropped in normal last night, but I lost both rolls. Not once has it shown in vault, though a normal Jastor has, which I took of course.

Likewise, I have a warlock friend who ran over 80 Mists last season trying to get either a heroic track Unbound Changeling, or a Myth track one from vault (not sure of how many weeks that was). He did finally get it, but like a couple weeks before season end and too late for the pushing that we were doing at that time.

Trickle-down economics exists as a means to encourage repeated participation, which is totally fair, I’m not one to get an item and then be like, well I’m done with that… no you take the item and then perform as good or even better than you did the last time, just like you’re always trying to do, but I digress. There should be a better balance between those two goals.

I don’t think it’s unreasonable to have 2 deterministic items, maybe even leading to a player choice when it comes to having 2 of 3 or even 4 of the ‘best in slot’ items. For a great many they’ll be capped at a heroic track Weapon, or a crafted one slightly higher that competes with mythic track one, some semblance of BIS trinkets and maybe one cantrip item.

Both systems inflate the loot pools so large (M+ and Raid) that you spend a great deal of the season either with the luck of getting one early or the bad luck of not getting one until later, if at all.

I remember doing ICC for 15 weeks before Dislodged Foreign Object dropped, even once and I certainly wasn’t the only one that wanted it.

If Blizzard was a lil more transparent with their loot algorithm and be willing to adjust THAT, not having deterministic loot might be palatable for the majority, if the algorithm is robust enough on the back end; looking at you Vault. Now, I also like to point out how I often obtain some BIS items via the weekly quest(s) granting a raid cache (usually of the Heroic variety). I received Spymaster’s Web last season that way and I’m pretty sure I got some in Dragonflight that way as well, which is a nice feeling when it happens, but when you get another cloak or wrists, or some item or SLOT that isn’t coveted at all, you feel like the system is bloated a bit.

Now if you could just choose that reward once in a great while throughout a season, that would really give the players some agency. They work at their own individual pace in their desired content and if they’re not lucky with drops/rolls, over some weeks, they get what they’re after in a reasonable time frame.

Now whether or not a dinar system or whatever should grant fully mythic track upgrades isn’t my decision. Like I said, 2 items I don’t think is unreasonable. I don’t think it would propel a great many guilds to a tier they’re not already doing anyway.

A currency grind to buy something specific would be nice.

If i could burn 1,000 Valorstones to buy a specific trinket out of a dungeon/raid it’d be nice. Rework Valorstones so they’re no longer necessary for gear upgrades.

lmao.

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We’ve had a deterministic gearing system since DF. Every couple of weeks you can craft a mythic raid quality piece of gear with exactly the stats you want on it.

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Posting in a 100% good-faith Athernon thread.

You mean like a system where you could craft items that are only a few ilvls below max for any slot besides trinkets? Maybe one where instead of relying exclusively on boss RNG you have multiple bonus layers of RNG woven into a season to reduce variance? One where you are guaranteed to achieve 90+% of the maximum ilvl increase afforded by a season even if you have literally the worst luck that the universe has ever seen?

Crazy idea, but it might just work. I imagine people would still complain though.

Every single person should be given a base set of gear. The amount of content you do should be how you are able to upgrade it over time. Transmogs wouldn’t have to change at all. The r.n.g. gear system is honestly why I only play for like a month or two at a time. I get fully hero with a couple mythic pieces and just lose interest. There is literally ZERO reason we don’t have an equalized gearing system at this point…game would be so so so much better without the chase.

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Really short-sighted here. ALL people are talking about, or care about here, are the trinkets and the Jastor Diamond. If we could craft the Eye of Kezan then nobody would care.

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I would support currency based gearing in PvE. I assume that’s what is meant by deterministic, e.g. I can choose what pieces I want when I’ve earned enough to purchase it.

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