Embers of Fyr'alath Empowered - February 20

I just want to address some of the intent that appears to be coming across vs what players are actually experiencing.

“…Legendaries returned as an exception… to obtain over the course of a season, demonstrating a display of excellence”.

This would be great if it were a statement that applied evenly to all players. The reality is that there were players that obtained the axe after a single kill (maybe even their first LFR boss ever) which does not show mastery over challenging content nor did it take any significant time investment in the raid (Let alone over the “course of a season”). There are players that HAVE spent the entire season so far, they HAVE demonstrated a mastery of this content, and not only do they have no axe to show for it but they have (functionally) zero agency in the matter.

“…with no Fyr’alath in sight, and we want to give those players a surer path to achieving their goal.”

You may feel as a design team there is a path, but unfortunately for those who can’t see your internal documents, it feels as if there is no path. A path would imply some understandable start and finish, however there is a giant bottomless pit in the middle of the path called “probability” we are asked to jump into each week. The only transparency we have received is: “There is an invisible bridge that is probably getting bigger. Just trust us :)”

Even for those that DO trust and have faith, you have been so opaque about the system that giving a vague “significantly increased” chance tells us absolutely no information, because we have no original value to reference. Did it go from a 1% drop to 2% drop? From 0.1% to 0.15%? 10% to 30%? These are MASSIVE differences that could all apply to what you are apparently trying to communicate.

“…we’ve increasingly heard feedback from frustrated players…”

It feels like the legendary is still being thought of in terms of the player base as a whole. A game designer might be comfortable saying “Well, we only want 45% of players who are clearing every week to have the axe by now”, but you are not considering the experience of everyone who is doing literally everything they can and still falling on the other side of the curve. Even if that number was 95% today, there would still be a massive amount of players doing the content that you apparently want to reward, without the reward.

The problem is also exacerbated by Bad Luck Protection. Putting aside how the system works (which is another conversation), the psychology behind it needs a lot of iteration. Even the name: Protection implies that I will be protected from bad luck. What would I assume protection from bad luck looks like? Good luck. What does good luck look like in this context? Well I get the axe, of course. Players are primed from the beginning to EXPECT the axe if BLP is doing its advertised job.

And let’s not dive into the irony that a system designed to protect you from “getting unlucky drops” requires lucky drops (lesser embers).

Please stop thinking about this legendary from the perspective of a designer and start being empathetic to the players actually experiencing it

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and being more honest, and to add into the frustration of this terrible legendary drop system, the only two times ive actually saw it drop, both drops went to holy paladins, now who had the wonderful and marvelous idea that healers and tanks (not mentioning dks that can actually use it), have pretty much the same priority as dps on getting it? please give that guy a raise, cause that was the best idea ever (not).

and guess what, aside from a beautiful transmog, that axe right now is just one slot into the bag of both main spec healers, and people that could actually use it, are there really satisfied seeing their best in slot being used as a paper weight into the bag of healers.

good job!

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How does this even begin to make sense? There are plenty of people in the top 1% that haven’t seen it, despite full clearing heroic since week one. I am one of them. Doing 100% of the content every week and relying on luck to be competitive is insane.

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So… the people who did it when servers went live cucked themselves? Nice.

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try getting benched because a random player with the leggo showed up once for mythic raid, he comes and goes, I am top 5 dps in the raid without the leggo, the raid still benches me in favor of this RNG POC that I have no way of getting!

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Laughing so hard right now at the miserable toxic players who called all the complaints about the drop rate “entitled.” Bad game design spoke for itself.

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This is the kind of mess that keeps becoming increasingly annoying in this game. Legendary weapons used to mean something in this game. Instead of creating Legendary weapons that are way easier to obtain than they were in expansions past, can your team actually figure out how to balance these classes that can wield them without completely destroying them to the point they need the weapon to be viable this late into a patch cycle? I mean, it’s been forever since a melee agi weapon was… oh wait, they never got one. Yet we’re not here crying day in and day out for you to make us one that breaks the game until we obtain one. Please stop nuking(balancing) classes and specs so that you can create some bogus Legendary that still has a much higher drop rate than a lot of the items in that raid. I’ve seen more Legendaries drop than I’ve seen Gholak, Thorncaller, Vakash, Augury, and Rageheart drop on all difficulties. There’s no way the dev team plays and enjoys this game. Please find passionate people to work at Blizzard again, and not these people who are there just for the company name on their resume.

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And yet, nobody in our raid got one tonight. Including myself.

Le sigh.

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sick now do ‘remove externals(power infusion, etc)’ and ‘redesign augmentation evoker (get rid of aug buffs)’

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“Blizzard listens to feedback,” the fanbois cried. Even though we’ve seen the same issues in Season 1 and 2, first with the Bow that never dropped, followed by the Dragon Staff that never dropped. An now shockingly a 2-Hander that never drops…

At this rate, whatever they come up with in Season 4, WILL NEVER DROP!

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Well yes, they stated as such when they were introduced to show you gaining something. The BLP (which unlike the Evoker was on the from the start) is earned the moment you down Fyrakk or the bosses on Heroic after you have AotC. The Embers themselves are just knickknacks.

I’m contemplating keeping a few in my bank as a souvenir.

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We’ve been killing Fyrakk every week since the first and the only axe we’d ever seen was on our Holy Paladin.

We got 3 tonight.

Our 2h DPS player still doesn’t have it.

Trashy system. Blizzard never learns.

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And for the people who killed the Boss before the change, were they at a disadvantage? The system for getting the legendary from the last Boss is extremely frustrating, I’ve been trying since the first week of the season (3 months), only to be disappointed. I’m tired of being disappointed…

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If you don’t trust that the game works now, then why would knowing an assigned number make you trust that the game works? People will still go on long runs of bad luck and people will still have good luck and get it faster than the expected value. Blizzard has the data, either they’re doing statistical checks on it or they’re not, but knowing the values isn’t going to help players.

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Come on, if you are going to try to be snarky, at least make sure you read the post.

Change is RETROACTIVE, and the hotfix is implied to have occurred with server maintenance.

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Yet more placebo effect, tell the players that you’ve increased the drop rate without actually giving any real numbers.

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with attitudes like this can we just stop putting a legendary into the game?

late to your own game as usual blizz

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The verbiage on this kind of thing always makes me lol.
“Significantly increased”… so from .01% to .1% ? That would indeed be a “significant” increase in terms of a chance, but still pretty lame. Just roll 1/1000 guys and you’ve got it! :wink:

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The most challenging content like LFR?

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