Just curious, but do you have a source on where they stated that they “toned down” the difficulty of many fights due to this change? Not being combative, genuinely interested.
Yes. Also, spec matters. I was wearing 370+ int damage trinkets and a 370 balefire (from WCM) dropped. Because I hadn’t looted a healing trinket greater than 370 and because balefire can technically also be used for resto (even though my spec was set to balance)… I couldn’t trade it to my guildy who was specifically running the dungeon for that trinket.
It’s a fantastic system with zero flaws… /eyeroll
it was in one the Q&A where ion said that with the old master loot system in place, they had to design mythic fights around the idea that top guilds would do split heroic runs to feed mains using alts, so that made it harder for guilds that couldnt. so now that master loot isnt a thing, they have been able to design fights where they dont have to worry about the top guilds smashing the ilvl but still allows other guilds to out ilvl the content later
the idea around this is that mythic progression is just as hard as it was for the top guilds, but as guilds later on can progress further in ilvl than the fight was designed for, more of them will be able to clear it in the following months
Do you remember which Q and A? Cause I remember them giving the trial excuse and wanting the loot system to be uniform across all difficulties. I don’t remember them stating that they were specifically combating split runs.
Look, we all get it you dislike personal loot but making up such BS comparisons doesn’t help your argument one bit. Giving someone loot that they just can not use due to class restrictions isn’t even close to the same as what occurred. The rogue was given two items for the same slot that they could use, giving a mage a plate chest is completely different. And you know it…
They shouldn’t have removed master looting, the restrictions upon it’s use was tight enough that is was basically a guild only debate. For people who didn’t like it, find another guild there are plenty out there. That said, it’s not coming back that much is clear. So either offer up suggestions for how it can be improved or just rant to yourself.
Just let us trade anything for goodness sake and all the PL problems would go away. We don’t need to be babied. No one is actually bullying others for their gear.
Even with all this evidence, you still will have Ion coming out and saying something like “that being said…personal loot is still a better system”.
You can have all the evidence in the world that master loot should be considered again, but the devs are like nope your wrong. They are stuck in there ways and its disgusting.
Ya… at this point… there have been COUNTLESS threads with hundreds of suggestions.
What is clear is that they don’t care about this and they aren’t changing it.
You think you do…
I have been pointing this out since launch that this is a problem.
the ONLY reason master looter was removed was because it slows down raid progression since you cant trade loot when the above example happens. Or you cant give loot to a player thats would overall benefit the raid more. Its just another thing to try and make up spend more time in the game.
You know Method still smashed the ilevel curve for the raid right and they didn’t need split runs or master loot to do it.
In fact, split runs still very much exist, they’ve just evolved/moved to M+ and they are arguably even harder on raiders now that they were in the past because of the infinite nature of M+ and titanforging.
If Blizzard really cared about split runs or people overgearing content too quickly then they have a lot more holes to plug than breaking a loot system.
I disagree. I don’t think it slows down raid progression. We still cleared the raid in a comparable time. What it slows down… is character progression while increasing player frustration.
It means that some people win the loot lottery, while others lose the loot lottery.
I can agree with that, but in my opinion that also effects progression in raid as well.
The common example i use is say you have 2 warriors in a group, one using a 340 weapon the other useing a 355 weapon. In old master looter if a 360 dropped, it would most likely go to the 340 warrior as its a larger upgrade vs a 5 ilvl upgrade, where with personal loot if the 355 warrior got that 360 weapon, they are screwed and cant given it to the 340 warrior.
Or another example, if i have a 370 mace from taloc, and i end up getting a 380 2h sword from the second to last boss in uldir, i would much rather give that to my DK because the stats are garbage for me.
what ilvl do you think method cleared the raid at? because they killed ghuun after only killing 14 bosses on mythic and 2 weekly mythic caches (thats kinda a lot fewer than almost any other guild) i duno maybe you watched every member of method get 395 loot everyday for the first few weeks of the expansion while i missed it, but im sure that method had some of the lowest ilvl clears of the raid
TBH is never good to look at the top end guilds for anything. They are the top 1% so they are going to be pushing content no matter what it is.
read the forum and not just one post maybe you would understand what im trying to say
I understand what you are trying to say, and im not arguing against, or for your point. Im just tossing out a the caviot of, take method with a grain of salt when using them for an example is all.
o well, maybe you will understand me when i put it like this, blizzard did this change so that top guilds (such as method) would still be able to progress just as fast while allowing guilds who are less good to just outgear the content months down the road while still in the same tier and clear the raid. if i didnt use the top guilds as an example, then you cannot put this change into context (this is not the only reason for the change, but a large part of it)
Every day blizzard strays farther from the original system that worked. Rather than trying to go back to a formula that succeeded, they continue to try to “evolve” the game, be it loot, skill pruning, progression, or anything really. Hope is fading rather quick for this game.
That said, I’m just hopeful they just give us back some form of progression that takes more than a day to hit 350 on a new alt.
Which i understand and personally i think is a fundamentally flawed way to balance the game. It should not be designed around the top 1% of the game.
Except… it didn’t change the clear rate… At all… And G’huun isn’t really a boss you can simply outgear. Looking at the fights as well… Mythic Fetid’s design and DPS checks disagree with you massively. The fact that it required what 3 nerfs? How about Mythrax’s nerfs? Or G’huun’s nerfs?
Sorry, but I disagree completely. I’d really like the actual source of your statement that forced PL has allowed them to reduce the difficulty of these encounters. Just did a quick look through prior Q and A’s and couldn’t find it.