Today, many of us opened our Great Vaults for the second time, and watched a cast bar fill up as the game randomly generated 1 to 9 items based on the eligible activities that we did last week.
Just think, though, how much more satisfied would you feel if you could keep all 1 to 9 of those items, and they had been awarded to you the moment you completed the said eligible activities last week?
Before Shadowlands, you could have easily obtained several more pieces of competitive loot from fully clearing a raid or doing rated PvP throughout the week (yes, rating-appropriate loot dropped randomly from rated PvP wins), and you could have looted at least several more items (than you did in fact loot last week) from doing ten keys.
In other words, it is no coincidence that the number of options generated in the Great Vault closely resembles the number of actual drops that the current looting system has intentionally taken away from us. So instead of looting at least several items per week for each eligible activity we now do, and choosing whether to equip each piece compared to what else we have for that slot, we are only allowed to choose one piece weekly for all activities that we do, not knowing what other gear will drop for us in the future or what the Great Vault will generate next week. (Given how scarce loot is, it can be frustrating how the Great Vault choice that you make may be replaced by a lucky drop, etc. elsewhere or in the future, or the the options presented may compete with the legendary that you have already crafted.)
Game developers and fans of the new system have said that the Great Vault will help us gear up over time by allowing us to choose meaningful upgrades. You may feel this way for the first few weeks, when the Great Vault is likely to generate multiple options that are all upgrades for the difficulty of content you are doing, but over time the Great Vault is more likely than it is unlikely to generate mainly options for slots that you have already upgraded. (Beware the Gambler’s Fallacy.)
Let’s say that you are lucky after doing one activity (raiding, for example) for many months and only need one last slot to be upgraded to a power level appropriate to what you are doing. The Great Vault would only have an 18% chance of generating an appropriate item for that activity in its 3 options. (Let’s hope that slot isn’t your weapon slot or you might need two patch cycles to get your weapon!)
Or you may assume that it will all work out in the end if you simply push yourself to do all 3 eligible activities and generate more choices to help beat the RNG, but even if you earn all 9 options, there is only a 6% chance that the Great Vault will generate options for 9 different slots (assuming that the Great Vault generates all slots at an equal probability). Furthermore, regardless of which slot an item is generated for and whether it is an upgrade from the perspective of item level, the Great Vault will not be a reliable means of aiming for specific best-in-slot or secondary stat-appropriate items as we cannot be sure that it will not generate the same items that it already generated last week, or that it will generate next week.
So what we have is the illusion of choice and control (when we had multiple times more choices before, therefore more control), and some players will fall victim to the fallacy that the Great Vault will surely after many weeks continue to provide upgrades and eventually allow us to meet our gearing goals if we keep doing content every week and filling up our options.
The game developers hope that we will continue to take our chances at the Great Vault every week in a “gacha”-style game spread out over the course of many months, with the cost of each attempt being our weekly efforts, and the goal (which we are statistically unlikely to reach) being a complete gear set. But the real “gacha” here is going to be when the developers think “Gotcha!” for having brainwashed so many players into thinking that the Great Vault is a great improvement, and for having kept them subbed and raiding for the entirety of a given patch cycle.