The difference is raids have a significantly lower loot table and fill out faster. You already stop needing items from early bosses a month into prog because some bosses drop literally 2 useful items for some armor types.
Meanwhile, you need to run 50+ CoS or HoV to realistically see a specific trinket because the dungeons have a dozen items on the table.
Raid drops need a buff, but 12 items across 20 people when the boss drops maybe 10 unique items is extremely excessive especially when most of the extras are going to get sharded after week 2-3. Oh boy another two pairs of non-tier cloth gloves. 5k gold for the gbank.
Last 2 weeks i only did the first boss both times and got a item each time (rolled 90+ both items. Loled caz i normally roll at max 20). This week i did the full raid - the last boss and got… nothing. Each boss droped 1-2 items i could need for (some were a good chunk of a upgrade) but the rng gods went “not today”
Sucks caz they would of been good upgrades for me, making getting into groups easier.
Whoever thought it was good to put this bad mechanic back in?
What I’m saying is, with group loot you can at least pass on loot you don’t want.
With the current system, people with item level 410+ are still getting loot from Mythic+ that other people in the group desperately need. This didn’t happen when group loot was a thing unless you were a ninja or an [Removed by Moderator]. Most of the people running mythic were doing so for the weekly quest and didn’t want loot, but they ended up getting drops that low geared players were desperate for.
It shouldn’t work like that. But it does, and it’s dumb. And if you want loot, you have to whisper the person constantly “hey can I have that item please?” when it never should have been assigned to him in the first place.
What is this loot protection you speak of? I don’t recall any protection other than the great vault at end-of-week, but end-of-night raids had zero loot protection under all systems (personal and group) with the exception of bonus rolls, which have not returned.
On topic, group loot is not great. For very organized guilds with no ninja-looters (who would be removed from guild, but still screw up that roll), everyone passes and they effectively have master-loot. That’s great for those organized guilds. Community/pug groups all just roll need on whatever they can and it’s terrible. Personal loot is a roll to determine if you get loot, then another roll that guarantees it’s something you can use (may not be an upgrade). Group loot rolls off the entire loot table for the boss so it’s possible to have mail loot drop when there are no mail-wearers on the team… N random pieces drop (depending on raid-team size) and everyone gets to roll need if it’s a piece for their class and they don’t already have the exact same piece (barring tertiary stats/socket). Feels pretty awful… I’ve attended three raid nights and won four pieces, so my horde pally has been incredibly lucky, but it feels so bad for the rest of the team that got nothing all three nights I was there.
I sure hope this is the case and they go back to Personal with an option for 100% guild groups to have actual Master Loot.
Personal loot, you blamed Blizzard for you bad luck. Group loot you blame other players for you bad luck, which feels much worse, but is just human nature.
alot of these explanations are bullshyt, I have seen people win multiple rolls in a row. Guild rc loot council still goes to favorites who are friends who are more likely pretty bad.
People have tested it, people would need on things they already have regardless of ilvl. All they needed to do was keep personal loot and remove the trade restictions. Both systems are garbage, but atleast personal loot it was given to the rng gods. Group needs tweeks.
Roughly every 3-4 bosses bad luck protection would kick in, pretty reliably I could plan which bosses I killed in order to get a drop from the one I wanted.
Sometimes you end up with half of the loot from a boss, sometimes with nothing for the whole clear, so about the same as personal loot with the added benefit of being able to freely trade gear.
I won some tier pants on my first LFR run on this character who is an alt and my girlfriend who has been playing a lot more than me and been doing LFR, normal, and heroic on just one character with no tier was very mad at me lol
And yeah, that’s pretty messed up. It should definitely not work like this.
This 100%! This is actual bad-luck protection that is transparent to the player! I think they played with this in season 4 of shadowlands, but they just hate that players could get what they want “early” and then un-sub. Bad logic on their part, they should just space how often you get tokens to match their sub-time threshold.
We have a hotfix coming to the game later this week. With this hotfix, we will have:
Fixed some situations where players could win Need rolls on duplicate items in a single roll session when it should not have been possible.
This has already been working as intended for most items, but should now include items such as Tier Tokens and weapons.
Additionally, we’ve got some updates to loot distribution coming in 10.0.5–
Fixed an issue where, in some rare cases, players would get less loot than they should have on certain Raid sizes.
Fixed an issue where players could unconditionally roll Need on Set Tokens. The system will now check if the player owns the Token or the Set Piece itself at equal or greater power.
Players can no longer roll Need on any Profession recipe that they have already learned.
Players can no longer unconditionally roll Need on 1H weapons (or 2H for a Warrior in Fury loot spec).
For that last one, in 10.0.5, the system will now thoroughly identify if you can dual-wield the weapon in question, based on your loot spec. If you can, and you already have two versions of it at least as powerful as the item being rolled for, you can’t Need the item.