I think Blizz ate the carrot themselves and are just beating us with the stick at this point.
This is incorrect. Iâve killed 15 raid bosses this week and have nothing to show for it except a bad trinket Iâll never wear. And as for the weekly Great Vault rewards, Iâm getting better rewards already on Tuesday from the +8 key I did than from any of my Heroic raid kills this week.
Hahahahahahahahahahahahahahaha
Oh wait, youâre serious. Let me laugh even harder.
Iâm guessing the option of doing it the âother wayâ wasnât on the table.
You knowâŚthe option where you make the adjustment to increase the drop rates of the content that was underperforming.
Stopping the presses to fix this but leaving so many game-breaking bugs left untouched just proves where the priority is within the design. Make it slow and feel unrewarding is the overall theme.
World of Warcraft - Slowdownlands brought to you by:
Blizzard Entertainment - âWe relish the F and U in FUN!â
This is the point I was getting at. For gearing up quickly, M+ will win every time. After that, itâs down to whether the Vault gives good choices or one has the stars align in raid.
You won the forums today.
i knew i was feeling distinctly not terrible about the correct amount of gear players were getting
how do you guys consistently fail to understand ratios (see: maw threat/rep ratios for rares, elites, events etc.)??? a 1:5 ratio is substantially closer to 1:4 ratio (5/20) than 1:6.7 (3/20) ratio (by a LOT)
also the more organizationally difficult, non-repeatable, END-endgame content SHOULD be slightly (and it is VERY SLIGHTLY here lol) better in terms of reward. like, aside from the âour game, we can do whatever we want!â argumentâwhereâs the justification in this?
if you want to present this (obviously and insanely false) equivalance between dungeon content and raid content (which is again, very obviously not the caseâotherwise, why not release them at the same time, with the same gear, etc.âbecause you and everyone else know thereâs a clear and natural step-up from dungeon to raid, as it has literally been for decades)
why then would you explicitly disincetivize putting time into raids by making the rewards not only not on the same level, but actually WORSE â for a higher buy-in time overhead, more difficulty, and then strictly WORSE gear prospects???
from any angle here it doesnât make sense.
if itâs as it truly is, and a raid is of elevated gravity to a dungeon (as it always has been), then clearly the rewards should be of at least better quality and/or better volume/time ratio
and then if you want to pretend theyâre of equivalent gravity, you would at least want a vanishingly close amount of parity in their loot experienceâwhich is ALSO failed here.
a change of this nature further entrenches the stupid optimality of endlessly grinding mythics in pursuit of raid-ready gear levels, making now raids in themselves not even equivalently beneficial to that end
there is simply no reasonable angle towards this outcome. leave it as it is, or improve it.
I really hope that you guys look at this thread and take this feedback.
I think longevity vs enjoyment approach from your content management team needs to be revised. Start with longevity, move to enjoyment. Donât start with enjoyment then move to longevity because this is the result. If you overtune your mechanics to be too hard to conquer, gear to be too hard to acquire, and classes too nerfed to play, then âlighten the loadâ youâll:
- Cater to higher level players who are willing to go the extra mile to finish end-game content
- Possibly find exploits more frequently as higher tier players will abuse them to pass content (which are the bugs youâre intended to fix)
- Cater to the casual player by meeting their frustrations with solutions
- Gear everything as a benefit to the consumer, pushing blame away from your company.
So a 10-12 player raid or 21 player raid should prioritize just having fun? Am I taking this right?
Cat is out of the bag on this one - better to leave it as is for this tier, get it fixed for the next one. No point in further punishing the guilds that canât full clear week 1.
Oh dear, people were getting loot and having fun? How awful, imagine getting loot in a game about loot, nightmare scenario.
Imagine if people were fully raid geared before the next patch, they might spend their time doing something fun instead or raiding like they do a month after every patch normally.
Protip Blizz- if people stop raiding after a month of clearing it, loot isnât the problem- your content being garbage is the problem, and having people do trash longer isnât going to make them enjoy it more.
M+ wins even beyond the short-term.
Here are my current Great Vault rewards the game is showing me, right now. Raid reward on the left, M+ reward on the right:
Note that the M+8 dungeon I did is already giving my best reward next week (216 vs 213) and Iâm not even done with M+ this week. Meanwhile raiding is already capped out.
Thoroughly dismayed. Both raid nights had our guild run maxed out and the amount of loot our raid group managed to obtain from Normal raid bosses (at least ones that werenât bugged/over-tuned) honestly felt about right. Now youâre telling us, âoops unintendedâ.
Really this is just going to hurt common raiders more than those considered bleeding-edge.
This is an insufficient fix of this serious bug, Blizzard. Castle Nathria bosses should instead drop an average of 0.5 items for a 20-player raid. Similar serious bugs where M+ and PvP are giving excessive reward should also receive an emergency fix to match.
Just ensure that all the fun is replaced by grind, and Iâm sure that every player will thank you for this.
And other bugs can wait for months but god expletive a boss freaking drops 2 extra pieces of gear get that done asap
They announced the 3 item drop like a month ago. Them actually implementing it isnât consistent?
Mythic+ spammable gear also caps at 210.
Dear Blizzard,
How about if you have the bosses drop MORE loot, not less. Getting 35 anima isnât fun. Nor is getting a stupid conduit for a spec that youâll never play. What is the point of choosing a âlootâ spec if youâre going to get garbage.
Thank you
Blizz, making the loot drop rates garbage across the board only reduces the amount of times weâll feel joy in this xpac.
Youâre ensuring that all people will remember from this xpac will be the anima/reknown/stygia/soul ash/etc⌠grinds that ultimately reward getting you to the STARTING POINT of the gear grind.
I was close to praising you for the leveling process being so short, but you just moved the bulk of it and more into an endless currency grind instead.
Their complaint was that loot drops received were already low during raid and that this is reducing them even further.
Intended or not, killing 15 bosses and only getting a single item isnât a great feeling.
Is this out of season April fools joke or what Blizzard?
Keep loot, make more loot, this is what we need.