The late Travis Day, former reward designer on WoW and D3 gave a talk about all this at GDC (game developers conference) in 2017, where he tells the inside story of the BC/Wrath badge system, and explains why something like that is probably never coming back to WoW.
link if you want to watch the talk, the badge story starts about 8 minutes in:
lol, lets be real hereâŠthats what most of us casuals doâŠwe level, play, & gear altsâŠitâs kind of what our game is a lotta times. whatâs 1 more alt? I meanâŠI have 10 death knights I thinkâŠand a warrior, paladin, all plate wearersâŠ
Iâve seen this suggested many times, but seems bliz is not listening.
MehâŠI was just trying to be helpful, come up with a different solution, as previous ones have gone ignoredâŠno reason anyone should get all bent over anything I said.
Iâm out
No thatâs fine, you were making suggestions in good faith. Unlike some others in the thread. I was just pointing out some consequences. Because every action has an equal and opposite reaction. Thatâs one of the struggles of game design. Sometimes the devs need to use that to âbounceâ players in the right direction, but sometimes players donât go in the intended direction.
I suspect itâs also to discourage class stacking. PL highly encourages it because it in theory favors the eligible loot table of the people in the raid. Blizz tried to counter that by weighting tradable loot, but all they ended up doing was encouraging class stacking even more to fix the broken statistics.
The model I belive for how PL worked meant that you would see those skewed drop rates towards rings/necks without any meddling with the drop distribution from blizzard.
Model TL;DR: PL picks 4 winners from a 20 player raid, then rolls one of the items that they can use.
result is that the chance to see an item is directly proportional to how many players in the raid lootspec for that item
In all fairness I have no official source, but the fact that tradable loot dropped at a rate that vastly exceeded all other loot lead me to that conclusion. I donât think I ever saw certain bosses not drop only tradable loot.
The main source I have for that model is reverse engineering, how well it predicts observed results from myself and a few other posters, and a few blue posts that hint at whatâs going on without explicitly saying whatâs happening.
This is true, but the op called themselves a causal so causal game play options are on the table. It also is less stressful when trying to gear up because you target items you have a 100% chance on winning. We play because we want to have an enjoyable experience why not make choices that help that? I still did a few dungeon even though I over geared them. I will still do LFR and I over gear that (and I will roll and transmog) but it might be fun.
It would be nice to know what the OPs goals are. If they just want to gear in LFR or if they are willing to do world content as well.
Thanks for totally missing the point. If you see constant examples of this it means the fricking deck is stacked. Is that really so hard to understand?
And we will still be here because only a small minority of casuals actual complain. GD is just full of salty casuals with 100% wrong takes and angry that they arent good at the game.
Sure it is, but as is generally the case, itâs better to help people adjust to an improved system than to abandon the change altogether.
Left out in the cold with:
Good casual PvP gearing
3 casual levels of raids
M+ that gives great rewards at low levels that casuals can easily do
New flying system that people are enjoying
Crafting system with long term progression
Casual friendly rep (mostly cosmetics)
GL that makes life in casual raiding guilds better
Seriously? Middle of the playerbase has it pretty darn good in DF.
And the casual crowd replied with âno, you shouldnât have any options but PL even though weâll never be in your groups.â I canât feel bad for the folks who just want to control how everyone plays while also not wanting everyone in the group to even have a fair chance at rewards.
The reason people are complaining about this (and I remember this from first hand experience in Cata):
In a normal raid group, you have a set group of people every week (unless you are using the non-queue Raid Finder tool). So when someone gets their item, you eventually have a chance to actually get your tier piece because eventually your competition for that item is going to dry up.
In LFR, it is not like that. You have totally random people every single week. Which means itâs going to take a little longer to get those tier pieces.
Now, add in people rolling for transmog, DE, just cause.
Every single week.
That gets frustrating really quick.
People walk queue into LFR knowing they arenât going to get everything the first week or two. However, when you have everyone and their mother rolling just because the shiny âNeedâ button is lit up?
It gets old really quick.
Itâs demotivating after weeks/months of this happening. Thatâs why people are grumbling about this.
Funny, I thought Master loot is what ruined the game and caused all the casuals to quit. Funny how they still manage to complain about anything despite having quit.