After running countless AK’s and watching people sub 600 loot sacbroods while I carry groups through +2’s and 3’s, tripling every other DPS’s damage, and getting a mountainous pile of Harvesters edict’s, Im at my breaking point. I stopped running higher AK’s because they run a greater risk of the group failing and are slower. No item in this game is more impactful than trinkets at this point. With spell power gone, on use and proc based items are the single greatest impact to your dps from a single item standpoint (I know tier sets can surpass this, but they come from having multiple pieces). Nothing keeps me away from this game more than feeling like my time was wasted, and when I log in and do 10 runs and have nothing to show for it, it has been. Im sure other people are feeling similar with other pieces.
RNG is a fickle mistress, and even worse on tiny loot tables. Seems like the table should randomize Trinket/Ring/Neck and when you have exhausted that table you stop going to that same dungeon/raid.
Been wanting them to add some sort of dungeon token system as a form of bad luck protection. Like 100 completions later you can buy a champion version of a trinket for 100 ara-kara tokens and whatnot. Some people just want certain trinkets way too much and sometimes rather quit than continue to optionally farm for it.
A rare mount of cosmetic that not everyone is supposed to have, sure. But an item drop that literally everybody needs to do well yet has an abysmal droprate? Not good.
I would love it if they implemented some kind of token system. You get 1 token from M+ regardless of difficulty (Ill touch on this in a bit on why this IS a good idea). Blizzard has aggregate data on how many runs it takes for an item to drop for the average player, they take that and just double it for trinket costs. I would say you can buy this at hero quality max. This way your non average bad luck player isnt stuck running the same mythic plus dungeon 50 times, but can play any dungeon and work towards that goal.
The reason why having it be 1 token per run regardless of difficulty is to promote lower level players getting their keys done. Back in legion when legendaries could drop from M+ people use to run lower keys of MAW as “your key our carry”. This allowed people who had a key to get it done by players who could smash through the instance. I think this is the type of reverse toxicity that could improve the M+ system.
Trying to get the trinket from Grim Batol is worse. That loot table really needed to be trimmed before release.
At least AK is one of the easier dungeons.
it’s not even that good for me.
scroll of momentum from delves sims higher and so does the void reaper’s contract from raid.
it’s more like a place-holder until i get voidreaper’s contract
when i finish a run and look at my damage spread on details, the broodsack is way down there. not impressed honestly. it’s only really good if youre really haste starved.
I liked the more deterministic gearing paradigm from S4 DF with the tokens. That felt good to me.
You can think of it like this.
Every time you don’t get it increases the odds of you getting ever so slightly.
With its supposed 46% droprate(according to wowhead), there is about a 70% chance to get it after 20 attempts.
AKA, the chances of you of you not getting the trinket 20 times in a row are about 30%.
The chance of you not getting it 50 times in a row is about 4%. So at after 50 attempts your odds are looking pretty good,
thats how i cope with it at least
This isn’t how statistics work unless the conditions you are working with are removing cards from a deck. Each event is independent of another and have zero influence on each other. There is a distribution curve which tells you how likely you are to get it in “x” runs but that just tells you the % that it is likely, it does not guarantee it.