They refuse to use forums as its too much like an echo chamber, or vocal minorities that post here
So we should stop using the forums and post on Twitter X instead? Okay then why are we here on this forum then?
Or just do away entirely with RNG and implement loot systems like dinars from shadowlands, whereas you completed raids you get currency to use towards purchasing drops. People are required to play more, as no one will be getting lucky and can get geared in the first 2 weeks! Win for players, a determinisitic upgrade path, a win for deveoplers as more players will have to spend more time in the game (less rng also means fewer variables), and a win for shareholders cause when everyone is happy profits typically rise too!
Just because the devs dont use the forums doesnt mean other players dont. People use them for upgrades, questions, and guidance. If you are so disgruntled with the forums you can always leave, wont bother me in the slightest <3
Because I take a deep breath, reorganize my thoughts and then make a post a mature way that isn’t the textual equivalent of yelling.
Sometime you need to yell to get someone’s attention. Yelling isn’t wrong like some people tend to believe. You are letting someone know that you’re upset about something.
i can’t speak for anyone else, but i was promised pie
You can’t let someone know you’re upset without yelling?
Personally, I feel shopping list gearing is by far the most boring and lame of any loot system.
I understand others feel different.
Crafted gear and the catalyst already add a ton of determinism to gearing.
I log on my shaman I’m gearing and see 0/1000 aspect crests and I basically want to log out. The currency grind is so awful for me.
Other than ret paladins in M+
I would rather have an efficent “boring and lame” system that doesnt need 3 sets of bad luck protection, rather than advocationg for a broken system that people still fight over.
The fact you consider catalyst and crafted gear to be deterministic gearing paths (when they were originally bad luck protection systems) is part of the problem. Bonus points if you can name the other bad luck protection kek
Crafted gear is 100% a deterministic gearing path (free 486 every other week) with perfect stats in the slot of your choice.
Catalyst I can see argued as BLP since you need to get a compatible slot.
Like I said I know others disagree, just voicing my opinion that I’d rather have RNG than shopping list gearing. I hate it just like currency or rep grinds. Boring.
I still haven’t gotten the axe on my DK either.
I think a miss this tier was not having a cantrip 2h str weapon beyond the legendary (Gorehowl is meh). In my opinion legendaries should be rare.
Bad luck protection might exist but doesn’t work at all.
Actually getting less legendaries in my groups each week with around the same amount of people. The bad luck protection doesn’t seem to be meaningful.
So how much does a ember suppose to raise drop rate? Does anyone know math formula?
And does the Axe or the Embers drop in LFR? Or is it Normal+ only?
No one knows the formula and they never told us.
I call them copium embers.
Yes the axe drop in LFR and up.
Yeah, I don’t see why Blizz couldn’t tell us what the lesser and greater does percentage wise.
We don’t know the base drop, so what would this information hurt?
We have to guess the base drop rate and guess the ember rate increase. Is a greater 1%? Is a lesser 0.1% or 0.25? Maybe 0.5%?
It’s all silly.
I don’t read posts when the entire thing is shouting in all caps. Perhaps you need to take a walk and calm down…
Careful, I hear void elves did the baking.
And explain to me why crafted gear isnt able to reach max ilvl again? Oh thats because to many people abused a system and they had to nerf it. Now you only get crafted gear in slots you didnt get myth track in yet, or if there is an embellishment, or if no stat viable pieces were availble for that slot. So no, its not really deterministic, but again bad luck protection.
Legendaries should be rare, but locking them behind rng is not the way to do it. Time sinks, mat costs, time gates are all more effective at creating “rarity” in a game where resources are infinite.