Blizzard could you please make it so that we can not get items in our vault if we have looted that item already? With the exception of items that can be used twice such as weapons then don’t let them show up in the vault of we’ve looted them twice.
To be clear, if you have looted a heroic big mace of spikes (from end of dungeon or your vault) then heroic big mace of spikes will be removed from your loot table. You could still get champion big mace of spikes or mythic big mace of spikes depending on what lvl keys you’ve done.
This would increase the odds of getting that item you’re searching for from the vault each week!
Thanks for your time.
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Not reasonable to be coded. Yes it sucks getting stuff you dont want or need, but you cant expect a bad luck protection system to mind read what you dont want. It’s just going to pull from the random pool of items you are eligible for. Just like if you kill the same boss next week, you have a chance to get the big mace of spikes every time you kill that boss.
I’m more in favor of a reroll after you’ve stocked up on a bunch of the tokens you take if nothing works for you. Say you have accumulated 24 of those tokens (I know 12 is the limit you can hold now, but that would have to change too)…that would mean you’ve gone 4 weeks without taking anything. At that point I think you should be able to spend 6 for a reroll…if you take the tokens again you can reroll again…or maybe have to wait till the next week…it’s a concept, not a plan. If it’s a long season, then maybe you have to accumulate 30 or 36 tokens. It would be a form of bad luck protection consummate with the level of play you’re already doing.
They absolutely know what items I have looted from the end of the dungeon and vault.
Just give us a token based on content level at this point, raider’s are getting it and already have the best chances of getting their maxed out items.
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I’m suggesting this as a permanent change. I understand that people have their opinions on the current dinar system but my suggestion should be consider separate from it.
As a developer, I can assure you, the coding for that would be super easy, barely an inconvenience. It’d be a pretty good change, I’d say.
3 Likes
Yes. Thats why you can get things over and over. Because the system knows you dont need it. It’s done on purpose just to screw with you
I don’t think so. Consider that time and time again blizzard prefers to give bad luck protection over deterministic loot. Incentives you to play longer into the season. And it removes the increasingly negative experience with the vault as you get more and more repeat items you don’t want.
The vault isn’t set up the way it is due to coding challenges - it is set up the way it is to feed addiction and drive weekly play and thus ‘engagement’.
Blizzard could reasonably change it, they don’t because the current design serves their purpose to keep players coming back to their gear casino week after week.
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Now what happens when all your vault is heroic big dagger of sharpness that you don’t need anymore than you do the mace?
What if the item I am wearing is BIS, but the same item with tertiary stats would be even better?
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Same thing we do now when we don’t need an item from the vault. You take the tokens.
The Vault is your bonus roll.
The Vault isn’t the issue. The design of M+ loot is the issue.
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This is a fair point. I’m not sure.
I would say that it is very very rare to have your bis mythic item from m+ and then to get that same item with tertiary stats. And very rare for it to happen from raid but more likely for a mythic raider.
And I’d prefer better chances at getting my mythic track items from the vault over tertiary but I don’t mythic raid so that impacts me less.
Personally I’d say remove tertiary stats and let enchanters be able to enchant more items than cape, wrists, weapons and rings. And the lost tertiary stats could be made up that way. But I’m not sure what an ideal solution to this point would be. Thanks for bringing it up!
Honestly, I think the vault is perfectly fine. If gearing gets too deterministic then that causes its own longevity issue.
It can be frustrating to get repeat items in the vault and I’d argue this leads to longevity problems.
That’s why you get 9 options per week.
As a former software engineer, I have to disagree. It’s pretty easy with the API calls to edit the loot table to disqualify things that a player has in bank, bags, or equipped. It’s also easy (without any API calls) to prevent duplicates from appearing in the same row of the vault (which they tried to implement but didn’t quite get right).
A good SW engineer can do this in a very compact algorithm. However, devs at that level often don’t have freedom to implement changes that would be good for the player base… they can only change what they’ve been told to change by the managers of the dev team.
So it’s perfectly reasonable to code that with a small algorithm (likely less than 50 source lines of code), but if the managers don’t think it’s a priority that’s worth the design, coding, and testing cost, then it will never get put in. The SW managers are not always reasonable.
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I agree. It really can’t be that hard.