Oh I’ve even given up on KSM this season. M+ is just far too hard for me now.
This. MMOs are designed to soak up time. If you don’t like the gear chase, this kind of game probably isn’t for you.
Yeah, but there’s having a thoughtful reasonable argument and then there’s being overly inflated and dramatic for the simple purpose if being facetious.
Don’t play video games if you value your time lol
It’s there but it’s not supposed to be the primary way to play.
Even if Ilvl goes up, how do you prevent people from being bored at a higher ilvl. And queuing for heroic dungeons is easy, just open group finder.
yes, but there’s room for a middle ground between “instant gratification” and “you’re going to have to run GB 80 times for this trinket”
That’s why crafted gear exists (but not for trinkets really for some strange reason.)
This doesn’t apply when the gear is seasonal. They doubled the amount of runs needed to maximize crests in this expac, and its one of a long list of hilariously bad changes in this expansion that has caused player retention to plummet.
i agree. i singled out trinkets because for some reason the designers both don’t want us crafting good trinkets and can’t be bothered to balance the ones that drop from wherever.
Even if you can craft trinkets, drops are still better so lack of balance isn’t really an issue.
People hit cap, quit. Making it take less time means they quit sooner.
First reply is someone trying to gaslight with “just because you want instant gratification”.
This strawman gets used a lot because people who play the game a ton are insecure about loot drops and don’t ever wanna be done with the treadmill.
No one ever said anything about instant gratification, but I think loot could be more deterministic.
We get loot vendors in the past 3-4 expansions but people on here act like that doesn’t happen, it’s really weird, like they have some agenda or something.
It’s deterministic through crafted gear.
SL DF didn’t have any. BFA had at a significant penalty. Legion… well, don’t remember any there?
Just saying, “people quit when they get cap” is a strawman. There’s no data for it, you can’t prove it, we know not everyone does because that’s actually just silly so yeah. Why are we continuing to say this like it’s just concrete fact.
Runs plunge after first week, then two and three etc.
People reach their goal, leave.
Whatever that goal is .
well yeah, unless they don’t drop. it’s a recurring problem. every season there are a handful of very strong trinkets (almost always from raid), one or two strong trinkets from m+, and a bunch of absolute garbage from crafting or world content.
“you can craft a trinket!” isn’t really much consolation when the trinket you can craft is half as good as the stuff that won’t drop for you.
Nah, rather people look to trinket chart and see how much better something else is.
And no one really bothers to create a chart for other pieces.
Then you find out there’s only one item with stat combination x/y, and it too will never drop.
trinkets are just about the only thing other than cantrip weapons where it’s not fairly obvious how good a piece is over another a piece. trinkets are full of “a small chance to do X” type effects that you have no clue how to value without sims or a list.
right but I’m saying if someone were to create a list for say… rings, people can see how ring X is so much better. (Not counting cantrip effects.)
i guess i’m not sure i’m understanding what you’re getting at.
you can always craft a ring that has stats you like, and it’ll function almost exactly the same as a boss drop with those stats (different only because of the secondary stat split). you can’t craft a trinket that mimics the effect of (for example) sacbrood, even at a lower effectiveness.
It’s still going to be behind, probably on a similar level to a trinket.
Crafted rings are balanced stat wise, while drops can lean one way or another.
But then you can go say 2 trinkets down on the list and get something close enough.