Coffee with the Devs — Mists of Pandaria Looting Explained

Coffee with the Devs — Mists of Pandaria Looting Explained

Hey, how about that landslide of Mists of Pandaria information? It has taken a few days, and will probably take a few more, for the nuance of everything to really sink in. One of the topics we've been getting lots of questions about is the crazy new loot model we're introducing in Mists. We've answered several related questions in the forums, but thought it might be prudent to just put all the information in one place.

I should clarify that the systems we're introducing are actually pretty simple in practice. I'm only going into a fair amount of detail because those are the kinds of questions we are getting. You don't have to understand all the particulars to participate, and we're certain that it will just all make sense once you are experiencing it in-game instead of hearing it described (that whole "show, don't tell" thing). Let's begin:

Personal Loot

Here is how looting works in today's Raid Finder groups:

  • The boss dies.
  • The game randomly decides which items off of the boss's loot table drop.
  • The group rolls Need, Greed, or Pass on each item.
  • If you were raiding with a group of friends, you might discuss who should get each item. Even if you ultimately lost, hopefully you are happy that a friend got an upgrade and that your group as a whole is now a little bit stronger.
  • But if you're in Raid Finder, you are quite possibly alone with a bunch of strangers.
  • So, if you can Need, you probably do, because there's no time for discussion, some of the rollers may be AFK, and even if you piss someone off, you aren't likely to have to pay the social cost of doing so since you'll never see them again.
  • The highest roll wins.
  • Drama ensues.

Here's how the new Raid Finder system will work in Mists of Pandaria:

  • The boss dies.
  • The game automatically decides who won some loot, and gives those players a spec-appropriate item.
  • Some players may still get mad, but hopefully they are mad at the laws of probability and not at the rest of the raid.

So, realistically, that's really all you need to know to understand how it'll play out in-game. For those looking for more detail, here's what's happening behind the scenes:

  • The boss dies.
  • Each player has a chance to win loot, independent of the other players.
  • For each player who wins loot, the game randomly assigns them a spec-appropriate item from that boss's loot table. This subset contains only items that the game (meaning the designers in this case) thinks are appropriate for your class and current spec.
  • Notice that you aren't rolling Need or Greed. You don't have an option to Pass. The game just says "Take this."
  • You can't trade this item, or that would defeat the purpose of removing the social pressure on groups of strangers. If you don't want the item, you are free to vendor, delete, or disenchant it.

The big difference here is that instead of kill -> loot -> roll, the new system uses kill -> roll -> loot. The loot is not determined until the winners are determined. It's all automatic, and you're under no obligation to pass or roll — these choices no longer exist. The game decides who gets loot, not the players. The end. Nobody is going to be a callous jerk and take the item that you rightfully deserve. Nobody is going to try to talk you into trading an item to them because they are down on their luck and can't ever win a weapon. No DPS dude is going to ninja the tanking shield that you need for your guild to progress.

We understand some players are interested in off-spec or transmogrification loot, and we will consider future changes to the system to accommodate those desires. However, we're not sure fundamentally that Raid Finder is the best avenue for acquiring that loot. You would either need to take it from another player who actually desires it for their main spec, or a conversation would have to take place to make sure nobody else needed it more than you do. In other words, you would have to stop people from just rolling Need whenever they could. I've seen some suggestions that we allow an option for essentially "I'm happy to get loot beyond just what my main spec can use," and maybe that's the kind of approach we could take, but let's make sure the basic design works first. For now, there are other avenues, such as dungeons, faction gear, normal raids or older content to provide off-spec or cosmetic gear.

Here is a model I've seen some people say they want:

  • The boss dies.
  • I get the exact item or items I want.
  • I never have to come back and kill this boss again.
  • I politely ask Blizzard when there will be new content for me to run.

I added that, somewhat tongue in cheek, to point out that the intent of the new system is not to make killing bosses or getting loot more efficient, or to let you choose buffet-style which items you get. We like random loot being random, as long as it isn't so frustratingly random that you stop enjoying the experience. The intent of the new loot system is really to relieve social pressure on a group of random and anonymous strangers. We think it is reasonable for groups of friends, such as the typical raiding guild, to have a discussion about how to divvy up loot. That discussion is a tried and true RPG tradition going back to D&D or earlier. We don't think that is a reasonable expectation for Raid Finder, though.

The personal loot system will initially be used for Raid Finder and for world bosses. We want to use it for world bosses because we want it to be fairly easy to form PUGs to take down these bosses when they're up. If my raiding guild is about to take on a world boss, and some lonely hunter is asking to join the group (it's always a lonely hunter, isn't it?), it would be nice to be able to bring him on without worrying about that jerk taking loot away from me or my friends. We want to foster a "the more the merrier" attitude with world bosses.

This is why it's so important to us that the size of the group shouldn't matter. We don't want guilds to try to kill a world boss with the smallest number of players necessary in order to maximize loot per player. When everyone has their own chance at loot, why not make the group as large as you can? Note that you still have to be a member of the group that taps and kills the boss. We want to have a little bit of competition for world boss kills, especially between the Horde and the Alliance. We think that is part of the fun of world bosses; otherwise, why not just stick the gronn in a cave? (That sounds dirtier than I intended.) We don't want everyone in the zone to get credit just by lurking around. We want you to cooperate with other players, and we're trying to remove barriers to cooperation by eliminating loot drama.

Bonus Roll

We have one other new system that will use part of the personal loot model. This is what we're calling the bonus roll.

Once upon a time, raiders had to invest a lot of time and effort every week preparing for a raid. This felt kind of cool in the abstract because it built anticipation, rewarded players who prepared for raid night, and otherwise just added a little more ceremony to the act of entering the dragon's lair to seek glory and treasure. The reality is that you spent your time killing mobs to farm flask materials or gathering Whipper Root Tubers. The reality didn't match the fantasy and we eventually greatly minimized the need to farm consumables altogether. Of course, that led to another problem, as raiders would log on for raid nights, finish, and then have nothing to do the rest of the week. The bonus roll is intended to give those players something to do that is hopefully more enjoyable than grinding elementals or Blasted Lands boars. We want to see players out in the world doing stuff, and we want that stuff to be a little more interesting (if not downright fun) than farming mats.

The way it works is like this: We have two major Pandaren factions, the Elders and the Craftsmen. Completing daily quests and scenarios for each group earns you one of two currencies. The Craftsmen tokens are spent mostly on cosmetic items. The Elder tokens are spent mostly on power items. The intent here is to let players who want some optional content to be able to devote time to both Craftsmen and Elders, while more min-max focused players or players who don't want such a time commitment can stick to Elders. The Elder tokens can be used to purchase head enchants, some nice purple items, and the kind of gear you've come to expect from factions. However, they also sell an item called a Charm of Good Fortune. Imagine you can complete a quest once a week to buy one Charm for 25 Elder Tokens. You also might be able to save up a few charms, but you won't be able to hoard them until the next tier of content.

If you have one or more Charms of Good Fortune, then whenever you kill a raid boss (in Raid Finder, normal or heroic) then a new UI window will pop up asking if you want to spend your Charm on a bonus roll. If you click yes, then you'll instantly get another shot at that boss's loot table! You will always win something from the bonus roll, such as a pile of gold, gems, or flasks. However, you also have a small (but not miniscule) chance of receiving a piece of epic loot. As with the personal loot system, the item will always be something designed for your current spec. Also, just as with personal loot, the game doesn't analyze if you already have the item, if the item would be an upgrade for you, or if you prefer axes to swords or anything like that.

Most importantly, winning a bonus roll has no effect on what other players win on their bonus rolls or what the boss drops normally. If you have saved up several Charms (this will probably happen when you play but don't raid every week) then you can use one per boss, but you can't cash in multiples on a single boss kill. If you want to save up all of your Charms for the final boss because he (or she in the case of the mantid raid) drops weapons or whatever, that is your prerogative, but you'll only be able to spend one per kill. If you want to save up your Charms for heroic bosses, go for it.

Here is an example of per-person loot and the bonus roll in action:

  • Stan is a death knight.
  • Jim Bob is a warrior.
  • Naomi is a hunter.
  • The three friends run Raid Finder together and tackle Mogu'shan Vaults. They get matched with a bunch of random folks from across their region. On the fourth boss, the Council of Kings, the game decides that Jim Bob wins an item. Jim Bob is a Fury warrior, so the game is either going to give him a two-handed Strength axe or a Strength bracer, because those are the two Fury-appropriate items on the Council of Kings loot table (in this theoretical example). Regardless of what Jim Bob wins, Stan might also win the same items. Naomi won't ever be offered those items, because they aren't appropriate hunter loot. If she had gotten lucky and earned loot for the kill, it would have been hunter appropriate.
  • Let's say Naomi is frustrated because Bob and Stan both won loot and because the trinket she wants won't ever drop. So, she decides to use a Charm of Good Fortune. Let's say she gets lucky and the game decides that she won an item instead of gold, flasks, etc. (Thanks, game!) She might get the trinket she wants, or she might get an Agility neckpiece that is also on the Council of Kings loot table. Her winning an item doesn't affect Stan or Jim Bob or anyone else, even if they use their Charms as well.

Okay, we're almost done here, but I did want to mention two other relevant changes.

Area of Effect Looting

Yes, we are doing area looting. After killing a group of enemies, you may have a bunch of corpses lying around (perhaps because you went all Bladestorm on a bunch of hozen). If you loot one of the corpses, the loot window will include items from all of the nearby corpses for which you have loot rights. Some recent games have incorporated a similar feature, and it's one of those things that players just want in their MMO these days. It's already in and it works fine.

The Future of Valor

The second change I want to mention is that we plan to adjust the role of Valor points. Valor (or the various other names that the currency has had over the years) was originally added to WoW for two reasons: it helped to mitigate really bad luck, for those times when the boss just refused to drop the item you wanted, and it helped encourage players to stay with the group even if they didn't need anything off the next boss.

Over time, we have felt like Valor has taken on too prominent a role, to the point that it risks becoming more important than actual boss loot. This is particularly the case when the tier sets are available on the Valor vendors. We think killing dragons and ransacking their hoard is more epic than shopping at the magic armor store, so we want to shift back toward boss kills being the primary source of epic PvE gear.

In Mists of Pandaria, Valor will be used to power a new feature that allows you to increase the item level of your existing epic items. This means that each week, you can become a little more powerful, hopefully allowing you to kill that boss that has eluded you thus far. There will be a bit of a game in trying to decide when to upgrade your gear versus hoping for a new piece to drop from a raid boss, but our plan is that even heroic gear can be upgraded slightly in this way.

We won't allow you to upgrade Raid Finder gear so much that it becomes better than normal gear, but imagine if you can increase your item level by around eight points. At this time, we're thinking there won't be gear on the Valor vendors at all, but we'll see how that shakes out. Valor will come primarily from dungeons (including challenge modes) and scenarios. You might earn a little from daily quests and raiding as well, but that won't be as efficient.

Final Thoughts

That's a lot of information to absorb all at once I know, and I'm sure it will lead to dozens of questions. It'd be more helpful to us if you were to focus your discussion on how things will feel, and the basic rules of the system, instead of immediately leaping to the conclusion that you've figured out some exploit and ergo the whole thing is doomed to failure. We've stitched up a lot of the egregious loopholes already and the system is a little more complicated behind the scenes than I figured was worth getting into here.

Check it out in beta if you get the chance. Let us know how it feels. We have time to iterate and refine this stuff. Good luck on getting the loot you want, too... but not too quickly.

Greg "Ghostcrawler" Street is the lead systems designer of World of Warcraft. The first epic item he can recall getting was the Drillborer Disk.

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Comments (1,209)

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hey there look am today join fireland and mount drop from alyz and uasx ninja it please bro ban him please i was win it but he do master loot and ninja i roll 96 and he do master loot please do something ban him and give me the mount ask orena tell her how mach i roll on him
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Pahomije
Darkspear
Pahomije
09/02/2013
This new looting system sucks. Im going LFR for 2 months. I have killed Sha of Fear 13 times, (and all other bosses from 11 to 13 times). And all i ever get is gold. After 2 and half months of raiding in LFR got 1 chest token, (when I allready got VP chest.), and 0 sha touched weapon. This stupid looting system made me decide I will not go PvE anymore. This gear I got it's strictly gained from Valor Points in hardcore grinding mode. This sucks real bad.
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Midukan
Draenor
Midukan
01/02/2013
I do agree with some points on this loot system; but there are other facts that i do not agree at all ...

For example (as LFR situations) :
"Shin'ka, Execution of Dominion" never dropped for me since Terrace of Endless Spring came up.
Even using all my Charms of good fortune, i can understand that - just bad luck on RNG.

What i do complain here is: i have looted (3) "Kilrak, Jaws of Terror" and from other raids i have looted
(4) "Starshatter" from Elegon!
Why do i need so many of them if someone else at the same raid could have better use for it, a decent upgrade?

Mostly: i dont know the other people on LFR, never knew them or will never know...but i do feel like broken to vendor those items that could have a better use for another player/s.
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Kayakuza
Blade's Edge
Kayakuza
07/11/2012
Only one way to respond to these new rules: Ok, thx, gonna look for another game to play. (oh, and boost shamans chainheal)
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Susianna
Darksorrow
Susianna
25/10/2012
i dont care !@#$ about the %^-*!@# post, just put the fckin servers back online.

With love from darksorrow.
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Warmongerer
Chromaggus
Warmongerer
10/10/2012
Here is a model I've seen some people say they want:
The boss dies.
I get the exact item or items I want.
I never have to come back and kill this boss again.
I politely ask Blizzard when there will be new content for me to run.

Really? What a boring playing experience.
This is what happens:
Lazy McStupid joins a random group. He just leveled to maximum level and want to gear up. He knows what gear to get, as he read it on EJ, and only queues for those instances. Although quite good a trash-mobs, he have no idea how boss mechanics work and die a lot, but the rest of the group manage to get the kill anyway. After 20 instance runs of utter failure, he now have all the items he needs and want to raid, so he join PUGs or casual guilds, from which he is quickly kicked due to him just being bad at playing and understanding mechanics.

The result:
A decently geared player with a skill-level below par who runs to the forums complaining that raids are too difficult since the his current guild cannot kill even trash-mobs, because they all just like him.

It doesn't matter if you only play 3 hours per week or 12 hours per day. You have to learn the mechanics of the game before you can advance. If you fail at understanding the mechanics, you only going to be a burden on everyone else, no matter how great your gear is.

My suggestion:
Create a pseudo-ranking system that factors in deaths, deaths to mechanics, damage from mechanics and a whole lot of other stuff. The player with the highest score, appropriate class and spec, then gets the item, while everyone can see a list of the scores and a breakdown of them, detailing how they got their score. Players failing at certain mechanics, can then get a pop-up that says "Did you know...", explaining the mechanic for them.

Basicly an upgraded version of the Public Quest system from Warhammer Online, where the player with the highest score gets the best/most items.

Yes, I'm an old time player, I played in Vanilla WoW and worked my behind off running Scholomance, Stratholme, UBRS, LBRS, Dire Maul and BRD for items, learning all sorts of mechanics while doing so.

I agree that WoW should be made a bit easier than it was then, to appeal to more people, but it shouldn't be a walk in the park, where you put little-to-none effort into obtaining items or preparing for raids.

That is also why I miss Attunement Quests. They usually took place in a host of dungeons, involving scaled-down versions of mechanics used in the raids you were trying to attune for, or at the very least, ensured you had enough knowledge and perception to understand new mechanics rather quickly.
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Fueuro
Stormscale
Fueuro
25/09/2012
Why doesnt loot trainees staff work?
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Bhramina
Tarren Mill
Bhramina
20/09/2012
Nice features, I love them.
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Gareth
Azjol-Nerub
Gareth
15/09/2012
I am staggered at the mind-set of so many people. You kill a boss, you get a chance at loot, not affected by anyone else (in LFR) and you either get loot or not at a flat percentage chance, period. How can this be a bad thing in LFR? (rhetorical). If you want to maximise the group aspect of WoW join a guild that raids and work with them for loot rather than the relatively lonesome LFR route; or do both. There are so many that hate change and will find a reason to be against it - "whatever it is, I am against it!" - perceiving the changes as a personal attack or at least aimed at them *bewildered*. Give it a chance and perhaps find a reason why it is a good thing - this is one that is easy to rationalise positively imho.
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Stoneback
Kul Tiras
Stoneback
12/09/2012
looks good
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Biciuta
Sylvanas
Biciuta
09/09/2012
The best way atleast assign 2 or three items for rolling because with what i see now i got a 384 healer bracer 4 times and i am certain i don't want it give the one who wins a choice not make fun of him/her by giving random crap or same crap every week sorry for my poor english too
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Releaf
Shattered Halls
Releaf
07/09/2012
My opinion is that when u win an item a window will pop up saying: you have been assigned to receive [insert item name here] Do you want to take the item or pass it to the second roll winner? and you get 2 options Yes(take item) and No(pass item to the second roll winner)
i don't think this is so hard to implement!
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Chargearound
Sylvanas
Chargearound
09/09/2012
@Releaf:
Your ability to pass on the item will still allow the "social pressure" on you from the second best roll... Like, "come on mate, you have 450 ilvl weapon, I have 437 ilvl. Pass it plz plz plz plz...", no matter that it's upgrade to you also. Blizz is trying to remove that, and i completely support them
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Kasmia
Burning Blade
Kasmia
11/09/2012
@Releaf: agreed with u
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Azureus
Aszune
Azureus
16/09/2012
@Chargearound: To be fair, that's easily resolved by simply not announcing who received loot/won the rolls.
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Murb
Stormrage
Murb
07/09/2012
i have to agree with Yorimasa,at 1st thought it was a good idea,then after serial LFR run later,giving it time to see how it works in practice,i think the system is crap,i have won several items lately go me!! but i already have those items so they were wasted completely from guys who could have used these items so i had to vendor em.
All that's needed is a pass option when you win for the guys who are nice enough to do this and goes to the next person in the roll list so the loot isn't wasted?
I prefer theold system even with the ninja needers,they were rare enough at least for my runs i had a chance to gear my alts up,now i got no chance as were all ninja looters now by going thanks to the server!!!!
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Veryan
Twisting Nether
Veryan
07/09/2012
@Saladdódger: That's not how it works. You winning loot has no influence on if others win loot or not. While it may be true you are winning items you already have, other people in the group had the same chance of getting loot as you, so in that sense its not a wasted item that someone else could have gotten.
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Rodvitner
Moonglade
Rodvitner
08/09/2012
Point is, with the old system, if you were running raid X with 9 other peeps you could ask like "hey, if X drops can I have it?" which basically gave you a vaster higher chance of getting it, if people agreed. Now you can't do that. Unless Blizz has made a spoof that vastly increases the epic loot in the game, the probability of a) you getting assigned loot and b) it being something you wanted is probably the same as a) the loot dropping and b) you winning the roll as per the old system. The difference now being, there is NO WAY to "pass on your luck" and INCREASE the probability of someone else getting a good item.

That sucks bigger than certain elephant body part, I tell you. I can't but agree with the sentiment that everything is now up to Loot Nanny 9000. Please, Blizzard, we are people and don't want a machine to select the loot for us.

Not being able to see what dropped is also so dastrardly boring that for soloers like me, who aren't part of a raiding guild, raiding is now devoid of all joy and excitement.

At least let us select before we enter the raid what loot system to use. I'd never enter a random raid that uses this current system, and it's not about tweaks. It's about that it's insulting that a machine should select what it thinks might be suitable for me, AND that it defeats the purpose of "killing a dragon, ransacking its loot".

I fully agree on the Valor points, though. I hated that, felt like some silly engineered DKP system.
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Yorimasa
Ravencrest
Yorimasa
05/09/2012
This is the worst thing to have happened to the dungeon / raid finder since its launch. I have now completed LFR twice on my Hunter Alt and haven't seen one piece of loot as yet. 30% drop chance people were saying was the probability chance of receiving loot from bosses in LFR. All this whilst hearing from people in near BiS gear there for something to do to pass the time receiving LFR versions of heroic gear they already have. How the hell does this help anybody Ghostcrawler, as many have said we are mostly old enough and mature enough to do decide what to do with people needing for the sake of it (Ninjaing), this has gone several not just one step to far.

Also the fact that you actually don't even see loot drop now is absolutely infuriating, I am and am guessing most people are mature enough to handle losing a roll when somebody else needs gear.

The entire patch is a complete let down for me, the lack of talent builds that actually mean anything, the removal of glyphs that have any real benefit to your class. Welcome to the new pegi rated 2 WOW, that is exactly how it now feels, I have played since Vanilla now myself and have suffered constant nerfs to the game and lived with them, why the hell did you think it necessary to remove all choice and skill from the game? If I had wanted to play a plug in and play game I would have bought that other useless piece of crap(D3) that you have released.

This is one very very unhappy customer at present and from speaking to many long time WOW friends I think you will see people leaving in droves after or during the first MoP patch.
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Edderd
Argent Dawn
Edderd
14/09/2012
@Yorimasa: i agree with him
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Gragneth
Talnivarr
Gragneth
01/09/2012
Now that this system is in play people can see it working. The only positive word I can use for this system is "fair" and I don’t really mean in a good way. This system is "fair" in that everyone will ALWAYS have an equal chance of getting an item per boss. Sounds nice on paper but in reality some people don’t need a drop on X boss or sometime any bosses. System doesn't care and will give people loot even if they only wanted something of last boss of the raid. This system makes me mad in so many ways that I don’t want to fill up this comment list with them.

Anyone who thinks it’s a good system; you A) have not tried it and B) have not thought of the implications in the long run. Blizzard basically have just ham-stringed Raid finder into the ground. From what I can see on Average you will not get loot now. Yes there were complaints before with the old system and on DS release items had 12 people competing and complaining for them... but after a month or two most people passed on items meaning it was easy to finish sets. Now no matter where we are in an expansion cycle every 25 players will be rolling on every item on every Boss... Good luck getting a full set of RF these days. For the record I loved the Old Dragon Soul RF loot System. Had some faults that some people exploited and a vocal minority complained about so much that Blizzard have knee jerked this into the ground.

Last word - In essence Blizzard is sick of us whining at each other over who stole the toys we couldn’t share so they are taking the responsibility away from us and assigning it to the Loot Roll Nanny 5000. That guarantees everyone has a chance at the toy even if you didn't need or want it. You can’t complain because Nanny knows best.
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Takiro
Kilrogg
Takiro
01/09/2012
Terrible system, last time a tank trinket dropped and it was given to the other tank that already had it!
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Keana
Terokkar
Keana
01/09/2012
A few hours ago, i was in a LFR and not even one character got the item he wanted . Actually some ppl typed that they preffered the previous looting system .
Ghostcrawler typed ''Nobody is going to be a callous jerk and take the item that you rightfully deserve.''
In my opinion, ninjas could be stopped with a very simple way,with the introduction of an ''item lock'' feature for every character that would prevent the overusing of the ''need option''.This feature could be reset after a specific number of raid-lockdown periods.
For example, for every class, if the dropped item was a piece of armor,cloak,trinket,neck,ring,ranged weapon,staff,shield,held in off-hand,MH-weapon or polearm, each character ,who had won that item could only start reneeding it 6 months (24 raid lockdown periods) after his winning roll.
If the dropped item was 2-H weapon (mace,sword or axe)
-warriors could start reneeding it 3 months after a winning roll
-every other class could start reneeding it 6 months after a winning roll
If the dropped item was a 1-H weapon (mace,sword,axe or fist weapon)
-warriors,rogues,dks and shamans could start reneeding it 3 months
after a winning roll
-every other class could start reneeding it 6 months after a winning roll
If the dropped item was an armor token
-paladins,shamans,druids could start reneeding it 2 months after a
winning roll
-priests,warriors,dks could start reneeding it 3 months after a winning roll
-every other class could start reneeding it 6 months after a winning roll
(I do not know anything about the monk class, that is why i have omitted it).
To be a more frienly-user system, each character could see the remaining time of the need-lockdown timer of a specific item next to each item in the dungeon journal .
Items ,for once more, could be traded at the expense of not being able to reneed it for a long time after a winning roll.Also ,by trading an item, both involved characters would get a need-lockdown period for that item.

I do not know if the above system is easy to be made but i know that the current loot system only works for the first few times you visit a specific raid.After 5+ visits, your only profits are items ,that you do not want, and some gold.
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Antigular
Ghostlands
Antigular
30/08/2012
I have the same problem Machiavelli. Tarttony, I've tried "Run as Admin" which didn't help in my case. Hence I'm downloading the whole game yet again.
Anyway that's life atm..... Looking forward to the new looting system. Should stop alot of those nasty little Ninjas....
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Seigaroth
Nagrand
Seigaroth
29/08/2012
didnt really understand that with the charm of good luck
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Copperross
Blade's Edge
Copperross
29/08/2012
to be honest i thick its a great idear but i will piss a LOT of people off
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Mättî
Outland
Mättî
29/08/2012
In my opinion, I am somewhat confused as regards to how loot will be distributed to the raid. Theoretically speaking the idea behind it is okay I guess. I would like some more indepth information on how loot will be distributed, that is, when the boss dies and then the system randomly picks people who should receive loot. Will all the raid get loot or only those random people selected by the system? Also if let's say Player A is a warrior and Player B is a warrior too and Player C is a Mage, if Player A wins the loot from the boss will Player B get the same loot as Player A and what happens to Player C does he get any loot or does he have to use a "Charm of Good Fortune" to get loot?
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its better than before tbh
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Buffekerel
Sylvanas
Buffekerel
29/08/2012
OMG this wasnt an april 1 spoof! TROLLS!
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Revluvjoy
Bloodfeather
Revluvjoy
29/08/2012
This sounds really good actually.
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Sarkath
Outland
Sarkath
29/08/2012
WTF is this crap!
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Whataguy
Darkspear
Whataguy
29/08/2012
Hi Guys, i played guildwars before i joined wow , and the loot system there was similar to what blizz are proposing, it was assigned to players , the only difference i can see is we could sell trade or discard that item, it was good that noone else could ninja the item only you could pick it up, but i worry have i gone back on myself a bit , need and greed leads to arguments, unless u have a good team
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Solarad
Outland
Solarad
29/08/2012
and something else if we can get raid gear so fast ...than after a mounth its realy hard to find a raid again because so many players already got that there gear....
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Solarad
Outland
Solarad
29/08/2012
im aggreed whit Aenaopa....let the player dicide!
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Дейдора
Fordragon
Дейдора
29/08/2012
I don't want to be rude, but this loot system is crap!
First, we are all people and not all of us are completely selfish, some even go for fun in lfr and share items. Which means, that people who don't need the items, will get them instead of someone in real need of it?
And they can't even share them.
Second, now you can't get enough items in one week to start raiding (normal/heroic), for example, it took my paladin one lfr to get the 4 set, because people didn't really wanted the loot, or gathered it for their second or third spec, or they just press the need button, because they can get only one item per week(current lfr system fail).
If people can get loot from the boss any time they visit lfr, they will pass on loot, like most do in instances.
And I ask Blizzard for one thing, let the PLAYERS decide what to do with loot, not the system, we are not stupid and we can solve problems with each other on our own!
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Khámul
Anachronos
Khámul
29/08/2012
@Дейдора: so basicly, because now you wont be able to get full raidfinder gear in 1 week this loot system sucks? personnaly i'd say GOOD so you have the fun of doing the raidfinder more often. ofcourse i would like to get a full set quick aswell but like this you would have to actually work to get your gear. instead of having !@#$loads of luck.
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Triger
Blade's Edge
Triger
29/08/2012
@Дейдора: not being funny but ur contradicting yourself atm in lfr people do decided hence the need or greed button this systems is totally broken and only half if that are decent enough to not roll need on a item when they don't need it im looking forward to changed hopefully stop nijaring
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Machiavellî
Silvermoon
Machiavellî
29/08/2012
daam .. i cant start wow...every patch day i need re install game ... ffs
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Tårttony
Aggramar
Tårttony
29/08/2012
@Machiavellî: Just right-click your wow-icon on your desktop and choose "run as admin". that solves it
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Silvara
Twisting Nether
Silvara
29/08/2012
What if I'm only there to help out a friend or just mess around and I already have all the loot needed from raidfinder? If I win then I get loot that could have been given to someone else that really needed it.

Terrible loot system.