I've been thinking for a long time, actually since the LFR first came out, that the LFR needs a better loot design. They have made a great deal of changes. First was group loot where people would roll need even if they did not need or roll need on things just to keep others from getting them. This was bad design for random content with that many people that I am still amazed to this day that blizzard actually allowed to go live.
I remember that first week of the DS LFR and 2 bows dropped, I rolled need on them of course as a hunter, and a rogue won both of them. The same rogue won both of them. I was upset but not nearly as much as some of the other hunters in there. If I remember correctly it took another 19 weeks for me to even see another bow drop in the LFR.
Events like that happened on a daily basis and that bought on a change that only some classes could roll on some things. This fixed some issues but not all. Like my shaman healer losing a shield to a retribution paladin. First, why was a retribution paladin allowed to roll need on something that is not for their spec, and even if you allowed them to roll need for off spec reasons why did they get to +100 bonus when retribution paladins do not even use shields?
I put in multiple tickets, and this is most likely when I really began to lose faith in the ticket system. Not one person that responded to any of my tickets answered my question which was how did a healing shaman that uses shields lose a healing shield to a retribution paladin that does not even use shields.
All I wanted was someone to say, it must be a bug. He should not have won it. Anything to acknowledge that there was a problem with the loot system but I got "if they can roll they can win" type responses. Well, go screw yourself GM.
So when they went to the personal loot system I was all for it. No longer would my hunter lose weapons to a rogue or my shaman lose shields to a retribution paladin. I would either win or lose.
Admittedly I was never completely fond of it but it was better than seeing someone else win something they had no right to even roll on because blizzard could not develop a decent and fair rolling system.
I was okay with the personal loot system until the other week when doing ToT normal and I won something I had been looking for and immediately said, thank god I thought I would never win this, I've killed this boss a million times.
And then it occurred to me. I did not kill this boss a million times. I killed it 6 times on that character. It just felt like a million times I have killed it because I have killed it so many times in the LFR on so many characters and it all starts to blend together seeing gold bag after gold bag and when I won something it felt like I had killed that boss a lot on normal when in fact I had not killed it all that often at all.
So while the LFR personal loot system is better than it had been when it was first introduced last expansion and first adjusted last expansion, it still seems to have a horrible side effect, at least for me.
It is making me lose track of who is killing what and where I am killing it because I have killed it so many times on so many different characters in both normal and LFR. It starts to blend together. You see baggie after baggie and gold after gold on coins and suddenly it is not one character killing a boss for 6 weeks that did not get anything, it is 8 characters killing that boss over those 6 weeks and it feels like you did not get that piece you needed after 48 kills. Not 6 like it really was.
Loot dropping from the LFR needs to be removed completely.
You heard me right. LFR should no longer drop loot at all. Not even the rare chance of it. Not loot, ever.
There has to be a better looting system for the LFR, one that does not make people feel as if all they ever do is lose. After running it week after week and for some people on multiple characters, it can start to feel like you never win anything. And as one of those people that feels that way I can tell you that is a really shitty feeling.
My proposed change to the LFR loot system would be two fold. First remove all the gear from all bosses and place everything that drops at a vendor in the LFR version of the raid. Second is all bosses drop a kill token. As this tier would drop a T15 kill token. If you use a coin you get a second kill token on the boss. Just like loot currently is you can only get something off a boss once a week, so you can only get one kill token a week per boss you kill.
Now to that vendor I mentioned. Every single piece of gear that would have dropped from bosses is now available at that vendor. Rings, back and neck for 8 kill tokens each. Waist and wrists at 10 tokens. Trinkets and boots at 12 tokens. Head, chest, legs, arms and shoulders at 16 tokens each and the tier versions of said items at 20 tokens each. One handed weapons would be 10 tokens, two handed weapons would be 20 and offhands and shields would be 10.
What this would do is make the gearing patterns quite clear in the LFR. No luck involved. If you want the chest tier token you will not run it week after week hoping for a drop. You will just kill 20 bosses and trade in for that tier token for your chest.
It would also remove that feeling of "gold again" off every boss that people have gotten accustom to by now. No one likes to never win and no one likes to see someone say "hey look I got the shoulder token I don't need because I already have 3 of them" when you have been trying for 12 weeks for it and using a coin each week and still do not have it.
Loot, or not getting it, is just not a fun aspect of the game. Sure it is fun to get the loot but it is not fun to not get it. And it is even more frustrating when it starts to feel like you have killed a boss a million times and never get anything, even if you only really killed it 6 times. Because it all starts to blend together seeing gold bag after gold bag after gold bag.
With dropping tokens that means every time you down a boss, you win. No matter what. It gives you incentive to kill all the bosses each week to speed up your process of collecting the tokens and every kill is one step closer to getting what you want. It is no longer of case of "maybe I will get it this week" as it becomes a case of, I just need 5 more kill tokens to get my piece. Which in the end, is a lot more exciting then seeing another gold bag pop up, don't you think?
I always have always been a fan of the earn your gear design over the luck design and this system would really support that. You kill enough bosses you earn the right to buy the gear with tokens from those bosses. No longer will you ever have to hear someone say, "I have had no luck with drops" because they have no excuse. If they needed something that costs 10 kill tokens they just need to kill 10 bosses and get tokens. No luck needed.
I think the LFR needs a new loot design, one that makes people feel like they are winning sometimes and something that does not start to blend in with the real raid as just "another week with nothing."
Opportunity cost - I was badly ill in Sunday-Tuesday. You can guess how badly from the fact that for the first time since 2007 there was no blogpost on a workday (yesterday, ...
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