5 dungeons per week on 4 alts is still a lot but at least feels reasonable. Or if the 10 dungeons is account wide, so you do 1 dungeon on your alts to enable the row and get the full options. It is supposed to be an alt friendly expansion but this thing sure isn't.
Still don't see any real incentives to run lower difficulty Raids or lower level M+ just to open extra options. If those extra options will be lower ilvl then First option then its extremely unlikely it will be good enough to pick and as such there is no good reason to do those. Hell if your M+ gear option would have higher level then Raid or PvP option there is not that much of reason to do that either.Why spend extra hours on raids or PvP when item from single M+ would be almost always so much better then any raid or PvP option.What I think is that requirements to UNLOCK options could be high BUT ALL options should have same ilvl to make it actually worth the effort.
Still not a big fan of the flat number determiner for loot because it doesn't fix the issue of having only 1 choice of gear. Like if my group is stuck at 6/10H/M, but we're finish 10/10N/H within two hours, that normal/heroic loot isn't going to help us. Like I said with the M+ version, a percentage based would be a whole lot better.
I really dont understand why there is no more uprise against that system?WoW had a peak player base during Lich King, where there was no such mechanism. Now, Blizzard is pursuing to implement modification and improvements on a dead system.Why people get slightly happy from this? Because, as stated in many comments, it allows them to have more chance to get the loot they want.This indicates that the problem at the base is RNG.Details in spoiler:While for PvP, I think this system is not bad because quality is locked by your rating. Then, the more you do content, the more you get choices. (I am not a PvP player so might be missing something here and would rely on what the PvP player base is thinking of it).For Raid and Dungeons, the more you do content, the more you get choices, the less those choices are good (quality of the loot). Meaning there is a reward to push the content at the same minimum level to lock a specific quality of loot.Contrary to PvP, you cannot lock the quality of the choices by an external rating.I have seen many examples with crazy numbers like it was logical to do 15 dungeons per week. When it can be that way for the pure Mythic + player with a team or during push weeks. Running dungeons and looking at Rio regularly, it is very rare to land on a profile where a player go with more than 15 dungeons (even 10 now that is the new limit).Counter example in spoiler:Here are 2 simple realistic example for PvE players: (based on bfa standard)1. Early game: Dungeon level for 1 week: 4, 4, 4, 5, 5, 5, 6, 6, 7, 8 | Raid progress: 10/12 normal, 4/12 heroic2. Late game: Dungeon level for 1 week: 17, 18, 19, 19, 20 | Raid progress: 12/12 heroic, 7/12 MythicOn reward point of view: 1. Dungeon choices: Mythic +8, Mythic +6, Mythic +4 | bet you will choose the mythic +8 regardless of the actual loot except if you have already the piece. Raid choices: 1 heroic, 1 normal | same bet2. Dungeon: Mythic +20, Mythic +18. Non relevant here as you will be probably capped at Mythic +15. Raid choices: 2 mythic, 1 heroic | So I guess again you will choose amongst the 2 mythic slot.As you can see you pick always the better loot except if you have it already and even in that way. You might already have better equipement all-around that you will randomly pick a loot to disenchant it.Essential issueThis system tries to solve RNG not by smarting it out but by increasing the time in game from the players. This will bring just more frustration.I dont recall someone saying: "Well what a chance the weekly loot is there, I just got what I want". It happened to me twice in BfA and I am still against that sytem.I can see in SL the message in /g, /p, /2: What did you got in you weekly chest? Junk like always...You will not get more loot for more content but give the illusion of choice where the choices coming from the most hours invested in game will yield the worse loot. This is well played from Blizzard as it gives incentive to stay in game and pay your sub.Proposed solutionHeu.... You complain, you rage, noob. No solution then? I am glad you asked. Of course there is one, very simple and unpopular but yet most effective and address every problem at once. Remove the weekly chest altogether. You will get your loot from the content and not from a satellite system. I am pretty sure you got the bulk of your equipment by actually doing dungeons and raids and not by waiting for the weekly chest. The main issue was that the weekly chest yield 475 ilvl pieces for just a +15. This can be easily solve by aligning the content. If ilvl 475 is the maximum ilvl from mythic raid (removing the bonus loot from Nzoth), this should be obtainable from Mythic+. So let's increase the range of loot from mythic+ to +16=470, +17=470, +18=475. This allows, the players to push for more difficulty (as it had always been the case in WoW and is the case for Raid) to get better loot. More difficulty means more investment in your character so more time in game so Blizzard can have its money too. Not popular, I know but not elitist neither because even though +18 seems high it it not that crazy +20-22 range where some weeks are crazy difficult in PuG.So for end game equipment you could go in mythic raid or farm +18 keys. Anyway PvE players will always do both content as there will be weapons, trinkets and jewelry scattered around in the loot table forcing you to go pick them.In conclusion, this solution seems easier, less frustrating, more rewarding and still we will be in game to pay the electricity bill for Blizzard.
How is the M+ loot going to work, item level-wise? If you do 9 M0s and 1 M15, what would be the loot distribution and item level for your choices?
This is lovely and such a welcome change... I hated the M+ chests cuz it was rarely ever optimized for what I needed.
So i already posted but apparently i didn't do the capcha so i'm gonna give a consice version of what i said Raid level rewards: I think this is great but if i do 2 heroic bosses and 1 normal let the loot be heroic quality not normal. after all my majority was heroic. Not many players will be able to do heroic and progression will be real. It will feel really bad if i get a normal drop because i cleared 7 normal and 2 heroic. let the first chest be heroic Mythic plus: This system.....just no. It is a GREAT improvenemt to what we have now HOWEVER there are issues. If i do 10 keys in a week which i'd most likely be doing 4 cuz i hate dungeons. And 9 of those are +10 and i do my last key at a +4 to help a friend my 3rd chest gets a huge nerf. Who says my last chest won't have my BiS stat weights? Now i'm either forced to get other items with a high ilvl because pugs won't accept me without a higher ilvl or do i pick my BiS stats.Also this might flow into social helping becuase "Sorry i can't help you this week tommy, if i help you do a +2 because ur undergeeared i'll be ruining my chest rewards so maybe next week IF i get my BiS item i need" An easy workaround is make the chest for 4 and 10 be an average ilvl of the keys you've done. even with doing a +4 and the rest of the runs being a +9 your chest will probably drop to a +8 or +7. Don't negatively impact players for being helpful or simply being burnt out on dungeons trying to get more loot options that just want to relax a bit on their last run. and yes i do understand no more corruption/titanforged/etc. But that's not an excuse to nerf a players enjoyment. PVP Rewards: Overall i think this is better but if this system rewards you more by raising the ilvl by 5 or whatever for unlocking more chests and that applies to all chest in the pvp row i think i'd be good. 875 conq is rewards players who like to pvp. most players will be able to easily do the first 2 chests and that's the people who don't like grinding 500 conq for the current chest. So overall i like this. General rundown: Make the ilvl rewards an average for m+ and raiding. Don't punish players trying to be helpful or stuck in a guild that refuses to let them progress without the guild due to lockout or whatever. (yes allot fo guilds are stingy like that. it's just not well talked about for those players because they accept it.) Blizz if you see this please think about what i've stated. SL CAN NOT be ruined. you can't have another system like mop where people love class design but hate the system.
My first full week of raiding, full normal clear and 3 heroic bosses down. Whats in the great vault.....a level 200 item or 750 stygia well done blizzard working as intended