LFR - Group loot sucks, no chance to win anything

I did all 3 raids on normal last week… I won some items i needed, i won a few from greed rolls… There was no loot drama at all … And it was all done in a pug :confused:

I must just ones again be extremly lucky to not encounter these problems that happen all the time in your pugs.

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I did a few LFR bosses on my paladin last night - figured I’d have a bit of fun and get Gavel for the last few weeks and I’d already done 20 HC so filled my 30 for the token with LFR. LFR queues are pretty quick, even as dps, when you can queue for several wings at the same time.

Group loot was perfect. I didn’t want anything from LFR - even in the slots where I could have got a small upgrade, I’ll have better from keys soon - so I just went down the list of items clicking ‘pass’. Didn’t get anything dumped in my bags that I didn’t want. Didn’t have to go through the hassle of offering stuff for roll, watching to see who won and then finding them to trade. Perfect.

Thats not how rng works. There has been plenty of posts how players have cleared all lfr wings and got nothing with personal lot also. There wasnt any bad luck protection at any point and at any time. Its just your scuffed perception.

Sure.
Why don’t you prove me wrong then? Instead the constant “It’s the same, but different” nonesense.
Previously in a diff thread you said it’s the same, but isn’t the same 5 replies below… I am starting to think you are confusing yourself here :eyes:

I tried to prove my point and perception, you clearly disregard it… Or blatantly white knight group loot?

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Its same in terms of how is loot distributed. Its different in way how items drops from boss.

We had, and have, 1 item dropped for every 5 players in the group.

The difference is with personal loot, first the players who recieve loot got rolled, and then they got an item from those players loot table.
With group loot, the whole boss loot table got used for choosing every item that drops. And then the group can go wild with need/greed. So it does not take any groupcomposition in mind. It just takes the whole table.

There was never a guarenteed item dropped for a player per x killed bosses.

Nice, you totally changed my mind!

I explained earlier it is pure mathematics, there is “no” garuantee but it is such a slim chance of not getting an item, it’s basicly ignoreable.

With the current group loot the chance of not getting an item is so insanely high.
Fair enough there is the possibility off winning everything, like I said aswell.
But the weeks off not getting anything are so unrewarding, it makes NM/HC raiding EVEN MORE obsolete then it already was.

I listen an example before in a diff thread, where our 240 mage got a near full gear set in 1 weeks worth of raiding, our 252 monk got nothing at all.

The RNG factor got multiplied hard compared to PL.
PL with NO trade restriction > All.

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It will be interesting to see how it affects gearing. Under the old system you’d get one or two rewards per raid (full clear). Under the new system you could just get nothing and everyone can keep needing on drops.

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Or you could win every roll. Most will be somewhere in between as they were before.

As I’ve said before, the distribution method isn’t the issue, the amount of items is. Too few pieces per boss drop.

The two systems have different problems. For me PL is preferable to GL. Seems people are fairly split on it.

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I’d argue 4 pieces per boss is fine.
The system is flawed because it can drop items nobody in your raid can use, that is the sucky part off it all.

We had 4 mail boots drop with only 1 mail user in the raid… THAT is the problem!

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Valid, I’ve seen all pieces be the same item as well. More items or better targeted items would have have same result.

Ultimately people want to feel like their time in raid is well spent. It didn’t with PL in SL and it doesn’t now either.

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Even if this is a problem of perception (which it could be, I don’t know the numbers) then disengagement from LFR could happen.
If with Personal Loot 3 people per boss (on average) got an Item of gear and in Need/Greed rolls 3 players got loot (every time as it’s now a set number of items) the perception of the problem is that others are taking the items you could have gotten when you see a roll happen and others (some of whom you think / know don’t deserve to win - someone who’s going to vendor it).

In a game which is about fun and how you feel about an activity then a perceived problem is also an actual problem. Even if your percentage chance at an item is exactly the same with both systems the one where the guy vendoring an item gets anything feels worse.

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and it can only be played once a week.
so absolutely ridiculous! and we also pay money per month… without exaggerating, you can buy 2-3 very good games on sale on steam and have fun for weeks.

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For now. But if it becomes obvious that a large (that could be 25%) of players will click Need on everything (even if only to vendor it) then the percentage will grow until eventually it will be 90% (leaving only those with a moral objection to clicking Need on everything).

If the game is tuned around an expectation that players would not click Need on everything and would “play nice” then the numbers will likely need to be re-tuned.

I would love to know the numbers. In Group Loot every boss drops 3 items for 25 players. So 3 in 25 is 12% (assuming all items are applicable and everyone clicks Need).
In Personal Loot is there a 12% chance per boss to get an item?

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post edited

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If everyone clicks Need, your chance of getting loot is as high as with the old personal loot rules.

Someone up thread mentioned a 15% chance at an item in Person Loot (is this an official number or even a generally recognised rough idea?).
To get a 15% chance at an item there would need one of the three pieces to be valid for you (likely enough) and for only 6 people only to click Need. If everyone clicked Need (unlikely all 25 could as there would be other restrictions in place) then it’s a 4% chance.

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No. Then the disadvantages of the loot table comes into play. Where on personal loot the player got selected to get an item, on group loot just items from the loot table get selected. Not taking into account the specs that actually killed the boss.

With grouploot you can theoratically walk away from a boss kill without any loot equippable for anyone in the group. The tradeoff for this system is that coordinated groups can give the dropped items to the right player (by only that player pressing Need). But this is not working anymore when everyone is just always pressing Need.

So this is a problem for LFR. But for example also for smaller guilds who run with like 10 players normal/heroic, because you got more chances to get items not equippable by anyway, since you are covering less classes/specs in the group.

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Read the blue post on the new Group Loot vs old Personal Loot (https://us.forums.blizzard.com/en/wow/t/changes-experiments-to-raid-rewards-in-dragonflight-season-1/1352473/363):

  • First off, you can never Need for anything your class cannot wear. No warriors sniping cloth robes with a need roll and giving it away or trolling.
  • We also have mainspec and offspec functionality built-in, which changes based on the current loot spec you set.
  • Main spec takes priority, then Off spec, then greed.

… all players in Personal Loot were constantly ‘rolling’ behind the scenes, whether you wanted to or not. It’s not as simple as ‘with group loot you’re rolling against everyone, but in personal loot you’re rolling against fewer’. Changing to Group Loot for raids makes the process of loot acquisition and distribution more transparent and gives players more freedom to trade loot around and allocate it socially if they choose to do so.

That’s all the official information we have. It’s not extremely clear (it doesn’t fully explain the algorithms), but to me that sounds as if the new Group Loot is basically the same as the old Personal Loot, with 2 significant changes:

  1. Items can drop that nobody in the group needs
  2. Trading restrictions no longer exist

Change 1 will not impact your chance of getting loot, if a the group composition and boss loot table is evenly distributed. For 10-man groups, this might end up being a problem, but for 20+ groups, it’s unlikely that something will drop that nobody can use.

Change 2 will remove the chance of items being given to players that they do not want but want to trade. This increases your chance of getting loot.

Also, having a simple Need/Greed UI makes it more convenient for players to basically trade loot they don’t need (by simply clicking Greed, rather than needing to find the player, open a trade window, etc). In LFR, people often didn’t bother trading because it’s tedious. So this UI improvement increases your chance of getting loot.

So for non-small raid groups (guild, LFR, mythic), if at least some players aren’t trolls who always hit Need, I think the chance for players ending up with loot that they actually need should be higher with Group Loot than with Personal Loot.