Loot drops and how to improve

Seeing as people are doing specific dungeons and bosses for a specific piece of loot, i believe that we need to introduce a new form of currency that will allow us to purchace the desired item.
Kill a raid/dungeon boss=receive currency based on the lvl of difficulty. Similar to valor points
What do you think ? Why is it bad/good idea?

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People’d be geared too fast and blizzard would lose money.
Keep this lotto rng gearing system to keep players hooked and paying.

They can adjust the currency drop. Higher difficulty=more currency.

i think this should be vice versa

Typo; corrected

I would love that tbh, saves me the hassle of running the same place 120 times and not even see the damn thing drop, this is a major flaw in the game but i know blizzard likes it when players suffer and then say hey rng is rng which is the biggest BS line of all time.

There should be system that goes as follows:

  • Every time you kill a boss, everything on his loot table has its chance to drop increased by 3-5%. (Including mounts) because i don’t think it’s fair when someone kills a boss 300 times and never gets what he needs while some get it on their first kill.
  • Every time you loot a piece of gear from a boss, that piece of gear gets removed from the boss’s loot table unless it’s a higher ilvl.

With these 2 simple things the loot issue would be resolved, but ofc blizzard would never do that because they want people to keep grinding and keep paying money when in fact people eventually get tired and feel unrewarded and unsub.

The more you get the more you’ll want so the more you’ll do, the less you get the less you’ll care till you don’t care at all.

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The drop rate is fine in my opinion. The items are boring. I want more gear variety on the loot table and more flavor. I want stuff like Gettiku, tier dungeon sets, rings and necks with set bonuses. Even if you only get a couple pieces they offer something exciting and good so you feel rewarded when something you want do drop. Make dungeon gearing a thing rather than an obstacle to reach end-game. A lot more fun that way.

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