It would be nice if they would design a pair of trinkets for AoE and for Single Target, one dropping from raids and another from dungeons. They should be tuned to be roughly similar to each other, so that would solve the issue.
It is only this tier that raid trinkets are better, mind you. In the previous three tiers M+ trinkets were the way to go with things like the Prism and the Faulty Countermeasure, or even the Quantum device.
EDIT: That said, if Blizzard will give us another trinket like the Reservoir make it drop for healers as well. That specific trinket is really sought after by healers, and yet you have to ask DPS players to fish for it for you and then trade it to you.
Maybe for a specific class. But when you looked at subcreation there were basically for ‘every’ spec 1 or 2 raid trinkets on the highest level on every tier. It is more an exception you can use M+ trinkets. In s1 it already started with a cheat dead trinket + something sire or dance boss. We had gland in s2 and something else.
I lost interest in raiding and we had only 1 clear anyway. So i got to M+ dungeons loot. I am not saying M+ trinkets are not usable. But historical raid trinkets are topping dungeon trinkets.
Very good point. I am running elemental loot spec.
this is the same Protest that pvp players had to go through literally since Legion , they asked for a pvp vendor they asked for not having to do m+ for a weekly catch they asked for having a pvp based gear , they were suffering from the same system that m+ players are suffering now ,
and eventually they succeeded ! right now as a pvp player you dont have to do anything outside of pvp ! nothing you dont need to do raid no m+ you might not even need to grind rep anymore if they do something similar to what they did in zereth mortis ! thats what needs to happen . but all and all the dinar system was still good though cause again its a way of escaping infinite grind and anything that contributes to that factor is a plus 1 in my book
Personally, I would rather they increased number of items dropped and gearing up was done through playing the content, rather than through Systems and Vendors.
It makes the game feel much more rewarding.
It makes it easier to obtain for raiders. But what about those who don’t want to raid at all? If anything it’s encouraging players to get it.
It’s better just to separate all the gear progressions, imo.
Anyway, I’m not saying you guys are wrong. I just saw a Thread Title that I strongly disagreed with and wanted to put my input into it and explain why it didn’t work for me and my play.
i remember when PVP players had to buy Mythic/heroic Drest agath Boost back in nyalotha and farm Mechagon for bike cause they were omega broken in pvp , imagine if the dinar system was around at that time ! their lifetime would be like 10 times easier
Normally there were atleast one M+ trinket mixed into a list both in S1 and S2. Agility specs were going for the slime trinket from Plaguefall (the other one was the go-to for healers), some specs had the quantum device in their top 3, while atleast one warlock spec had the Ruby as being the best trinket available (In season 1 it wasn’t because we had the Cabalist Hymnal from Sire.)
Some of these trinkets stayed persistent throughout the tiers, even things like the Unbound Changeling managed to stay relevant for quite a while. We also had the blood-splattered Scale as being the best defensive tanking trinket for anything that had more than a single target, and even on single target it was better than the raid equivalent that dropped from The Nine.
The cheat death trinket was decent (if you mean the healer one) and Soul Igniter was very good for Fire mage. There are only one or two that really stands out from raid trinkets, and currently the only reason why we have raid trinkets being prominent because before s4 they got massive buffs, while specific dungeon trinkets like the scale got massive nerfs (25% on the scale specifically, with Blizzard clearly saying that they nerfed that trinket in order for a 278 one would not outperform the raid variant in S4, thus making players be at a disadvantage if they did not have a 278 scale from last season).
I think it is not the trinkets people are most worked up about, but rather the weapons specific classes got (dagger for rogues, veinripper for agility DPS, Jathys for strength DPS and legendary bow for hunters) but from these only the rogue daggers are the ones that are true outliers. Before that the go-to agility weapon for DPS was the poxstorm from Plaguefall.
Trinket balance was pretty okay this expansion thus far, with raid trinkets needing a solid 10-15% buffs to get ahead of M+ trinkets, on top of quantum device and scale receiving a 25% nerf. Weapon balance was really the one that went off the rails, especially with the Gavel being added in S3.
For throughput? Yes, otherwise it was the Ooze trinket from Plaguefall that healers were trying to get. Some other healers also had other dungeon trinkets to aim for, such as the Ruby and the Changeling.
The ooze trinket is not even on the healers loot table. Yes we used changeling, but most of the time it is 1 or 2 raid trinkets. Never 2 M+ trinkets.
Edit:
Looking back
SL s2 we had at least gland
SL s1 we had tuft + cabalist
Bfa s4 had a whole list, like the crit one from Nzoth, ra’den Vita, wrathion wings trinket and the damage + mana one.
S3 i did not raid at all but i do not want to know how many people wanted trinkets like inkpods even still in s4.
S2 i got lucky by accident to get into a mythic champions try. I killed it 15 times and got the bis shield trinket. I didnt do anything in that raid, but that is already 1 trinket
S1 uldir i know nothing of anymore.
Legion S4; we wanted the Covenboss trinket
S3 the deceivers guide trinket from last boss
s2 perfect preserved cakes from trilliax
which season was the fell emitter?
I mean, for whole my wow-carrier i know i need raid trinkets. I do not care it is just 1 or 2 that stand out per raid. I also only can equip 2.