someproteinguy wrote:
Mazra wrote:
So, instead of rolling against one to four players on some bosses, I now have to roll against everyone, every time, on every boss, whether I need something from that boss or not?
Not really. You only roll against yourself. Nobody cares what that other hunter got because you'll never see him again, and it has no affect on what you win.
Think of it this way:
You have like a 10% chance of getting 1 item, a 10% chance of getting a different item, 20% chance of getting something else interesting, 60% you have only your gold, and will walk away with that. Everyone who completes the boss gets their own goodie bag to loot. All 20 hunters in the raid could win the same item from the same boss, or none. Loot tables are for the individual, not the group.
The way I understand it, Maz isn't completely off-base. Dev comments suggest to me that, for a boss that drops, say, five items in a 25-man raid, either the RNG will pick the top five rolls before displaying the results or each individual's percentage chance will be set so that on average there will be five winners out of 25. Basically, if they want to avoid loot inflation, they have to rein in the drop chances somehow - your chance of winning is not completely divorced from everyone else's, but your individual loot tables are.
The big difference is that no one takes away "your" loot. If the other hunter wins, there's a chance he gets the polearm - but if you also win there's a chance you get one too. And if only clothies win, none of them take an unusable polearm away from hunters.
One knock-on effect that I hope they start allowing for early in profession balancing - high-end crystals for use as Enchanting mats will be an order of magnitude rarer than today unless they change something. Maybe a recipe that's the opposite of "Shatter".
Hmm. Will there be an option "I don't need anything that this boss might drop - just cut to the chase and give me a shard"?