Personal Blog (Boubouille) - Working Hard and Hardly Working

Dev Watercooler - Mists of Pandaria Looting Explained
Originally Posted by Blizzard Entertainment
Hey, how about that landslide of Mists of Pandaria information? It has taken a few days, and will probably take a few more, for the nuance of everything to really sink in. One of the topics we've been getting lots of questions about is the crazy new loot model we're introducing in Mists. We've answered several related questions in the forums, but thought it might be prudent to just put all the information in one place.

I should clarify that the systems we're introducing are actually pretty simple in practice. I'm only going into a fair amount of detail because those are the kinds of questions we are getting. You don't have to understand all the particulars to participate, and we're certain that it will just all make sense once you are experiencing it in-game instead of hearing it described (that whole "show, don't tell" thing). Let's begin:

Personal Loot

Here is how looting works in today's Raid Finder groups:


  • The boss dies.
  • The game randomly decides which items off of the boss's loot table drop.
  • The group rolls Need, Greed, or Pass on each item.
  • If you were raiding with a group of friends, you might discuss who should get each item. Even if you ultimately lost, hopefully you are happy that a friend got an upgrade and that your group as a whole is now a little bit stronger.
  • But if you're in Raid Finder, you are quite possibly alone with a bunch of strangers.
  • So, if you can Need, you probably do, because there's no time for discussion, some of the rollers may be AFK, and even if you piss someone off, you aren't likely to have to pay the social cost of doing so since you'll never see them again.
  • The highest roll wins.
  • Drama ensues.

Here's how the new Raid Finder system will work in Mists of Pandaria:


  • The boss dies.
  • The game automatically decides who won some loot, and gives those players a spec-appropriate item.
  • Some players may still get mad, but hopefully they are mad at the laws of probability and not at the rest of the raid.

So, realistically, that's really all you need to know to understand how it'll play out in-game. For those looking for more detail, here's what's happening behind the scenes:


  • The boss dies.
  • Each player has a chance to win loot, independent of the other players.
  • For each player who wins loot, the game randomly assigns them a spec-appropriate item from that boss's loot table. This subset contains only items that the game (meaning the designers in this case) thinks are appropriate for your class and current spec.
  • Notice that you aren't rolling Need or Greed. You don't have an option to Pass. The game just says "Take this."
  • You can't trade this item, or that would defeat the purpose of removing the social pressure on groups of strangers. If you don't want the item, you are free to vendor, delete, or disenchant it.

The big difference here is that instead of kill -> loot -> roll, the new system uses kill -> roll -> loot. The loot is not determined until the winners are determined. It's all automatic, and you're under no obligation to pass or roll — these choices no longer exist. The game decides who gets loot, not the players. The end. Nobody is going to be a callous jerk and take the item that you rightfully deserve. Nobody is going to try to talk you into trading an item to them because they are down on their luck and can't ever win a weapon. No DPS dude is going to ninja the tanking shield that you need for your guild to progress.

We understand some players are interested in off-spec or transmogrification loot, and we will consider future changes to the system to accommodate those desires. However, we're not sure fundamentally that Raid Finder is the best avenue for acquiring that loot. You would either need to take it from another player who actually desires it for their main spec, or a conversation would have to take place to make sure nobody else needed it more than you do. In other words, you would have to stop people from just rolling Need whenever they could. I've seen some suggestions that we allow an option for essentially "I'm happy to get loot beyond just what my main spec can use," and maybe that's the kind of approach we could take, but let's make sure the basic design works first. For now, there are other avenues, such as dungeons, faction gear, normal raids or older content to provide off-spec or cosmetic gear.

Here is a model I've seen some people say they want:


  • The boss dies.
  • I get the exact item or items I want.
  • I never have to come back and kill this boss again.
  • I politely ask Blizzard when there will be new content for me to run.

I added that, somewhat tongue in cheek, to point out that the intent of the new system is not to make killing bosses or getting loot more efficient, or to let you choose buffet-style which items you get. We like random loot being random, as long as it isn't so frustratingly random that you stop enjoying the experience. The intent of the new loot system is really to relieve social pressure on a group of random and anonymous strangers. We think it is reasonable for groups of friends, such as the typical raiding guild, to have a discussion about how to divvy up loot. That discussion is a tried and true RPG tradition going back to D&D or earlier. We don't think that is a reasonable expectation for Raid Finder, though.

The personal loot system will initially be used for Raid Finder and for world bosses. We want to use it for world bosses because we want it to be fairly easy to form PUGs to take down these bosses when they're up. If my raiding guild is about to take on a world boss, and some lonely hunter is asking to join the group (it's always a lonely hunter, isn't it?), it would be nice to be able to bring him on without worrying about that jerk taking loot away from me or my friends. We want to foster a "the more the merrier" attitude with world bosses.

This is why it's so important to us that the size of the group shouldn't matter. We don't want guilds to try to kill a world boss with the smallest number of players necessary in order to maximize loot per player. When everyone has their own chance at loot, why not make the group as large as you can? Note that you still have to be a member of the group that taps and kills the boss. We want to have a little bit of competition for world boss kills, especially between the Horde and the Alliance. We think that is part of the fun of world bosses; otherwise, why not just stick the gronn in a cave? (That sounds dirtier than I intended.) We don't want everyone in the zone to get credit just by lurking around. We want you to cooperate with other players, and we're trying to remove barriers to cooperation by eliminating loot drama.

Bonus Roll

We have one other new system that will use part of the personal loot model. This is what we're calling the bonus roll.

Once upon a time, raiders had to invest a lot of time and effort every week preparing for a raid. This felt kind of cool in the abstract because it built anticipation, rewarded players who prepared for raid night, and otherwise just added a little more ceremony to the act of entering the dragon's lair to seek glory and treasure. The reality is that you spent your time killing mobs to farm flask materials or gathering Whipper Root Tubers. The reality didn't match the fantasy and we eventually greatly minimized the need to farm consumables altogether. Of course, that led to another problem, as raiders would log on for raid nights, finish, and then have nothing to do the rest of the week. The bonus roll is intended to give those players something to do that is hopefully more enjoyable than grinding elementals or Blasted Lands boars. We want to see players out in the world doing stuff, and we want that stuff to be a little more interesting (if not downright fun) than farming mats.

The way it works is like this: We have two major Pandaren factions, the Elders and the Craftsmen. Completing daily quests and scenarios for each group earns you one of two currencies. The Craftsmen tokens are spent mostly on cosmetic items. The Elder tokens are spent mostly on power items. The intent here is to let players who want some optional content to be able to devote time to both Craftsmen and Elders, while more min-max focused players or players who don't want such a time commitment can stick to Elders. The Elder tokens can be used to purchase head enchants, some nice purple items, and the kind of gear you've come to expect from factions. However, they also sell an item called a Charm of Good Fortune. Imagine you can complete a quest once a week to buy one Charm for 25 Elder Tokens. You also might be able to save up a few charms, but you won't be able to hoard them until the next tier of content.

If you have one or more Charms of Good Fortune, then whenever you kill a raid boss (in Raid Finder, normal or heroic) then a new UI window will pop up asking if you want to spend your Charm on a bonus roll. If you click yes, then you'll instantly get another shot at that boss's loot table! You will always win something from the bonus roll, such as a pile of gold, gems, or flasks. However, you also have a small (but not miniscule) chance of receiving a piece of epic loot. As with the personal loot system, the item will always be something designed for your current spec. Also, just as with personal loot, the game doesn't analyze if you already have the item, if the item would be an upgrade for you, or if you prefer axes to swords or anything like that.

Most importantly, winning a bonus roll has no effect on what other players win on their bonus rolls or what the boss drops normally. If you have saved up several Charms (this will probably happen when you play but don't raid every week) then you can use one per boss, but you can't cash in multiples on a single boss kill. If you want to save up all of your Charms for the final boss because he (or she in the case of the mantid raid) drops weapons or whatever, that is your prerogative, but you'll only be able to spend one per kill. If you want to save up your Charms for heroic bosses, go for it.

Here is an example of per-person loot and the bonus roll in action:


  • Stan is a death knight.
  • Jim Bob is a warrior.
  • Naomi is a hunter.
  • The three friends run Raid Finder together and tackle Mogu'shan Vaults. They get matched with a bunch of random folks from across their region. On the fourth boss, the Council of Kings, the game decides that Jim Bob wins an item. Jim Bob is a Fury warrior, so the game is either going to give him a two-handed Strength axe or a Strength bracer, because those are the two Fury-appropriate items on the Council of Kings loot table (in this theoretical example). Regardless of what Jim Bob wins, Stan might also win the same items. Naomi won't ever be offered those items, because they aren't appropriate hunter loot. If she had gotten lucky and earned loot for the kill, it would have been hunter appropriate.
  • Let's say Naomi is frustrated because Bob and Stan both won loot and because the trinket she wants won't ever drop. So, she decides to use a Charm of Good Fortune. Let's say she gets lucky and the game decides that she won an item instead of gold, flasks, etc. (Thanks, game!) She might get the trinket she wants, or she might get an Agility neckpiece that is also on the Council of Kings loot table. Her winning an item doesn't affect Stan or Jim Bob or anyone else, even if they use their Charms as well.

Okay, we're almost done here, but I did want to mention two other relevant changes.

Area of Effect Looting

Yes, we are doing area looting. After killing a group of enemies, you may have a bunch of corpses lying around (perhaps because you went all Bladestorm on a bunch of hozen). If you loot one of the corpses, the loot window will include items from all of the nearby corpses for which you have loot rights. Some recent games have incorporated a similar feature, and it's one of those things that players just want in their MMO these days. It's already in and it works fine.

The Future of Valor

The second change I want to mention is that we plan to adjust the role of Valor points. Valor (or the various other names that the currency has had over the years) was originally added to WoW for two reasons: it helped to mitigate really bad luck, for those times when the boss just refused to drop the item you wanted, and it helped encourage players to stay with the group even if they didn't need anything off the next boss.

Over time, we have felt like Valor has taken on too prominent a role, to the point that it risks becoming more important than actual boss loot. This is particularly the case when the tier sets are available on the Valor vendors. We think killing dragons and ransacking their hoard is more epic than shopping at the magic armor store, so we want to shift back toward boss kills being the primary source of epic PvE gear.

In Mists of Pandaria, Valor will be used to power a new feature that allows you to increase the item level of your existing epic items. This means that each week, you can become a little more powerful, hopefully allowing you to kill that boss that has eluded you thus far. There will be a bit of a game in trying to decide when to upgrade your gear versus hoping for a new piece to drop from a raid boss, but our plan is that even heroic gear can be upgraded slightly in this way.

We won't allow you to upgrade Raid Finder gear so much that it becomes better than normal gear, but imagine if you can increase your item level by around eight points. At this time, we're thinking there won't be gear on the Valor vendors at all, but we'll see how that shakes out. Valor will come primarily from dungeons (including challenge modes) and scenarios. You might earn a little from daily quests and raiding as well, but that won't be as efficient.

Final Thoughts

That's a lot of information to absorb all at once I know, and I'm sure it will lead to dozens of questions. It'd be more helpful to us if you were to focus your discussion on how things will feel, and the basic rules of the system, instead of immediately leaping to the conclusion that you've figured out some exploit and ergo the whole thing is doomed to failure. We've stitched up a lot of the egregious loopholes already and the system is a little more complicated behind the scenes than I figured was worth getting into here.

Check it out in beta if you get the chance. Let us know how it feels. We have time to iterate and refine this stuff. Good luck on getting the loot you want, too... but not too quickly.

Greg "Ghostcrawler" Street is the lead systems designer of World of Warcraft. The first epic item he can recall getting was the Drillborer Disk.
This article was originally published in forum thread: Dev Watercooler - Mists of Pandaria Looting Explained started by Boubouille View original post
Comments 517 Comments
  1. Polarthief's Avatar
    In all honesty, I'm worried they will give spirit/healing items to Warlocks and Mages since when you have the Gear Filter up on the Dungeon Journal for Mages and Locks, it shows ALL SPIRIT AND HEALING ITEMS. No joke.
  1. Azrile's Avatar
    Quote Originally Posted by theturn View Post
    Nobody is saying todays system is perfect. I have probably received more gear from people who gave it to me because my dps was awesome than from the actual loot system. As for who deserves what, you pull less dps/dmg than the tank you don't deserve squat. After that I don't care, maybe he likes your name, though as far as I can tell this new system isn't any better in that re guard.
    Of course there are people who are nice and give the gear to someone else out of the goodness of their heart.. But the majority of people either just click need to vendor it, or else annoy everyone else for the rest of the run trying to trade it or sell it. And as Blizzard has stated, it creates a lot of anger among players to be beaten on a roll by someone who doesn´t need the item. The forums were filled with threads about it etc... it is an issue and has been since LFR went in. glad you had better luck because of your awesome dps.. haha
  1. Sirius Black's Avatar
    Will people please stop being lazy and read the damn blue post in its entirety before commenting: The new looting rules will only apply to "Raid Finder groups." "Each player has a chance to win loot, independent of the other players." Meaning, if there are 4 of the same class and spec in a Raid Finder group there is a potential for all 4 players to win the same item, independent of each other.
  1. Squeezus's Avatar
    Quote Originally Posted by Awbee View Post
    This system is incredibly dumb. Or, incredibly clever, if their main goal is to drastically slow the gearing up process. With this modell, it's gonna take much, much longer for people to gear up via LFR. Many people will probably soon stop using LFR, because few things can be as frustrating as getting nothing for 6 weeks in a row and then, when you finally win something, getting a DOWNGRADE. And that's exactly what's very likely to happen with this model. I wonder why on earth they didn't implement the easy, obvious solution to the current situation: disallow people from rolling need on an item if they already have a PVE item with equal or better item level equipped, or in their bags / banks. That way, people wouldn't be able to roll need when - they only want to use the won item to possibly trade it for something else - they only want to give it to an underequipped guildie - they only want to disenchant / sell it - they only want to win it to ruin everyone else's mood These are the ONLY things that are currently wrong with the system, and if these things got eliminated, LFR looting would be perfect. The new MOP implementation is screwing things up for the worse, by far. It's like what they did with the female worgen model: yeah, it wasn't perfect before and could have needed some fixes, but then they went ahead and turned it into a complete nightmare. :/
    It sounds like you don't understand the new loot system.
  1. Kethryveris's Avatar
    Question on AoE looting with regards to skinning - If we loot sinkable mobs with the aoe ability will any one in the area be able to walk over and skin the mobs we just worked so hard to kill? I know in Cata there was a lot of greif over the worgen skinning mobs people already started to and such like that... I don't want to have to worry about accidentally clicking on aoe loot and missing out the chance to skin my mobs because some one else has already.
  1. Crashdummy's Avatar
    Quote Originally Posted by theturn View Post
    you sure? I don't see that anywhere.
    They said your loot is independent from the others. If you winning something would affect others, then it wouldnt be independent.
  1. mmocef71e99c15's Avatar
    Quote Originally Posted by Thiron View Post
    Most of all, I don't like that people who can't get any useful loot from certain boss can't pass on roll.
    You clearly didn't understand what GC explained. Try reading it again.

    Hint: There is NO REASON to pass on loot, because the chance of others to win isn't in any way connected to your actions/luck. Everyone rols and wins/lose completely independently of others. Completely. Independently.
  1. Azrile's Avatar
    Quote Originally Posted by Dragon9870 View Post
    In all honesty, I'm worried they will give spirit/healing items to Warlocks and Mages since when you have the Gear Filter up on the Dungeon Journal for Mages and Locks, it shows ALL SPIRIT AND HEALING ITEMS. No joke.
    On live, they can only break you down by your class.. In MoP, they will be able to break it down by spec. I think we have a lot of errors on live with cloth gear because of shadow priests.
  1. Fahrenheit's Avatar
    I'm curious as to how exactly the system determines who get the items. Does everyone over a certain (hidden) number get an item? Meaning that 15 people could win an item from a single boss, or potentially no one if the hidden roll goes extreme one way or the other.
  1. Awbee's Avatar
    Quote Originally Posted by Squeezus View Post
    It sounds like you don't understand the new loot system.

    Could you explain to me then, which part I do not understand? I read above that you say we do get to pass, however in GC's post it's explicitly stated that we do not get a chance to pass.

    It's also not stated whether more items will drop from a given boss, or not. I have no reason to assume that they will, so I'm assuming that as before, only 4-5 items will drop per boss, and these will be distributed among EVERYONE, not just the people who need them. Which is the problem, because then people who don't need them have a pretty good chance of getting them, which frustrates everyone, and people who do need them will take much longer to gear up.
  1. Crashdummy's Avatar
    Quote Originally Posted by Kethryveris View Post
    Question on AoE looting with regards to skinning - If we loot sinkable mobs with the aoe ability will any one in the area be able to walk over and skin the mobs we just worked so hard to kill? I know in Cata there was a lot of greif over the worgen skinning mobs people already started to and such like that... I don't want to have to worry about accidentally clicking on aoe loot and missing out the chance to skin my mobs because some one else has already.
    AOE looting can be disabled in every single MMO with that feature. If you are going to skin, you probably will want to disable it.

    ---------- Post added 2012-03-27 at 04:25 PM ----------

    Quote Originally Posted by Awbee View Post
    Could you explain to me then, which part I do not understand? I read above that you say we do get to pass, however in GC's post it's explicitly stated that we do not get a chance to pass.

    It's also not stated whether more items will drop from a given boss, or not. I have no reason to assume that they will, so I'm assuming that as before, only 4-5 items will drop per boss, and these will be distributed among EVERYONE, not just the people who need them. Which is the problem, because then people who don't need them have a pretty good chance of getting them, which frustrates everyone, and people who do need them will take much longer to gear up.
    Why would you want to pass if you looting does not affect other people looting?
  1. Squeezus's Avatar
    Quote Originally Posted by Dragon9870 View Post
    Feel free to explain it then. All it said was "game decides who wins loot and gives them loot". It also has a limited number of winners.

    It's been worded COMPLETELY differently from when the press release NDA was lifted. It doesn't say anything about whether or not it gives repeat items or anything.
    People winning loot from their loot table independently, implies that there is no limit on items. In fact there was a blue post yesterday when someone was answering a ton of questions on the forums about it that specifically stated that multiple people can win the same item so it is essentially "duplicated". Although that's a bad term since it was never one individual item to begin with, it was a loot table.
  1. Mephyss's Avatar
    I like the new LFR loot system.And you know what this system can lead to. Blizz can ninja punish people. They already have a system working that knows when someone is kicking or being kicked too much on LFD. It would be no problem to make this reflect on the player roll.
  1. BrerBear's Avatar
    Quote Originally Posted by Awbee View Post
    Could you explain to me then, which part I do not understand? I read above that you say we do get to pass, however in GC's post it's explicitly stated that we do not get a chance to pass.

    It's also not stated whether more items will drop from a given boss, or not. I have no reason to assume that they will, so I'm assuming that as before, only 4-5 items will drop per boss, and these will be distributed among EVERYONE, not just the people who need them. Which is the problem, because then people who don't need them have a pretty good chance of getting them, which frustrates everyone, and people who do need them will take much longer to gear up.
    The boss could drop 25 items, or 0 items, or anywhere in between.
    Each person rolls. That roll determines if they and they alone get an item.
    The concept of "pass" doesn't even apply. If you get something you don't need, vendor or disenchant it. It has no bearing on what other people get.
  1. godofslack's Avatar
    The only problems with the new system are that, it trusts the devs to be good at picking what items for class (which they are notoriously bad at) and prevents you from getting off spec gear.
  1. mmocef71e99c15's Avatar
    Quote Originally Posted by Nelrock View Post
    So...there's a possibility 25 items are handed out? I have a hard time believing that.
    Correct. In like 0.0001% of the raids. Also there will be 0.001% of the raids where no one gets any loot. On average it will be the usual amount of loot.
  1. atvar666's Avatar
    Ok, i do think i understand the new loot system for LFG RaidsBut i still have a question, will there be BoE epics drops ? if so, how would those be handle ?I mean i got a couple of alts toon that live mostly from BoE stuff i buy for them in the AH or get them from our Guild RaidThere are alot of decent BoE in Cata from Raids, are they gone in MoP ?Just wondering ......
  1. nghtmr's Avatar
    where does this leave offspec gear though? does it mean if i want to gear my "not completed offspec set" id have to que as that spec? lets say im a dps dk MS and tank offspec would i have to que as tank and fail at it just to get the gear to be better at it?
  1. Mission's Avatar
    I LOVE YOU GHOSTCRAWLER Love how you write, and word things, awesome read, love the new loo system
  1. Kethryveris's Avatar
    Question / Idea - If we have an enchanter in the party, will we have an option to disenchant an item we win from this loot system if we do not want the item?

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