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. Sensa's Avatar
    Quote Originally Posted by Nosonia View Post
    WHAT?? No more welfar epics?? :O I'm in shock! Go Blizz Go!
    well, actually, you're wrong.

    there is a small potential, depending on class make-up and rng, for everyone to win something off of every boss

    there is a greater potential that everyone in the raid will win something every run

    under the old system if the boss dropped hunter, shaman, warrior, priest loot only 4 people would end up with loot (1 of each of the classes I mentioned)

    in the new system if there are 3 hunters, 3 shamans, 3 warriors and 3 priests there is the potential for the game to decide they all "won" the roll and they would all get the gear (and I'm not even factoring in the lucky charms they talked about)

    it's welfare epics taken to a new scale and yet people are still complaining essentially because they didn't guarantee that the afkers and scrubs would get every piece of gear they wanted the first few times they ran LFR - and to think they keep dumbing down the game to keep these people happy
  1. Shaede's Avatar
    Quote Originally Posted by zrankfappa View Post
    if i get something I already have, the system is broken.
    So if you are a frost dk, and the boss dies and gives you a one handed axe, and then next week does again..the system is broken? let's think about it...
  1. Conquesthunter's Avatar
    Quote Originally Posted by Alyssa View Post
    Damn long explanation to say that they are taking SWTOR's normal mode looting.
    Hah, and all the wow fans say SWTOR is a copy, there is change number two that blizzard stole from SWTOR. Well, the big patch is coming out for us SWTOR players , lets see whatelse blizz can take to try to keep their falling numbers.I bet next it will be puzzle mechanics in raids.
  1. davep's Avatar
    Quote Originally Posted by Conquesthunter View Post
    Hah, and all the wow fans say SWTOR is a copy, there is change number two that blizzard stole from SWTOR. Well, the big patch is coming out for us SWTOR players , lets see whatelse blizz can take to try to keep their falling numbers.I bet next it will be puzzle mechanics in raids.
    SWTOR stole it from Rift, as was already sad many times. SWTOR isn't anything new just like all MMO's.
  1. ganush's Avatar
    So, I don't really care about the beta situation at all, but if I was lead developer of Blizzard and making a post at this point in time, I would not close it with

    Check it out in beta if you get the chance.
    I really can't believe he said that during an enrage.
  1. mmocf391b05d2d's Avatar
    Quote Originally Posted by Cipero View Post
    So if you are a frost dk, and the boss dies and gives you a one handed axe, and then next week does again..the system is broken? let's think about it...
    haha nice one..if it gave me everything i need and nothing i dont need then id be geared so quickly that there will be no fun qqs and teasing of guildmates with items.

    ---------- Post added 2012-03-27 at 10:05 PM ----------

    Quote Originally Posted by Maklor View Post
    It's LFR loot rules so I don't see what you mean by that!!!
    its for LFR and World Bosses so that world bosses are pug friendly in terms of finding peeps... and avoiding ninja looting.
  1. goldman's Avatar
    Quote Originally Posted by Cipero View Post
    The valor points will increase ilevel and stats on ANY piece of gear obtained, including the gear people will get from the heroic 5 mans. Not just from gear from raid content.

    Also, to address people qq'ing about offspecs..if you want to gear your offspec so bad, then learn to play it. Even if you are in shit gear you should be able to do a decent job if you are any good at the spec. Look at the guilds that downed world and realm 1sts on Cata's 1st tier of content. None of their players out geared the content. If people just know how to play their classes, they'll be fine. Whats so wrong with Blizzard saying 'Que as the spec you want gear for' ? Skill > gear in almost every scenario, you can't make this stuff up.
    even if that's the case(which would make a lot of more sense) there still is luck involved in such a case.
    i know it's fairly easy to get drops from heroics, but some people have really bad luck with some drops(for example i only saw the belt from well of eternity first boss ONCE and never again) which means you can be stuck with a green forever.
    talking about the lfr system, the offspec stuff doesn't bother me, but i think it's pretty bad programing when someone can win an item he already has(and thus doesn't need at all) vs someone dressed in blues
  1. mmocfb4ae2f171's Avatar
    My braincells hurt when reading stuff from BC. Why? Because:
    The boss dies. I get the exact item or items I want. I never have to come back and kill this boss again.
    Yeah, I kill morchok, get my desired item and guess what. I still have to kill him because its the 1st boss of the raid. The planned system doesnt change how long I have to kill a boss to get the items on my wishlist. It just changes how players roll for the item. Is there a different loot table than the current bosses have? No. Will we see paladins roll on agility items? Perhaps not.
    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.
    I wonder if he ever attended to a raid. If he would, he would know that there are 3 groups of players. The ones that just kill the bosses and roll need what they think they can use, the one that have a list next to them because they know that boss drops what they need and the one following best in slot lists from EJ or elsewhere. GC seems to be none of them. What if I have my item from the boss? Will I get the item a 2nd time if the game decides that win? Or will they make items (except certain 1h weapons) unique? Will this system be only LFR or LFG too?
  1. Ranaas's Avatar
    The gear SHOULD be traded between raid members. The others who lost the roll earned a piece from that boss aswell. If the winner doesnt need the loot the roll will go to a total waste. But I can see what blizz wants to do there. If players get loots faster , they will stop playing faster so , yeah..
  1. Jervaise's Avatar
    world of loot craft?if they spent 1/10th of the time they spend on this on...LFR is for showing content? Remove loot from it totally and let's see who is interested in seeing content.No one.
  1. Brusco86's Avatar
    So now I'm going to have to farm dungeons for valor every time i get a new piece of gear to stay top-end? Hopefully those dungeons are damn good cause were going to be spending a lot of time in there, if there is no cap.
  1. Brooxi's Avatar
    Could have shortened the whole "LFR" explanation by say "were copying swtor's normal raid loot system".
  1. Brooxi's Avatar
    Quote Originally Posted by Maklor View Post
    And how would the 95% of us that don't know about SWTOR know what they meant then?
    I think you are underestimating the number of people who play or played wow and now play swtor instead and visit this site.
  1. mmoc420d930b3c's Avatar
    Don't like the valour changes, welcome to world of lotterycraft. :/
  1. Heltoray's Avatar
    totally untransparent if you ask me... why not keep it as it is and accept luck as part of the way things work? Everything seems to be about how everyone deserves to get his share of loot nowadays, wth has happened to, you know, play the game for the challenge and the fun of it?!

    Also lol@ anyone stating lfr is for seeing content, its about the loot- just as always...
  1. Debased's Avatar
    This all sounds great. I hate the concept of farming VP for loot, I even hate it more when I invite some idiot with ilvl395 and they completely blow, just wearing hordes of VP gear.One thing, I don't think LFR should drop armor tokens or BIS weapons (even if their ilvls are slightly lower in LFR).
  1. Heltoray's Avatar
    who would actually argue over lfr loot, come on... I've seen the kind of people who do this and they are mostly the kind of people you'd have removed from wow anyway. life doesn't work like this and I don't see any reason to waste development time and effort into something as pointless as this.
  1. Cyi's Avatar
    I think this whole system sounds amazing. Leave it Blizzard to once again raise the bar of MMO's. Haters gunna hate but anyone with a brain can see this being a near perfect solution.
  1. Heltoray's Avatar
    because its utter nonsense to make a science of its own for crap loot from a place thats meant for "seeing content".
  1. Madree's Avatar
    When am i getting beta invite?!!?! bwhahaha...had to do it, they put a gun to my head

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