Again, one was still capable of getting a fifth legendary prior to this, correct? The only difference is that the drop rate wasn't increasing over time. I don't see the issue here.
People are frustrated because this directly contradicts how they told us that the system works-- they repeatedly stated the longer you went without finding a legendary*, the better your chances of getting one were. The fact that there's an exception to that rule is highly relevant.
It also means that they put in a system that even more harshly punished people who had the misfortune to get offspec/bad legendaries, and didn't tell anyone about it.
For some people, one of the things that they like most about games is being able to learn and understand a game's systems, then use to optimize their activity. This kind of secret mechanic specifically prevents them from doing it, and on top of that, they made statements about how the system worked that were misleading at best.
*In terms of "number of times that you could have potentially gotten one, but didn't". I know that it's not actually time based.
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The issue is that the base chance of getting a legendary is vanishingly low, and realistically, most people only find them after the bad luck protection has built up quite a bit. This was an extremely harsh softcap-- and worse yet, it was undocumented.
Having your BiS trinket drop again doesn't burn a bad luck protection mechanic that you've probably spent weeks building up. Yes, I know that bad luck protection (separately) applies to regular gear drops, but it builds up much more quickly, so you're losing probably a few days worth of progress, rather than potentially a month or more.
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Yes, but undocumented or not, it didn't deny anything Blizzard had said prior to now. Blizzard thought four was sufficient and an argument clearly exists for that not being a good decision, I'm not arguing that. I don't understand what difference it makes that Blizzard chose to not divulge four being the magic number. They chose four regardless so either way, people would be doing what they are doing now.
If you want to argue that removing the protection at four is bad, that's fine
If you want to argue that Blizzard did something wrong by withholding that information, I don't really see it. They made that decision regardless of sharing it with the playerbase and they never lied about anything. People would be farming for a fifth, sixth, etc legendary regardless of whether they knew how hard it would be.
Ty exorsus and "gj" bliz, still i dont believe there was a soft cap, most probably a hard cap and they can't admit because of the ppl with 4 legendary that kept farming for a 5th. And this "soft cap" being lifted is not solving the problem anyway, it's just a little better.
You have a better chance of getting your legendary then you did getting the BIS trinket in previous expansions. If the trinket was on a raid boss you got one try a week and had to hope no one else rolled for the item. A private group getting 3 chests per run would have 15 chances daily to get a legendary not counting daily heroic, caches, and raid runs on 3 difficulties. If bad luck protection builds based on activity then players are building it far faster then in other expansions. So why are we not getting our legendary if the odds stack so fast? Because RNG doesn't care about sub numbers or player outrage.
But people have more than four legendaries. Again, I see this mostly being bitterness and not actually conclusive of any wrongdoing by Blizzard besides four being a stupid number to stop at. They didn't lie about anything and people would be grinding legendaries regardless of having the knowledge that the increased drop rate shuts off after four or not. It's all RNG in the end. Someone will always complain as they will never be guaranteed a legendary no matter how many people eventually get theirs.
I would like to see this change to legendaries. Have legendary material that you turn in for a legendary. A lot of people know that feeling of getting a legendary only to find out that it is the useless neck Prydaz. Now you have to rely on "bad luck protection" to give you a legendary you actually want to use. Then OH! I got another legendary, but great I can't wear it because the stats are garbage(In case of rings and necks). For my Spriest, I wear an 845 neck with haste/crit because it is leaps and bounds better than Prydaz Mast/crit.
You Know what they should do the Prydaz, make it like the trinket from withered j'im. On jewelry in general just have them give all 4 secondary stats with lower numbers. Like 500-700 of each stat + a 10% hp shield instead of the 30% hp shield they are reworking it to have.
I still would rather have legendary material drop and when I have enough I can go to a vendor or craft it somehow. Like throw 10 legendary material in the Obliterum forge with an item and it crafts the one you want. Right now the Obliterum forge is nothing but a minor money making tool as crafted gear only goes to 855.
Almost no one ever claimed that. The thread someone started last week was talking about a soft cap, i.e. that your chances after 4 seemed to decrease dramatically compared to 0-4. Which is true. Virtually no one was saying it wasn't possible to get more than 4 because there are, in fact, some people with more than 4.
You're wrong. You just don't have the guts to admit it. Pathetic.
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Holy fucking hell... READ THE BLUE POST where they call it removing the soft cap that they had due to bad luck protection dropping. If BLIZZARD calls it a soft cap, who the fuck are you to say it's not?
I remember when I made a post about the legendary drop rate been increased when 7.1 patch came live. There were so many nay-sayers trying to say that there's no proof of blizzard doing this and that I'm wrong. (guild gets 10 legendaries in 1 day compared to 1-2 a week).
You WERE wrong
Great. So you made a change that helped people who already have 4 legendaries get more? What about people who have played hundreds of hours and only have 1 shit one, or none at all.....
Baffling.
Legion so far has been a series of people making bets with their personal credibility on "something is wrong and they're not telling us" vs. "everything is fine, you're just being paranoid."
So far "something is wrong" has won every single time. If there were money involved, the people betting on the devs at this point would be shirtless.
They also said that the bad luck protection would increase so much that you would see legendaries dropping after a certain amount of time. Chances are your guild could have matched up on that average time where the bad luck protection got to the point where everyone started getting them.
If your guild was getting 10 legendaries every day it would be a different thing.
They probably increased it slightly but not by that much.