Originally Posted by
Aviemore
To be fair, I supported the feature when announced and when I thought about it. I liked the idea of a longer tail on gearing, and was very happy that gearing itself was possible outside of organised raiding. Now, however, I've played the system since August and... It was a mistake.
While the design intent was positive, the actual result is an awful lot of frustration when the item you wanted to upgrade didn't (or you got a crap upgrade like Indestructible), and the next item you got pinged 30 item levels, but got vendored because you had something better already equipped. I bemoaned the fact that double-random rewards in Mists felt punishing rather than rewarding, so I suppose I really should have known better.
Now, rather than double-random, we're at triple or quadruple-random and it simply isn't any fun in my opinion. For boss kills, it used to be pretty simple:
1) Did something drop?
2) Is it something I can use?
3) Is it something I want?
Sadly, the position we're now in involves:
1) Did something drop?
2) Is it something I can use?
3) Is it something I want?
4) Is it upgraded?
5) Is it the upgrade I want?
Personally, I think the entire concept of gearing in World of Warcraft needs a rethink; but I can't see it happening. The design team won't take a risk of that type with a game of this age, and I think a shrinking playerbase isn't necessarily something you should risk.
I really do think they need to heavily dial back the loot casino for the next expansion, though. Legion did so many things right, it's a shame that class design and loot mechanisms are the things that badly fell over.