Well think about it, yes its bad but, what if it just dropped the class trinket itself, and you had no DK, well then you're fucked. Well even if you did, what if a second one drops, yea, now you're fucked. This prevents that.
Well think about it, yes its bad but, what if it just dropped the class trinket itself, and you had no DK, well then you're fucked. Well even if you did, what if a second one drops, yea, now you're fucked. This prevents that.
anyone know if someone is working on a spreadsheet for these class trinkets? as a gm i would love to know who its a bigger upgrade for so i can give them the token
Yes, this is a big issue in pugs. The rich get richer and the poor get relatively poorer. This is limited by the catch-up mechanics put into place by Bliz, creating a kind of gear floor with only a certain time commitment required to reach. But beyond this floor the #puglife can be a brutal one. My personal "favorite" aspect of pugs is after a wipe when there's a political competition to see who can throw who under the bus, getting them kicked from the group supposedly in order to enable a kill (replacing bad players with better ones) although this process often hurts morale so even in cases where it actually works the way it's intended (better players replacing worse ones) the overall morale drop from the brutal process makes the entire team perform worse. This is typically followed up by the group disbanding.
The logical solution to this is for the raid leader to carefully select the team in the first place using a minimum requirement in terms of expected skill. Warcraft logs and the Wow Armory (number of times a boss is killed) can be used to estimate player skill. It's not just laziness that hinders this though - it's a bit awkward and time consuming to use Warcraft logs even with the tools it provides and there's no direct integration of it with the game.
What should happen imo is a Warcraft logs addon which shows raid leaders a prospective raider's estimated skill based on data from the site. Though far from entirely accurate, this is much better than the current method of using gear level, then getting a group together, then going through a painful, destructive, and sometimes Game of Thrones level political machination of *hopefully* replacing bad players with better ones.
Obviously in the short term this will result in even more "playing to parse" instead of playing to maximize one's effectiveness in killing the boss, which is why there needs to be a continual improvement of the formula that estimates player skill, not just relying on the "points scored" analogy of HPS or DPS. This is currently in it's infancy, under the Problems section of Warcraft logs.
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Very very very good change. The ilvl inflation from the garrison caches was horrendous anyway and it still will be but at least it's a step towards a more balanced approach. In my personal opinion people should get loot from the difficulty they are raiding anyway (and to be more precise, unlock the bosses in groups, so someone with only Beastlord kills wouldn't get loot from BH). And yes I'm salty
I really thought they´d make them drop for one class after they announced that retarded staggered ilvl in HFC,really happy they decided to do something not completely retarded.