Originally Posted by
Kralljin
I find it rather funny that people think PL is some sort of super simple system, yet it is obvious that Blizzard had to add a shit ton of mechanics "behind the curtain" to make it work.
The issue with these "hidden" rules is that they can fuck over the player and lead to weird behavior.
First off, it is obvious that there is a "bad luck protection" going on with PL, you didn't get an item on the first boss, so the chance to get one is increased on the boss next, if you didn't get one there, it goes up again.
It has led to the problem that people get really pissed if they happen to loot an item right before the boss where they want to loot one.
Happens in my raid constantly, we're at Glory of Azshara and suddenly the Melees get super pissed because they looted an item here and their chances for the Coral Trinket from Ashvane drops into almost nothingness.
Solution?
If people killed like ~2-3 Bosses without getting loot, they want to pass until you're at the boss where they need something, which is obviously pretty bad if you actually need those people in order to kill those bosses inbetween.
So, those people have to screw their own progress for the sake of the raid, good system.
Second, random Titanforging.
Multiple times mentioned in this thread, a Ring / Trinket / whatever might be bad for you, you want to trade it, but you can't because it Titanforged, you now got a useless titanforged item rotting your bag.
You are pissed because you got a useless titanforge, others are pissed because you can't trade it.
Third, Trade rules.
It started off simple: If you have an item equal Ilvl equipped, you can trade it.
That rule was already weird with certain items such as Rings / Trinkets, if you had only one "good" ring that would allow you to trade a second one of same ilvl, you would have to first equip the ring you already have in both slots, else you couldn't trade the second one.
Especially good in a world where the value of a ring wildly vary due Sockets being totally OP on Rings.
Then, these utterly insane Trinket loot rules.
There are currently 5(!) different trinket categories that might keep you from trading trinkets, you need not just one of the same ilvl, but of the same category as well.
Want to trade a tank trinket? Need one first.
Like, the "ilvl rule" was at least simple to grasp, but it just shows how the PL system makes everything so much more complicated for both dev and player in order to avoid "abuse".
Lastly,
to "improve" your raid, the RL has to sometimes take items away from people.
Here's how it went for me:
We were neckdeep into EP mythic Progress, but i still had a Heroic weapon.
Now, we kill Leviathan Mythic, a healer (that already had a 445 weapon) got the Dagger, which was BiS for him, with a socket, he was obviously happy, but he had to trade it because i, as dps, still had a heroic weapon and obviously needed the upgrade.
Sorry, but that simply sucks, having to hand over an upgrade because it's a bigger upgrade for someone else is just shit.
So thanks to PL, our RL had to take away items from people to improve the raid, rather than handing it straight to someone.
To quote my RL "ML was more work, but at least i didn't had to take items away from people".
The attempt to create the "perfect system" very often just leads to creating a perfect mess.
Simply because Blizzards data reveals something as an issue, doesn't mean Blizzard does the right thing to fix it or that the alternative improves the situation.
Example: Legion PvP templates.
Blizzard thought that would be the perfect solution, so anyone could enjoy PvP without having to grind days / weeks for PvP gear in order to compete.
Well, see where the Templates are now, lasted exactly one expansion because the dropoff from WoD to Legion in terms of PvP participation was massive.
Sometimes, you just have to accept that there is no "perfect solution" and that you have to choose between evils.