I’ve had my heart broken again. You see, I was chasing after this cloak on my Elemental Shaman (yes I DPS too). It only drops from Sartharion with his 2 lackeys up. We were supposed to be together. After the buffs were set out and the strategy explained, we entered the fray. Sarth was pulled and positioned in the corner. Moments later, Tenebron landed. One of the tanks picked him up and corralled him in the back. It was like a synchronized swimming performance. Everyone moved in unison. Every fire wall was dodged. Every void zone, avoided.
Except for one player.
He fell to a void zone early on and swore he wasn’t standing in it. Obviously the results spoke for themselves.
It was a Paladin.
I thought nothing of it. Slowly but surely, the synchronized swimming team started to lose focus. One by one, players drowned in the sea of mobs, walls or voids. The remaining few pressed on. The first drake died. Vesperon landed. He, too, fell at the cost of a healer and 2 hunters.
When the smoke cleared and the dust settled, there were 10 players remaining. The island was littered with corpses. Slowly but surely they were brought back into the land of the living.
The loot was linked. Sure enough, my beloved cloak had dropped.
As it was being rolled off, I rolled an 86. I held my breath. Would it hold?
Until I saw a 95.
My heart stopped and I stared. The same Paladin who was our first casualty won the cloak.
I was crushed. I bowed my head, accepted my fate and hearthed.
If I were to devise my own loot rules for an encounter with multiple difficulty levels, I’d impose a set of conditions.
Just because a player has the achievement doesn’t necessarily mean they’re a good player. While they are a useful tool in filtering out really standout players (who wouldn’t want to invite an Immortal?), achievements only say so much.
So let’s go back to our OS 2 drake example here.
When you link to me your 2 drake achievement, what does that tell me? It tells me that you’ve successfully done the fight. You’re aware of the fire walls. You know about the void zones. You know about the elementals and the mini-drakes. In theory, you should be to avoid those hazards.
What about a tiered reward system?
Let’s say we start out with a free roll system with main specs. If Pennant cloak drops, the casters can go after it. If Obsidian Greathelm drops, all the plate wearing DPS ground pounders can square off for it.
Here’s where we make it interesting and this is where its put up or shut up time.
If you die to a void zone, a firewall, or something else that’s easily avoidable, you forfeit the right to roll the bonus item. You can still take a crack at the tier tokens or whatever the base level items are.
In theory, this should be an incentive for experienced players to become even more extra careful. It emphasizes a lot more on player survivability then DPS since there are no DPS conditions attached.
It would be more challenging to model it into a Naxx pug. But you know, I do get tired of seeing “undeserving” players getting items they should have no business wearing. Is that elitist of me?
Yeah, it is. I’ve got no problems with players getting the best items in the game if they’ve proven that they deserve it. Dying in a fight, and AFKing only to come back and win a roll after every other player alive finished off the encounter does not prove to me that they deserve it. I find that insulting.
But that’s just my take on it. Obviously the downside to this system is that you might not get any players at all in your pickup raid when they find out the conditions attached to it.
This is a slight departure from above. It’s designed to be much quicker in the handling of loot and addresses the main spec/off spec delays. It’s got nothing to do with the performance aspect. In most raids I’ve been a part of, the loot master typically handles an item in a way similar to this:
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MAIN SPEC ROLLS
OFF SPEC ROLLS
BEG ROLL (anyone)
*insert 25 different rolls here*
That usually lasts around 20 to 30 seconds.
So what’s the Tichon system?
I was introduced to this a while ago when I was messing around on the Tichondrius server. Basically the loot rules are even easier then above. It goes something like this:
Main spec rolls 1-1000
Off spec rolls 1-100
No questions. What’s done is done. Everything is settled quickly and efficiently. Loot drama only flares up if players allow it. Everyone gets a shot at loot. Off spec players have a 10% chance of winning (I think). The players who need it more (the main spec players) have a higher chance of getting it but for players who the items are off spec still have a shot at also getting it.
But here’s the thing about pug loot drama
I’m of the opinion that the raid leader explains what the loot rules are before players zone in. The moment a player zones in and gets saved to a raid (after a boss kill), then players forfeit their right to complain about the system. By joining the raid and getting saved, there’s an implied agreement somewhere that they will respect the rules and accept whatever the loot gods say without question. But once the loot rules have been explained, its up to the player to decide whether they should stay or to leave.
Obviously if the loot master loots an item to a different player then the winner, then all bets are off.
Anyway, this is just something to mull over the next time you lead a pickup raid. It’s simple, clean and easy to administer.
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“You miss 100% of the shots you never take.”
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The rest is here: 2 PuG Raid Loot Systems: Performance Based vs Tichon System