I've played MMOs for over a decade. To date, I've not played one that has the issues with loot that this one does. This is not an exaggeration. This is not a fabrication. These are facts:
- Over the last 6 weeks of clearing turns 1 - 4 every week, and I chose the last six weeks because that's when I "officially" started keeping track of loot, we have received, at minimum, 4 pieces of DRG or MNK loot per group, across all three of our groups.
To put this in perspective, all three of our Coil groups have only one melee. To further put this in perspective, here's some simple math for you:
- 6 weeks x 3 groups = 18 runs through Turns 1, 2, and 4.
- 18 runs through Turns 1, 2, and 4, with 2 drops per Turn = 6 x 18 = 108 pieces of loot.
- A minimum of 4 DRG or MNK loot for each of those 18 runs through Turns 1, 2, and 4 = 72 pieces of DRG or MNK loot.
- 1 melee / group due to your melee-punishing raid design = 1/8 or 12.5% of eligible raiders are DRG or MNK.
- 72 DRG or MNK pieces / 108 total drops = 67% of our drops are DRG or MNK.
- 67% of the loot is for 12.5% of our players.
All three of our melee are decked almost completely out in i90 gear. The ONLY reason they're not is because of lots and lots of duplicate drops (insult to injury) that simply rotted.
You recently, and supposedly, fixed Turn 1 at the very least acknowledging that DRG loot had too high a drop rate. Tonight, the loot my group received was as follows:
Turn 1: DRG, DRG
Turn 2: DRG, Healing accessory
Turn 4: MNK, MNK
What I want to know are answers to the following:
1) Why do you feel it makes sense to drop MNK loot at all when we do not have a MNK in the party? Take a poll. Ask the players if they want loot being dropped for specs that are not present in the raid. You will get an overwhelming majority against it.
2) Why have you, nor has any other MMO, implemented adaptive loot for raid instances? Instead of generating loot for all encounters the moment the instance is created for a group or at the moment an instance is "locked" to a group, why not generate the loot at the time of the boss kill, only for that boss, based on the party makeup? Further, why not take that a step further? You have the entire history of every piece of loot ever obtained by every player right there in your database. Why not assign a significantly higher drop percentage to loot that is needed? Don't tell me this can't be done because it absolutely can. In fact, a decade as a developer and 3 years specifically in the game dev industry says I could probably write the code for you.
You are on the verge of losing players to your loot system and that is a shame. There are several members of my Free Company that are seriously considering leaving the game because they have been unable to achieve ANY sense of gear progression in order to stay competitive in the area of this game they enjoy most: raiding.
Please fix your looting system. Do something inventive. Be resourceful. Lead the MMO industry instead of following in the tired old mechanisms of every MMO gone before you.