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Legendary Drop Rate Clarifications

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Changes since 7.1 and 7.1.5 and how multiple drops work.

Update: It seems there's more in store for the legendary system, as you'll soon be able to choose which spec to "open" your legendary drop as. Read more details here.

More details get shared on the legendary drop rate system, with Blizzard trying to dispel the many, many theories that keep popping up on how it actually works. The very short story here is: your first one has the biggest drop chance, second a little less, and then the third and all others after that have the same drop chance. They also mention they've been steadily increasing overall drop rates throughout the patches.

Blizzard LogoOrnyx (source)

The rate at which players acquire Legendary items is a subject that we’ve kept a very close eye on since the launch of Legion. We’ve generally tried to avoid getting into too much technical detail on the system behind your chance to get a Legendary, but we would like to say a bit more on what we’ve done behind-the-scenes up to this point.

As many players have figured out, changes were made to legendary drop rates with patch 7.1 and patch 7.1.5 – when those patches went live, your chance to receive a Legendary increased in pretty much all cases. What you might not have noticed is that we’ve been steadily increasing your chances since then. One of our long-term goals is to allow you to switch specific Legendary items in and out as the situation warrants, and regularly increasing drop chances is one way of ensuring that that happens.

We’ve also made adjustments that leveled off what used to be steady decrease to your chance to get subsequent Legendaries after your first. When Legion launched, every time you earned a Legendary, your starting chance to earn your next one would be lower (and thus, the average time it took you to loot it would be longer). At this stage, however, most players in the Broken Isles are no longer hunting for their first Legendary, and many already have their second. We didn’t want you to feel as though your good fortune in the past equates to harder times in the future, so we normalized drop chances for subsequent Legendaries after your second. Right now, in Patch 7.1.5, your first Legendary has the highest drop chance, the second still has a significant bonus, and then you’ll have the same chances to earn your third Legendary as you will your fourth, fifth, sixth, and so on.

We think it’s important to get this across clearly: it currently takes the same amount of luck/effort to get your third Legendary as it takes to get your eighth. We’ve seen a few players and tools attempting to use historical data to predict their drop chances, but because of how regularly we’ve been increasing Legendary drop rates, that data is extremely outdated – and their conclusions extremely inaccurate. In short, your chance of receiving that next Legendary is probably a lot better than you think.

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basically this says nothing more than what we already knew

after your first shot it becomes less likely... alright... after 7.1 patch the drop rate increased drastically... alright...

what about numbers? a percentage? what about what activity does increase my chance by what amount? a bit more information would have been nice... this is crap....

we know that dungeon bosses, world bosses, rare mobs, raid bosses, emissary chest and so on have the chance to grant us a crap'n dary. but to what amount? does killing a normal dungeon boss increase it to the same percentage as a kill of a heroic dungeon boss? 

I wanna see something like:

base drop rate: 1,5% (after Patch 7.1; 0,9% in 7.0; reset to 1,0% in 7.1.5)
Nhc dungeon boss kill: increase by 0.02% / 0.04% during 7.1
hc dungeon boss kill: increase by 0.04% / 0,06% during 7.1
mythic dungeon: increase by 0.05% / 0.07%
mythic+ dungeon: increase by 0.07% / 0.09% (+2 - +9)
nhc raid boss: increase by 0.07% / 0.09%
mythic+ dungeon: increase by 0.09% / 0.11% (+10 and higher)
hc and mythic raid boss: increase by 0.09% / 0.11%

world drops, emissary chest and rare mobs: increase by 0.04% / 0.06%

this will be until your first drop. After that all chances are lowered by 0.02% except base drop rate, which gets lowered to 0.75% (50%)

and what about PvP? I got my third legendary completely random as a reward for a BG (non rated)....

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1 hour ago, Haheisenberg said:

"a lot better" kiss my axe... I'm still having 3 craps while guildies get their sevenths -.-

A lot better doesn't mean you're guaranteed to have as many as other players. It means your chance to get more is better than it was. Which is true regardless of how many you currently have. You as a single player having worse luck than others isn't proof of their words being untrue.

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1 hour ago, Haheisenberg said:

"a lot better" kiss my axe... I'm still having 3 craps while guildies get their sevenths -.-

Well I had a chat about this with my friend recently. we talked about legion, artifacts weapons, traits and legendaries.

what we saw was that blizzard threw away a big big chance to make this actually good.

every weapon has 4 major golden traits. every trait has a certain effect on your specc and must be unlocked by gathering artifact power.

so. what we thought about this was. the 1 golden trait is granted with your weapon and thats it.
your second trait gives you (after unlocking it) the possibility to choose from three legendaries that you can craft (they differ from specc to specc... like the weapon). this crafting will include a questline, some AP farming (like for a trait) and implemenation in that trait.

for your third and fourth golden trait you will get the same chance to choose 1 of three craftable legendaries that will enhance this trait.

after you finished crafting the 1. legendaries for all of your traits. you can gather AP. instead of putting it into the useless (at least after Patch 7.2 rolls out) 35th point endlessly you can use it to unlock the respective 2 other legendaries per trait to craft them.

this way you get more control of what legendary you get (simply choose it) and its not as much of a luck drop as it is now. also some effort will be needed cause you need to do a questline and crafting for it.

Also lore-wise this seems better to me. since I unlocked all 3 specc weapons and the baseline appearances I never really had the feeling of weilding a special weapon anymore. it just felt like the 685 drop from gruul back in WoD.... nothign special. this way you could get more stories to enhance the picture of those weapons.... history that explains why that neck is connected to your sword and enhances the effect....

to get me right... the effects could be something like what we already have... but they just refer more to certain abilities in some cases.
 

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20 minutes ago, Tamrok said:

basically this says nothing more than what we already knew

Yeah except that everyone was convinced that after every legendary you got, the odds got lower and lower each time.

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2 hours ago, Ammako said:

Yeah except that everyone was convinced that after every legendary you got, the odds got lower and lower each time.

And if you had read properly you might have seen that they were right because this WAS the case till patch. "We’ve also made adjustments that leveled off what used to be steady decrease to your chance to get subsequent Legendaries after your first."

So now also in contrast to Tamrok, this does provide some new information. As the widely spread and mostly accepted theory was that every received legendary further reduced(by about half) your base chance for your next one (hereby confirmed) and that the chances somehow got better in 7.1 and 7.15. But so far it was unknown at what rate. Though the exact rate is still a mystery and if history is any indication will remain a secret. However there now is a statement that legendary drop rate for every legendary after the second should remain the same, which is new. And a big change from a sort of exponential effort required for each subsequent legendary system that was in place before.

Edited by MelkorX

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18 minutes ago, MelkorX said:

And if you had read properly you might have seen that they were right because this WAS the case till patch. "We’ve also made adjustments that leveled off what used to be steady decrease to your chance to get subsequent Legendaries after your first."

Till patch, AKA until 7.1.5 meanwhile everyone thought this was still the case. They're telling us that they secretely made this change with the patch and are only letting us know now.

You tell me to read properly but you don't even proofread what you write.

So much for "This is all stuff we already knew." Just a look at the replies to that thread shows quite plainly that no, this wasn't all stuff everyone already knew. And yet in the very same thread there's also people believing that this is lies and that Blizzard isn't being entirely transparent about how it works... further showing that no, this is not all "stuff everybody already knew."

Edited by Ammako

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4 hours ago, Wildmagikarp said:

A lot better doesn't mean you're guaranteed to have as many as other players. It means your chance to get more is better than it was. Which is true regardless of how many you currently have. You as a single player having worse luck than others isn't proof of their words being untrue.

While you are correct, it still does feel like shit when personally I have 2 on my hunter, 1 on my demon hunter. There are several people in my guild who have no less than 5 on ONE character, and one guy has 10+ total on his account (I stopped counting when he hit double digits). I get no love from RNG.

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playing every day since legion raiding each week nhc and hc.. doing daily hcs and emssiary bags... got 2  legendarys.. and that BEFORE 7.1.5 .. its just a joke that they tell you they secretly increased the chances every patch.. its a bullshit system and it will stay until they give us a way to direct farm it.

 

cant even dare to try to play an alt.. and get one leg there.. too much effort for this random shit.. beware the prydaz..

Edited by RoseZ12

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11 hours ago, Wildmagikarp said:

A lot better doesn't mean you're guaranteed to have as many as other players. It means your chance to get more is better than it was. Which is true regardless of how many you currently have. You as a single player having worse luck than others isn't proof of their words being untrue.

 

10 hours ago, MrEdren said:

I know all that, fellows. I didn't mean I don't believe that they did change something. I mean exactly what the second quote says. It's still RNG. It's still that some have it easier though we face the same boss on the same difficulty and their experience of the game is better though we pay the same. To me, as long as someting is dependant on RNG, not on skill or choice, they can always kiss my axe. RNG influencing end-game THAT much was the worse idea ever, I doubt that can be fixed this patch. So yea.. kiss it.

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4 hours ago, Haheisenberg said:

 

I know all that, fellows. I didn't mean I don't believe that they did change something. I mean exactly what the second quote says. It's still RNG. It's still that some have it easier though we face the same boss on the same difficulty and their experience of the game is better though we pay the same. To me, as long as someting is dependant on RNG, not on skill or choice, they can always kiss my axe. RNG influencing end-game THAT much was the worse idea ever, I doubt that can be fixed this patch. So yea.. kiss it.

You say you know this, but then you follow up with a response that is filled with 'I'm entitled to X because I pay just as much as everyone else'.

You are contradicting yourself. You don't understand probability and chance. You could get lucky tomorrow, in two months, or not at all. On a personal note, I feel this is just fine, and 'deal with it' is the only realistic response in a game based on chance and RNG. All you can do to influence that chance, is play a lot. Complaining about your luck or lack of it, helps no one and looks a bit sad.

I don't know how long you've been playing this game, but RNG has *ALWAYS* been a heavy, heavy influence on end game, especially the top end game. I remember farming months for a single drop in TBC and Vanilla. I for one, applaud that Legendaries reintroduce this 'grind' because that is the only way WoW can still provide a wide playfield with a wide assortment of players with varying levels of gear. If we could all get our top items very quickly and easily, everyone would run one cookie cutter setup for every instance and that would be that, we'd be bored shortly after every new piece of content is released, and the game and its community would inevitably die off for lack of things to do.

 

Drop the entitlement idea, and just play the game. You don't need to top the meters to have fun, and you always need to play the content that fits your ilvl anyway. One legendary won't change that. If you really think that one legendary is keeping you from top tier content, you have no clue about WoW progression at all. I may come across as harsh, but this is the reality we are going to be living with. Blizzard will never just rain legendary drops on you, and if they ever do, its because new content is around the corner.

Edited by Vayra
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3 hours ago, Vayra said:

 If we could all get our top items very quickly and easily, everyone would run one cookie cutter setup for every instance and that would be that, we'd be bored shortly after every new piece of content is released, and the game and its community would inevitably die off for lack of things to do.

 

you have no clue about WoW progression at all.

I play wow long enough to know legendaries are now easier than ever to obtain. And that is what I don't like. Now we are rained with them. And they actually influence our playstyle and viability a lot IF you know how to use them. I don't know if you had a chance to see that difference in practice but it's real. Anyway, I once got 3 (crappy and on alt but so you see it's possible...) in 24 hrs so they can definitely be dropped quickly and easily. And that's not what I prefer. Even on Draenor you had to put some work and time into it. What about Shadowmourne or Dragonwrath? Those were lovely quests with so much lore in them. You could choose who to give them to.

Now I know there would always be "get over it" people but I think opinions saying some ideas were shitty is what gave us great patch now. Blizz should know what not to do not to have another Draenor.

 

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23 hours ago, Vayra said:

I don't know how long you've been playing this game, but RNG has *ALWAYS* been a heavy, heavy influence on end game, especially the top end game. I remember farming months for a single drop in TBC and Vanilla. I for one, applaud that Legendaries reintroduce this 'grind' because that is the only way WoW can still provide a wide playfield with a wide assortment of players with varying levels of gear. If we could all get our top items very quickly and easily, everyone would run one cookie cutter setup for every instance and that would be that, we'd be bored shortly after every new piece of content is released, and the game and its community would inevitably die off for lack of things to do.

This really hits things on the head. See Diablo. With the content droughts and likely death of D3 this is all that each season is overthrew except to a much more exaggerated degree due to various "ilevel" (to make it more portable to WoW for non Diablo players) of each item being available. Essentially imagine the game as Vayra describes plus Lendaries items can Titanforge too. So that's the state over there, so playing WoW seems like the best known interation of walking the line between both the horrible Cataclysm feeling of "I will finish my legendary on this day at this time because that's when I'll have mathematically hit the end" and the Diablo system.

It's not perfect, but it comes the farthest I've ever seen at servicing a massive base of players RELATIVELY well. A feat for a game harboring 10-ish million different opinions. Currently it seems most cases of the loudest squeaks are still coming from A) those that feel they deserve the BiS and second BiS Legos on their main and various alts by now, or B) That this is the one thing holding them from bleeding edge Mythic progression with their server's most advanced guild, or often some combo of the two. The reality, particularly after 7.1.5 did a really heavy handed job of smashing down any nails sticking up to be pretty level with the other nails (Dreamcatcher is great case study) that the difference between your "junk" stat stick Lego and the BiS game altering Lego is like 2-3%, or half a full tier set bonus (historically around a 5% boost.) reading that another way: raid and get your 4pc because it's twice as strong for your character than that "must have" Lego and 100% target-able and grind-able

TLDR; Current system is the best for the most people, your attitude is far more likely a culprit than your drops if you're being "held back", and maybe glance at the real math behind how much stronger or weaker you actually (remove that subjectivity) are with "the worst" and "the best." 

 

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7 hours ago, Realbookwurm said:

This really hits things on the head. See Diablo. With the content droughts and likely death of D3 this is all that each season is overthrew except to a much more exaggerated degree due to various "ilevel" (to make it more portable to WoW for non Diablo players) of each item being available. Essentially imagine the game as Vayra describes plus Lendaries items can Titanforge too. So that's the state over there, so playing WoW seems like the best known interation of walking the line between both the horrible Cataclysm feeling of "I will finish my legendary on this day at this time because that's when I'll have mathematically hit the end" and the Diablo system.

It's not perfect, but it comes the farthest I've ever seen at servicing a massive base of players RELATIVELY well. A feat for a game harboring 10-ish million different opinions. Currently it seems most cases of the loudest squeaks are still coming from A) those that feel they deserve the BiS and second BiS Legos on their main and various alts by now, or B) That this is the one thing holding them from bleeding edge Mythic progression with their server's most advanced guild, or often some combo of the two. The reality, particularly after 7.1.5 did a really heavy handed job of smashing down any nails sticking up to be pretty level with the other nails (Dreamcatcher is great case study) that the difference between your "junk" stat stick Lego and the BiS game altering Lego is like 2-3%, or half a full tier set bonus (historically around a 5% boost.) reading that another way: raid and get your 4pc because it's twice as strong for your character than that "must have" Lego and 100% target-able and grind-able

TLDR; Current system is the best for the most people, your attitude is far more likely a culprit than your drops if you're being "held back", and maybe glance at the real math behind how much stronger or weaker you actually (remove that subjectivity) are with "the worst" and "the best." 

 

I'll definitely agree with the first part of your comment, I really enjoy the fact that it's not like a weekly grind as it was back in Cata, or an endless cycle of farming like it is in D3 (god forbid I ever get a well rolled Ancient Yang's...), but I do agree that the legendary balance is still way off.

I know blizz feels they screwed up by introducing dps legendaries instead of entirely utility based legendaries, and that's because in some cases they're still ridiculously overpowered. Take BM hunter for example, the legendary shoulders and legendary belt are still so much of a single target dps increase that it's a pretty average class at best without them, whereas if you have them, you're top of the pack. I raid in a mythic guild with two other hunters, one BM (like myself) and one MM. The other BM hunter and I are very similarly geared, the only difference being a few warforged items here and there, and our legendaries. Around two weeks ago we were both 895 with almost identical gear and stats. We both had Prydaz, and he had Call of the Wild, and I had The Apex Predator's Claw. On every fight we would be within 10-15k dps of each other with almost identical casts and damage, taking into consideration procs and crits etc. All of a sudden, he gets The Mantle of Command, and now with good rng on fights he's sitting anywhere between 60 and 100k dps ahead of me. If he were to add the legendary belt into that mix, he'd probably end up more than 100k dps higher than me every single fight. For some classes there might be a lot less difference between the legendaries now, but there's still far too much difference. With both of us having BiS (non-legendary) gear and having performed at the same level, I know there's no skill difference here, that's just how ridiculously overpowered the BM legendaries are.

And at this stage of the game in Mythic NH progression, with the difference it makes having the right legendaries, tier sets, trinkets, and 54 points in your artifact weapon it's far too hard to reroll. Even throughout the whole expansion it's still been a case with all the top tier guilds that a lot of people are forced to bring in alts because they got the best legendary compared to their main. By now it's evened out a bit for the top guilds that were 54 traits in months ago and had already farmed 4 or 5 legendaries and were bound to get their BiS one(s) by then. 

To be honest, aside from the total and utter imabalance of how they're weighted, the only other problem I have with the legendary system isn't that you have to farm your butt off for them, it's that you can farm your butt off and get 7 legendaries and the last one left you don't have could be your BiS.

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On 2/17/2017 at 5:40 PM, Haheisenberg said:

"a lot better" kiss my axe... I'm still having 3 craps while guildies get their sevenths -.-

My guild leader has his 7th. I have 5 and my brother have 5 by comparison.

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On 2/17/2017 at 11:13 PM, Starym said:

In short, your chance of receiving that next Legendary piece of trash instead of the one you want is probably a lot better than you think.

Fix'd.

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On 19-2-2017 at 11:49 PM, Luthixx said:

I'll definitely agree with the first part of your comment, I really enjoy the fact that it's not like a weekly grind as it was back in Cata, or an endless cycle of farming like it is in D3 (god forbid I ever get a well rolled Ancient Yang's...), but I do agree that the legendary balance is still way off.

I know blizz feels they screwed up by introducing dps legendaries instead of entirely utility based legendaries, and that's because in some cases they're still ridiculously overpowered. Take BM hunter for example, the legendary shoulders and legendary belt are still so much of a single target dps increase that it's a pretty average class at best without them, whereas if you have them, you're top of the pack. I raid in a mythic guild with two other hunters, one BM (like myself) and one MM. The other BM hunter and I are very similarly geared, the only difference being a few warforged items here and there, and our legendaries. Around two weeks ago we were both 895 with almost identical gear and stats. We both had Prydaz, and he had Call of the Wild, and I had The Apex Predator's Claw. On every fight we would be within 10-15k dps of each other with almost identical casts and damage, taking into consideration procs and crits etc. All of a sudden, he gets The Mantle of Command, and now with good rng on fights he's sitting anywhere between 60 and 100k dps ahead of me. If he were to add the legendary belt into that mix, he'd probably end up more than 100k dps higher than me every single fight. For some classes there might be a lot less difference between the legendaries now, but there's still far too much difference. With both of us having BiS (non-legendary) gear and having performed at the same level, I know there's no skill difference here, that's just how ridiculously overpowered the BM legendaries are.

And at this stage of the game in Mythic NH progression, with the difference it makes having the right legendaries, tier sets, trinkets, and 54 points in your artifact weapon it's far too hard to reroll. Even throughout the whole expansion it's still been a case with all the top tier guilds that a lot of people are forced to bring in alts because they got the best legendary compared to their main. By now it's evened out a bit for the top guilds that were 54 traits in months ago and had already farmed 4 or 5 legendaries and were bound to get their BiS one(s) by then. 

To be honest, aside from the total and utter imabalance of how they're weighted, the only other problem I have with the legendary system isn't that you have to farm your butt off for them, it's that you can farm your butt off and get 7 legendaries and the last one left you don't have could be your BiS.

You compare your hunter BIS legendaries and you can see a gap. Fair enough. There are DPS legendaries and utility ones. Fair enough.

But then you consider the fact that one hunter has higher DPS because of a legendary, something that should be corrected. I disagree. The uneven playing field is something that a game like WoW NEEDS to have, has always had, and will always have. All I can do here is come to the exact same conclusion even though you just used more words to explain it. This is entitlement. Don't forget you are raiding NH with 10+ people, that's 10 people who all have their chances at legendary drops, and there will always be one or two guys in your raid that will have the BIS ones. In that case in your raid, those are the people carrying others a bit more than you could. So what? And also: what is the alternative? Everyone carries? Everyone is equal dps but with some different utility, half of which is situational, which basically comes down to the same thing except it now is a 'per fight' difference instead of a blanket DPS difference.

No matter how you twist this, every complaint about DPS legendaries comes down to the very same, childish thought of you as a single player having to have the best of everything. It's a good thing, or a fun thing, to strive for, but it is by no means something you're entitled to. And it still happens to be the case that a higher time investment STILL increases your chances to get the stuff you want. Can you get unlucky? Sure. That's what makes the game fun in the longer run. Roll another class, use 20 hrs to get lvl 100-110 and you can redo your farm if you're really bothered with it.

I honestly do not see the issue. The issue is only with guilds that feel like they need to rely on BIS legendaries to clear content. If you're in that kind of guild, and not in the absolute top tier, you're just a whiner that wants it the easy way. Nobody needs BIS legendaries to clear content, but they're a nice shortcut. That is all. If this truth hurts, you need to do some serious soul searching IMO.

In the end the content was not designed around everyone having BIS legendaries, and with that, the system is not broken by default. The only thing broken is the perception of the player that wants everything. Its very human, very understandable, but it is not something the game should cater to, simply because it does not make the game a better game.

Edited by Vayra

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8 hours ago, Vayra said:

You compare your hunter BIS legendaries and you can see a gap. Fair enough. There are DPS legendaries and utility ones. Fair enough.

But then you consider the fact that one hunter has higher DPS because of a legendary, something that should be corrected. I disagree. The uneven playing field is something that a game like WoW NEEDS to have, has always had, and will always have. All I can do here is come to the exact same conclusion even though you just used more words to explain it. This is entitlement. Don't forget you are raiding NH with 10+ people, that's 10 people who all have their chances at legendary drops, and there will always be one or two guys in your raid that will have the BIS ones. In that case in your raid, those are the people carrying others a bit more than you could. So what? And also: what is the alternative? Everyone carries? Everyone is equal dps but with some different utility, half of which is situational, which basically comes down to the same thing except it now is a 'per fight' difference instead of a blanket DPS difference.

No matter how you twist this, every complaint about DPS legendaries comes down to the very same, childish thought of you as a single player having to have the best of everything. It's a good thing, or a fun thing, to strive for, but it is by no means something you're entitled to. And it still happens to be the case that a higher time investment STILL increases your chances to get the stuff you want. Can you get unlucky? Sure. That's what makes the game fun in the longer run. Roll another class, use 20 hrs to get lvl 100-110 and you can redo your farm if you're really bothered with it.

I honestly do not see the issue. The issue is only with guilds that feel like they need to rely on BIS legendaries to clear content. If you're in that kind of guild, and not in the absolute top tier, you're just a whiner that wants it the easy way. Nobody needs BIS legendaries to clear content, but they're a nice shortcut. That is all. If this truth hurts, you need to do some serious soul searching IMO.

In the end the content was not designed around everyone having BIS legendaries, and with that, the system is not broken by default. The only thing broken is the perception of the player that wants everything. Its very human, very understandable, but it is not something the game should cater to, simply because it does not make the game a better game.

I love that you jump to the conclusion to claim I'm being an entitled whiner because I don't have any of the BiS legendaries. As a BM hunter it's genuinely quite difficult to get a spot in a good raiding guild without one of the top two legendaries now as the dps gap is so large; the point I was making is that my enjoyment of the game suffers so much because the legendary system is completely out of whack. I enjoy mythic content and I enjoy being challenged in the game, but when I'm now being benched for mythic prog every week because the other two hunters have their BiS legendaries and I cannot even come close to keeping up with them, it's ridiculous. On single target fights I'm now 150k behind the other BM hunter who was lucky enough to get the belt last week. And the MM hunter recently got the boots, to match his belt and so now is doing even more dps than I can possibly get from my class. This has been a guild I've been part of for several years and I've never been subpar but now the other two hunters are doing so much more dps because of their legendaries that I'm missing out on the fun part of the game. I've also looked into a few other guilds and I've yet to find one that would have a spot for a hunter that isn't able to keep up with their hunters based purely on the legendaries. 

I don't so much as care that I don't have the BiS legendaries, I care that the gap between their effective use is so high. Prydaz is now quite an effective legendary that acts as a massive stat-stick and has a great failsafe for when you accidentally stand in the fire, but when you're pushing for mythic content and you're 100k dps behind both hunters it's entirely unfair. I've always loved the grind of farming BiS gear and saving your rolls every week and I'm not even one to complain about guildies getting the items I want because I know it's better for the whole team, but now I can't even play my favourite spec in the entire game. 

It's now at the point in time where I just got another legendary, and another useless one at that, and by the time I get my next one, which might not even be BiS, my guild will probably have cleared NH without me and that's a pretty lousy feeling. That's not entitlement, that's just frustrating that I'm either forced to sit on the bench, or reroll and use the very limited time I have in the game to get back to the same spot probably 3-4 months down the track. I shouldn't have to feel like I can't raid with my friends in a guild where I've enjoyed playing for so long purely because I don't have the right legendary.

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22 hours ago, Mmchaos said:

i Dont care how much legendary got other i just need xavius and velen and good my healer.

The most positive type of outlook! :D

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    • By Stan

      Everything you need to know about Legendary items in Patch 7.3.2.
      In Patch 7.3.2, Legendary items can be upgraded to item level 1,000. Blizzard also added Legendary tokens and a ring that empowers traits from the Netherlight Crucible.
      Upgrading Legendary Items
      In Patch 7.3.2 Legendary items can be upgraded to item level 1,000. The Cursed Shard quest is started by looting Cursed Shard. The item has a variety of sources. It can drop in LFR or you can get it by doing the first Random Heroic Dungeon of the day. Once you bring it to Arcanomancer Vridiel in Dalaran, you will get 10 Wakening Essences. Collect 50 Wakening Essences to get Awoken Titan Essence and upgrade a Legendary item to 1,000.
      Sources
      The Kirin Tor emissary bag did not reward any essences on PTR, but this can be random and needs further confirmation. Maybe they can only be collected from Argus faction bags. Antorus bosses drop a random amount of essences. Garothi Worldbreaker dropped 4 in LFR.
      Source Amount Status Mythic Order Hall Cache (Once a week) 20 Wakening Essences Confirmed Antorus Bosses (Each boss) 4 Wakening Essences (LFR 1st Boss) Confirmed Emissary Bag (Complete 5 World Quests) ? Wakening Essences Amount TBA First Random Heroic Dungeon (Once a day) 5 Wakening Essences Confirmed Weekly PvP Quests (2v2, 3v3, 10v10)
      ? Wakening Essences Amount TBA Cursed Shard (The Cursed Shard quest / one-time-only) 10 Wakening Essences Confirmed New Legendary Items
      Two Legendary item will be added in Patch 7.3.2. The legendary ring will be available to players that defeat Argus the Unmaker on Normal difficulty or higher and the trinket is a drop from Argus the Unmakere. The ring's affix increases the effects of Light and Shadow powers from the Netherlight Crucible by 50%. You can find more information in our Netherlight Crucible guide.
      Light Powers: Infusion of Light, Light's Embrace, Light Speed, Refractive Shell, Secure in the Light, Shocklight. Shadow Powers: Chaotic Darkness, Dark Sorrows , Master of Shadows, Murderous Intent, Shadowbind, Torment the Weak. Recently, Blizzard updated one of the Path of the Titans trinkets (Aman'Thul's Vision) to item level 1,000 and now it is a Legendary item that does not count toward the 2 Legendary cap. Path of the Titans trinkets can be upgraded with Pantheon's Blessing up to item level 1,000, so we're not sure yet, if all trinkets will be of Legendary quality after upgrading them to the maximum item level. More information can be found here.
      Item Effect Source Aman'Thul's Vision Approximately 1.4 procs per minute Your spells and abilities have a chance to grant you 6,716 Speed, Avoidance, and Leech for 12 sec.

      Aman'Thul's Grandeur
      When empowered by the Pantheon, your Intellect is increased by 6,700 for 15 sec.
      Drops from Argus the Unmaker. The item is not listed in the standard Legendary loot tables. Insignia of the Grand Army Increase the effects of Light and Shadow powers granted by the Netherlight Crucible by 50%. The Death of a Titan (Quest) - Defeat Argus the Unmaker on Normal difficulty or higher. Legendary Tokens
      Patch 7.3.2 adds new Legendary tokens to help keep gameplay on your main rewarding. Legendary tokens will start dropping when you collect ALL Legendary items on your class, in other words, on your main. Collecting ALL Legendary items designated for a single specialization won't suffice. Legendary tokens are BoA, so they can be sent to your alts (even when they are on a different realm). Use them to discover a random Legendary item.
      Class Item Effect Death Knight Bone-Wrought Coffer of the Damned Identify Legendary Demon Hunter Demonslayer's Soul-Sealed Satchel Identify Legendary Druid Living Root-Bound Cache Identify Legendary Hunter Deepwood Ranger's Quiver Identify Legendary Mage Spell-Secured Pocket of Infinite Depths Identify Legendary Monk Hand-Carved Jade Puzzlebox Identify Legendary Paladin Light-Bound Reliquary Identify Legendary Priest Coffer of Twin Faiths Identify Legendary Rogue Hollow Skeleton Key Identify Legendary Shaman Giant Elemental's Closed Stone Fist Identify Legendary Warlock Pocket Keystone to Abandoned World Identify Legendary Warrior Stalwart Champion's War Chest Identify Legendary FAQ
      You can start collecting Wakening Essences right away. You don't need to loot Cursed Shard or accept any quests first. All Legendary items that drop after Antorus opens will have item level 1,000. All crafted Legendary items will be of item level 1,000 by default when Antorus opens. Awoken Titan Essence is used to upgrade a single Legendary item to item level 1,000. You need to collect more Wakening Essences in order to upgrade additional Legendary items. Legendary tokens won't drop unless you collect ALL legendary items on your class. Blizzard mentioned in the latest Q/A that the team is closely monitoring the drop rate of Legendary items. Two legendaries are a standard for raiding, so they may increase the drop rate of the first few Legendary items on a character. At the moment, Blizzard has no plans to increase the Legendary item cap to 3. If you have any questions feel free to leave them in the comments.
    • By Stan

      Antorus will open soon and it's time to look at all the trinkets that drop inside the new raid that will go live with Patch 7.3.2.
      An overview of all trinkets from Antorus, sorted by class roles.
      Last week, we previewed all Tier 21 set bonuses and in this overview, we're exploring all trinkets and their various effects. All the data should be up-to-date as of the latest Patch 7.3.2 Build 25326.
      Tank Trinkets
      It's interesting to point out the synergy between Eye of F'harg and Eye of Shatug. Both trinkets have two effects and drop from the Hounds of Sargeras (second boss). Every 30 seconds, you can switch between those two trinkets. I imagine it to work exactly like Anathema / Benediction did back in Vanilla. Obviously, only 1 Eye of the Hounds trinket can be equipped at the same time and if your nearby tank-specialized ally bears the opposite eye, you gain either Versatility or Armor. It will be interesting to see how the switching plays out during progression.
      Name Effect Source Aggramar's Conviction Aggramar's Fortitude - Taking damage has a chance to increase your Versatility by 4,354 for 14 sec. When empowered by the Pantheon, your maximum health is increased by 1,619,543 for 15 sec, and you are healed to full health. Argus the Unmaker Apocalypse Drive Hammer-Forged - Reduce the damage of the next 10 melee attacks against you by up to 981,700 each. Lasts up to 20 sec. Suffering melee attacks reduces the cooldown of this ability by 1 sec. (2 min cooldown) Garothi Demolisher Diima's Glacial Aegis Chilling Nova - Increase your Armor by 8,357 for 12 sec, and inflict 348,257 Frost damage to enemies within 12 yds and reduce their movement speed by 70% for 12 sec. (60 sec cooldown) Asara, Mother of Night Eye of F'harg Eye of the Hounds - Grants 528 Versatility to a nearby tank-specialized ally bearing the opposite Eye.
      Swap Hounds - Transform to Eye of Shatug. (30 sec cooldown)
      F'harg Eye of Shatug Eye of the Hounds - Grants ??? Armor to a nearby tank-specialized ally bearing the opposite Eye.
      Swap Hounds - Transform to Eye of F'harg. (30 sec cooldown)
      F'harg Riftworld Codex Unstable Portals - Taking damage has a chance to open a portal to another world, either healing you, providing an absorption shield, or empowering you with shadowflame magic. Approximately 3 procs per minute. Portal Keeper Hasabel Smoldering Titanguard Bulwark of Flame - Channel a Bulwark of Flame that absorbs 18,405,746 damage for 3 sec. When the Bulwark expires you unleash 4 Waves of Flame, dealing 966,089 Fire damage to all enemies in their path. You cannot move or use abilities during Bulwark of Flame. (2 min cooldown) Aggramar Healer Trinkets
      Name Effect Source Carafe of Searing Light Refreshing Agony - Sear an enemy with holy light, inflicting 588,708 Holy damage over 18 sec. Restores 4,991 mana each time damage is dealt. (60 sec cooldown, 50 yd range)  Varimathras Eonar's Compassion Eonar's Verdant Embrace - Your healing effects have a chance to grow an Emerald Blossom nearby, which heals a random injured ally for 127,273 every 2 sec. Lasts 12 sec. When empowered by the Pantheon, your next 4 direct healing spells grant the target a shield that prevents 250,782 damage for 30 sec. Approximately 1.2 procs per minute. Argus the Unmaker Garothi Feedback Conduit Feedback Loop - Your healing effects have a chance to increase your Haste by 855 for 8 sec, stacking up to 5 times. This is more likely to occur when you heal allies who are at low health. Approximately 10 procs per minute. Garothi Worldbreaker Highfather's Machination Highfather's Timekeeping - Your healing effects have a chance to apply a charge of Highfather's Timekeeping for 60 sec, max 5 charges. When the ally falls below 50% health, Highfather's Timekeeping is consumed to instantly heal them for 216,140 health per charge. Approximately 10 procs per minute. Asara, Mother of Night Ishkar's Felshield Emitter Felshield - Place a Felshield on an ally, absorbing 2,416,492 damage for 9 sec. When the shield is consumed or expires, it explodes dealing 50% of the absorbed damage as Fire split amongst all enemies within 8 yds. (60 sec cooldown, 50 yd range) Admiral Svirax Tarratus Keystone Tarratus Keystone - Open a portal at an ally's location that releases brilliant light, restoring 1,633,314 health split amongst injured allies within 20 yds. (1.5 min cooldown, 50 yd range) Portal Keeper Hasabel Caster / Ranged DPS Trinkets
      Name Effect Source Acrid Catalyst Injector Cycle of the Legion - Your damaging spells that critically strike have a chance to increase your Haste, Mastery, or Critical Strike by 92 for 45 sec, stacking up to 5 times. When any stack reaches 5, all effects are consumed to grant you 2,183 of all three attributes for 12 sec. Approximately 9 procs per minute.  Garothi Demolisher Norgannon's Prowess Norgannon's Command - Your damaging spells have a chance to increase your Intellect by 11,483 for 12 sec. When empowered by the Pantheon, you gain 6 charges of Norgannon's Command for 15 sec. Your damaging spells expend a charge to inflict an additional 161,332 damage to the target, from a random school of magic. Argus the Unmaker Sheath of Asara Shadow Blades - Your damaging spells have a chance to conjure 6 Shadow Blades. After 2 sec, the swords begin launching foward, each dealing 56,864 Shadow damage to the first enemy in their path and increasing damage taken from your subsequent Shadow Blades by 10% for 3 sec, up to 50%. Approximately 1.7 procs per minute. Asara, the Mother of Night Terminus Signaling Beacon Legion Bombardment - Call a Legion ship to bombard the target's location for 9 sec, dealing 353,311 Fire damage to all targets within 12 yds, including the ship. (2 min cooldown, 50 yd range) Admiral Svirax Melee DPS Trinkets
      Name Effect Source Forgefiend's Fabricator Fire Mines - Your melee and ranged attacks have a chance to plant Fire Mines at the enemy's feet. Fire Mines detonate after 15 sec, inflicting 63,094 Fire damage to all enemies within 12 yds. Approximately 7 procs per minute. Garothi Demolisher Golganneth's Vitality Golganneth's Thunderous Wrath - Your damaging abilities have a chance to create a Ravaging Storm at your target's location, inflicting 524,262 Nature damage split among all enemies within 6 yds over 6 sec. When empowered by the Pantheon, your autoattacks cause an explosion of lightning dealing [ 4,785,800% of Mainhand Weapon Speed ] Nature damage to all enemies within 8 yds of the target. Lasts 15 sec. Approximately 1.8 procs per minute. Argus the Unmaker Gorshalach's Legacy Echo of Gorshalach - Your melee attacks have a chance to grant an Echo of Gorshalach. On reaching 15 applications, you lash out with a devastating combination of attacks, critically striking enemies in a 15 yd cone in front of you for 1,927,240 Fire damage. Approximately 10 procs per minute.
      Gorshalach's Legacy - Lash out with a devastating combination of attacks, critically striking enemies in a 15 yd cone in front of you for 1,927,240 Fire damage. Consumes all applications of Echo of Gorshalach.
      Aggramar Seeping Scourgewing Shadow Strike - Your melee attacks have a chance to deal 329,772 Shadow damage to the target. If there are no other enemies within 8 yds of them, this deals an additional 176,662 damage. Approximately 3 procs per minute. Varimathras Shadow-Singed Fang Flames of F'harg - Your melee and ranged abilities have a chance to increase your Strength or Agility by 4,548 for 12 sec. Approximately 3 procs per minute.
      Corruption of Shatug - Your autoattacks have a chance to increase your Critical Strike by 2,201 for 12 sec. Approximately 3 procs per minute.
      F'harg Hybrid Trinkets
      Aman'Thul's Vision's secondary "When empowered by the Pantheon..." effect increases your primary attribute, not just Intellect as indicated in the tooltip. The item ignores the maximum cap of Legendary items (2) that can equipped at once. In order for the secondary "When empowered by the Pantheon..." effects to proc, your raid members need to have four Path of the Titans trinkets equipped. The proc only works in Antorus the Burning Throne and Aman'Thul's Vision's buff serves as a wild card for the effect to activate. You can learn more about Pantheon trinkets here.
      Blizzard (Source)
      While it won't function in Mythic+ we did change the six requirement so you only need four unique buffs to trigger the Pantheon secondary proc inside Antorus. You can have any possible combination of the unique five to activate this additional proc. Aman'Thul's Vision ignores the rule as a "wildcard" filling any gap that you might be missing from the other five. Trinkets listed in this section can be used and are winnable by multiple class roles.
      Name Winnable by Effect Source Aman'Thul's Vision All class roles Aman'Thul's Grandeur Your spells and abilities have a chance to grant you 3,840 Speed, Avoidance, and Leech for 12 sec. When empowered by the Pantheon, your primary stat is increased by 3,831 for 15 sec.-  Argus the Unmaker Khaz'goroth's Courage Melee DPS & Hunters Khaz'goroth's Shaping - Your damaging attacks have a chance to make your weapon glow hot with the fire of Khaz'goroth's forge, causing your autoattacks to do [ 4,681,000% of Mainhand Weapon Speed ] additional Fire damage for 12 sec. When empowered by the Pantheon, your Critical Strike, Haste, Mastery, or Versatility is increased by 9,215 for 15 sec. Khaz'goroth always empowers your highest secondary stat. Argus the Unmaker Prototype Personnel Decimator Casters & Melee DPS Prototype Personnel Decimator - Your ranged attacks and spells have a chance to launch a Homing Missile if your target is at least 10 yds away, dealing up to 243,786 Fire damage to all enemies within 20 yds. Targets closer to the impact take more damage. Approximately 4 procs per minute. Garothi Worldbreaker Vitality Resonator Casters & Healers Reverberating Vitality - Redirect the life force of an enemy, increasing your Intellect by up to 9,705 for 15 sec. This grants more Intellect when used against targets at high health. Essence of Eonar
    • By Stan

      The upcoming Patch 7.3.2 is now available for background download in the Blizzard Battle.net app.
      Patch 7.3.2 Release Date Speculation
      So far, each Legion patch has been released 77 days apart. If Blizzard keeps to that schedule, Patch 7.3.2 would go live on November 14, 2017 in Americas or November 15, 2017 in Europe.
      Antorus the Burning Throne
      If the patch goes live as expected, Antorus the Burning Throne raid would open on the same day in Normal / Heroic difficulty with LFR's first wing & Mythic difficulty available one week later (November 21).
      The background download has an estimated size of ~850 MB.
    • By Stan

      Learn more about the fate of Azeroth and what caused the Silithus Wound! This article is obviously full of spoilers. You have been warned!
      Spoiler Alert
      To put you into perspective, we started speculating that Argus the Unmaker will have a secret Mythic phase involving Sargeras. From the latest Khadgar audio files in Patch 7.3.2 (courtesy of MMO-Champion), we learned that Sargeras wounded Azeroth. Below is the full transcription:
      "The Legion is defeated, its master imprisoned, but in his final spiteful act, Sargeras may have doomed us all. Our world is wounded champion. Its life essence seeps out into the sands just as Magni foresaw. This mere drop of Argus' blood surges with incredible power, the might of a titan. If the blood of Azeroth also proves to be a source of such strength, those who seek to rule this world will stop at nothing to possess it. The days ahead may be dark indeed. For now, go to Silithus. Gaze upon the wound in the world with your own eyes. We will find a way to save Azeroth, I know it."
      Chaud from MMO-Champion also noticed a shirt description that has later been removed for obvious reasons:
      "Before he could be taken by the remaining titans, Sargeras, the unholy leader of the Burning Legion, plunged his sword into the depths of Azeroth."
      Now that we have all the background information about the Silithus Wound, let's check it out in more detail! Note that this is a phased version of Silithus that has four location entries in the game files so far:
      Silithus The Wound North Alliance Silithus The Wound East Horde Silithus The Wound Main Silithus The Wound West Sargeras' sword is plunged into Azeroth, but the model is still encrypted.
      Screenshots

      The final titan is wounded and it's an ideal time for the Black Empire to rise! More information will be available at BlizzCon 2017. Check out the full schedule here.
    • By Starym

       
      It seems the next expansion is already preparing to be unleashed on beta servers as there was a brief moment around half an hour ago that the beta servers were flagged for patch 8.0.0.25338! They were very quickly reverted back to 7.2.5, but redditor tiwuno managed to snag a screenshot!

      The most likely reason for this is BlizzCon, as it's widely assumed the new expansion will be revealed there and that usually means some form of it will be playable on the show floor. So, with Legion having been in beta for around  a year, will we have to wait that long for the next expansion? It seems more likely Blizzard will want to speed up the announcement-to-release pace this time around, especially with the speed Legion content has been pouring in, indicating they're getting better at producing new stuff.
      In any case, we'll probably have to wait 'til BlizzCon (or the likely leaks juust before it) to find out more about World of Warcraft's seventh expansion and whether or not it'll be old god themed as expected.