That's a bullshit excuse.
It's not that it's too hard, it's that it's too random, with no regard for what the player(s) can and can't use. It's a flawed loot system.
160% ram
wat
Random loot is too random?
wtf.
It's RANDOM. This is the dumbest gripe. Seriously.
That's a foolish and selfish take on it. You can't cite their changes on quest drops, and be making a point on rare drops from special occasions or raid drops. They did that for quest drops because killing plainstriders for two hours for their heads that have a 15% drop rate is fucking stupid, and people called them on it because it sucks.To a fault.
Gaming is about reward systems; do a task, receive a reward. The harder the task, the greater the reward (in theory).
Grinding through 10 bosses only to receive loot that nobody can use is a fundamental failure in game design. I'm talking pure game theory here, not what makes for a successful business model (or scam in this case).
It is possible for some things to be too random. Look at what Blizzard did with scaling drop rates for quest items in Wrath.
Blizzard Details Secret World of Warcraft 'Progressive Percentage' Item Drop Mechanic - Shacknews - PC Games, PlayStation, Xbox 360 and Wii video game news, previews and downloads
That's a foolish and selfish take on it. You can't cite their changes on quest drops, and be making a point on rare drops from special occasions or raid drops. They did that for quest drops because killing plainstriders for two hours for their heads that have a 15% drop rate is fucking stupid, and people called them on it because it sucks.
But to address a point or two, raid drops are shared among the group, and in a 25 man, you are very likely to have 9, if not all 10 of the classes represented, in a 10, 7 is more likely. Dropping gear that nobody needs is very subjective. At what point does the game start deciding nobody needs it? What if somebody wants to build an off set? What if they are building a set for something they want to main spec?
Also, very few items are dropped that are meant for one class, and one class alone. Who cares if it isn't ideal for a hunter, or that it is leather for an enh shaman, cloth for a holy paly or resto druid, etc. Basically, just because they might have the item, or the item isn't in the proper armor class, or whatnot, or you don't have a class that it would be absolutely ideal for attending, doesn't mean it is a worthless drop.
Just because gear YOU want doesn't drop, doesn't make it flawed. The drops per boss are set in percentage brackets, so some things, like trinkets and back pieces, drop at a lower rate than other gear, simply because they decided to make those a linchpin for returning to the fight. The other solution would have been to drop more loot. Which would make the whole raid gear much faster, but would also diminish interest in the fights faster, as many people, after the first two months or so, are only going for the gear and for the incomplete progression fights.
As for rare drops like the ram. They're rare for a reason. They aren't going to scale your drop chances for it as you loot more and more brewfest bags. Wah, you didn't get it. Because its rare. They did you a favor this year by at least giving everybody an equal chance to get it, instead of making it a single drop and having to roll on it.
In short, you QQ for no reason besides wanting something that really doesn't even matter. Please, keep wanting things handed to you on a silver platter. Its half the reason 90% of the raid content in WotLK was laughable except for a few of the hard modes, and they gave 200 and 219 epics to anybody who cared to join a 5-man.
It should be random within the confines of the group; I don't need to get loot, but fuck me, someone in the raid better.
Thats what emblems are for. If the drops didn't go your way, at least you have something to show for it. It provides continual gear advancement, even when you don't get your drop.
I don't mind if nothing useful drops in a raid. It's not exactly like we're pressed for time to gear up. Ulduar was like 3 months late in being released. ICC was months late. My 10 man group got our frostwyrm mounts out of ICC back in March. And Cata is still months away. Not gearing up in the shortest amount of time actually gives you more reason to play long-term.
You may hate that, but most people who gear up before everyone else, gets bored of raiding content that they can't get anything from, and quit for a few months.
well, if you raid for 3 hours and nobody got any gear its because:
a) everyone is only missing a few pieces, QQ more about being 85% BiS
b) you wiped all night and didn't down anything.
I know emblems didn't exist pre-bc, but the point still stands. The only thing back then that could have been an issue was pally gear droping for horde and shaman for alliance. THAT would be truely pointless.
You now have emblems, tradeable loot, and gear tokens that cover multiple classes if not all. It's nearly impossible these days to waste hours in a raid and not get anything to show for it.
I've seen it time and time again. People QQ about not getting gear, and once they do they pull the "Raiding is boring. I'm not getting anything from it since I already have anything. [/quit] or [/quit for better guild]" And now your raid is down a top geared player. And when someone quits with gear that you still need but lost/passed to them in the past, that is even worse than it not droping at all.
If WoW's loot reward system is not enough for you, what is? It's already pretty easy mode to gear up. It's not like you have to camp world spawns and compete for the kill. There's tons of ways to earn gear (drops/honor/tokens). Everything is instanced. You can do it WHEN it's convieniant for your group. etc.
I find no matter how much Blizzard caters to the casual crowd (who want everything for nothing), they will still complain.