Let's talk about the Loot Drop System (xpost from realmeye.com/forum)

Collection of current system pros and cons, will update to include comments.  

Pros of current system:

  • Rewards participation

  • "Fair" - Players deemed strong enough to participate have equal chance at loot (i.e. level 1 archer probably won't get loot at Oryx)

  • Reliable farming of guaranteed drops (solo only)

  • Attempts to encourage "sharing" by not increasing loot for increasing damage

  • Soulbound bags prevents loot theives  

Cons of current system:

  • No way to account for support classes

  • Heavily favors DPS/Survivability (Melee's, rogue etc)

  • Encourages people to prevent others from engaging or hitting threshold damage (If only 3 people hit 10%, i'm more likely to get guaranteed than if 4 people hit 10%)

  • Encourages solo'ing for same reason

  • Unlikely, but possible, to run 1 billion dungeons without getting a rare drop  

Please format answers as:

Pro/Con

  • Bullet point

A brief explanation why, shoot for 2 sentences.

(optional) Solution

Any interesting way to combat this problem.  

Example:

Con

  • No way to account for support classes

Support classes traditionally have low DPS, which is balanced for the utility they provide. However, this makes it difficult for them to secure soulbound on high health targets.

Solution: Count utility towards soulbound calculation. Such as adding a portion of damage from curse to the inflicting class's dps.

/r/RotMG Thread