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10-04-2007 @ 1:37AM
I think your idea is horrible as-is, but here's a concept I think everyone could get behind:Every boss has a combination of both guaranteed loot, and random loot. Your set piece token (generic, non-specific token but lets have it be class restricted to 2-3 classes like they are now) drops from specific bosses every single time. Get enough of these specific tokens in certain combinations (kinda like the AQ/Naxx turnins, not just a single piece == specific loot piece) of your choosing and you can mix/match your set pieces as you wish. Minor bosses drop the tokens you need in larger quantities, major bosses drop the major tokens you need a single from to redeem for your piece. (much like it is now, but you get something from minor bosses more than random non-set piece loot and the set piece tokens are NON specific and if you want to get your legs first, you can. If you'd rather get the chest first, knock your socks off. After you've run the instance lets say 9-12 times your entire guild should almost without exception have your entire set if that was your goal. (maybe tune it to less times, or give the end boss more tokens or have the end boss be the ONLY major token giver...) I think one of the major complaints is that there are always a few people who never got their complete set, despite having run MC/BWL/Naxx sooooooo many times. Token drops are a good start, but I think badges have it a little better and the two could be combined to be a badge/token combo that gives entire guilds a chance to progress evenly, and doesn't let random unfortunatness screw it all up. (as well as eliminates DKP and loot drama in theory!)Then, for the "other" drop per boss, just have a generic loot table for the entire instance and let it be a random accessory except for legendary junk which of course should be fairly specific. (more emphasis on weapons, rings, trinkets and the other non-set piece slots right?) As long as people are getting their sets, I think the rest of the stuff wouldn't be too bad to be totally random on a per-instance basis. (but %100 random world drop style is a terrible idea)
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