Officers' Quarters: Reforging loot systems

In the spirit of last week's column about various loot issues, I decided to feature the following email today. It comes from a guild leader who is worried about the stat changes in Wrath and Cataclysm and how they might affect his guild's loot system. Is it time to ditch the dice?
I'm GM of a guild that has had a member pose a question about the way we do loot in raids. We are not a "hardcore" raiding guild though we do have around 2-4 scheduled raids per week both 10 man and 25 man. Our loot system was set up to try to be fair to and distribute gear throughout our members to help the entire guild grow and progress. We roll on gear and each member is allowed one main spec win, one off spec, and one tier piece per run. If you have won you are still allowed to roll on a piece that fits your character, but it someone rolls on it that hasn't won you will automatically lose to the person that hasn't won in that specific category. If all people have won something already it's just a high roll wins scenario.
We also have guidelines concerning which type of gear is most suited to a particular niche of character; i.e. tanks, healers, dps, etc. The system has worked for pretty well so far, but this one member brought up a valid point concerning leather and cloth healer gear in the future.
We were using hit rating and MP5 as a distinction between dps spellcaster gear and healer gear. The problem is that none of the leather or cloth gear in ICC that we could find has MP5 on it. We would give priority to whoever the gear suited; healers have priority on MP5 gear and dps for hit rating gear. We know that not all dps need the hit rating at this stage, but it worked until this was pointed out. Now we have to figure out a way to give leather and cloth healers a priority stat on gear. The member that brought this up suggested that we use haste; problem is that haste benefits both healers and dps spellcasters.
Now we have been entertaining the option of using EPGP or DKP for gear in raids. The problem with this is that neither me as GM or my raid leader have the time to keep track of the records for this stuff. We have been made aware that there are actual addons that will do this for us, but we are still not sure if this is the route for us to go. Some of our officers have also stated that they like our system, but we could really come up with a solution to the problem other than just opening up all spellcaster items to everyone no matter what the stats are on the gear. Basically if it's an upgrade you can roll on it. For now we are keeping our system, but we have little choice but to research other options since MP5 is going the way of the Dodo bird for Cataclysm anyway.
If you have any suggestions I would appreciate it.
Thank you,
Vinter of Reign of Glory on Fizzcrank realm
Hi, Vinter. First of all, let's address the issue at hand. MP5 as a stat hasn't been on cloth or leather armor throughout most of Wrath. A few cloth and leather items still had it as we leveled up and obtained blue gear from dungeons, but it's pretty clear that Blizzard actively phased out that stat on cloth and leather as we progressed through the raiding tiers. They put MP5 on plate and mail and spirit on cloth and leather. ICC didn't introduce this itemization, so you've actually been dealing with this issue for a long time, whether you knew it or not.
Part of the reason Blizzard is dumping MP5 is because they want to clarify the distinction between healer and DPS gear across all armor types. They want spirit to be a healer-only stat moving forward in Cataclysm. The only exceptions to this will be balance druids and elemental shaman. They will share gear with their resto counterparts, but they will have talents that convert spirit to hit. Thus, no spellcasting leather or mail gear will have hit. For cloth (and plate), spirit will be the stat that says "healer." All of this, of course, could change, but that is Blizzard's plan for now.
For systems like yours, Cataclysm is going to cause problems for an entirely different reason: reforging. In a nutshell, reforging will allow you to turn one stat on a piece of gear into another stat that you prefer. Currently, Blizzard says that this conversion will reduce the amount of the original stat by half. So, for example, 100 haste would become 50 mastery. Reforging therefore has the possibility of making nearly every item attractive to most specs. A discipline priest could roll on armor with hit, intending to replace hit with intellect or spirit. Likewise, a shadow priest could roll on armor with spirit, intending to replace spirit with haste or crit.
In theory, reforging a piece of gear would make it strictly worse than a piece of gear that is itemized well for you without reforging. Unfortunately, when it comes to WoW, theory and practice don't always coincide. As a ret/holy paladin, I am, in theory, supposed to wear strength and spellpower plate. I am reminded of the failure of theory every time I look at ret's best-in-slot DPS set that's chock full of leather armor and agility-heavy accessories, not to mention every time I put on my holy set and walk around looking like a resto shaman. It could very well turn out that reforged items will be best in slot for some specs.
What does this mean for loot systems? In my opinion, much will depend on the community's view of reforging -- and that view, in turn, will depend on Blizzard's itemization team. Will reforging become an essential tool to correct itemization problems? Will it merely serve as a crutch while players gear up after dinging 85? Will it be useless to competitive raiders? Will it become a necessary method for tweaking stats at the highest levels of play? Only time will tell.
I have a hunch, however, that the prevailing opinion of reforging will ultimately deem it inferior compared to keeping an item's stats intact. After all, the stat loss inherent to the conversion basically lowers the item level of a piece of gear. As a result, players will likely favor giving items to those who would use them as they are rather than to players who would reforge them. (The other question is whether players will be honest about their intentions for a piece of gear -- but that's a different topic.)
If your guild uses a system where you are rolling on loot with few restrictions, you will have to account for reforging in some way. Just like "need before greed," "main spec before offspec" or "main before alt," "original before reforging" could become the next widely accepted rule.
At the same time, Cataclysm will also provide an incentive, in the form of an unspecified mastery bonus, to using the type of armor your class is designed to use. Hopefully that will mean less competition for mail, leather and cloth pieces. Other slots, particularly weapons and trinkets, will still suffer from a multitude of interested specs. This circumstance, however, is nothing new.
That's why I'm surprised that the lack of MP5 cloth and leather has prompted such a reaction in Vinter's guild. Your guidelines still work. In fact, your loot caps are probably more effective than they were before. Yes, it's true that cloth and leather pieces are more difficult to categorize, but your players can still use their heads and determine which pieces are better for their particular spec and gear set.
For ICC and other Wrath tiers, you may want to open up the non-hit cloth and leather pieces to more rollers. At 85, spellcasting druids and shamans will share loot. These, to me, aren't reasons to toss out your entire loot system.
If you are thinking about changing your system for other reasons, I would recommend waiting until the Ruby Sanctum is released, most likely later this month. Use the proposed loot system there as a trial run, and only expand it to ICC and beyond if your officers and other guild members want to move ahead with it.
You will certainly have to address the reforging issue eventually. It can wait for now, but officers should start thinking about how they intend to address this issue before their guilds dive into WoW's 11th raiding tier.
A loot system is an extension of your guild's culture and personality. For Vinter's guild, rolling might be the best practice and it might not. Rolling has the advantage of being simple to understand and implement. It has the disadvantage of causing drama when a player feels like he or she "deserves" an item more, or when a player hits a lucky or unlucky streak (but loot caps can often circumvent this issue).
Some guilds may find that a more formal system suits them better. Some guilds simply can't imagine dealing with a loot system that isn't based on points in some way, and that's all right. Point-based systems have the option of ignoring reforging if they so choose. Officers can say, "You paid for it -- do what you have to."
The bottom line about loot systems is this: Are your players generally happy with the results of your system and do your officers have enough time and support in order to maintain the system? If you can answer "yes" to both questions, then you should consider your system a success. If not, then it may be time to make some adjustments.
As for loot-system addons, yes, they do exist. In fact, I'm not sure if it's even possible to use EPGP without an addon. However, I've never worked with these addons personally, so I'll pass on commenting. I'm sure other officers will be happy to make some recommendations below!
/salute
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 3)
Talarashne Jun 7th 2010 1:10PM
We used to use need/greed mainspec, offspec, blah blah blah. Drama was a regular occurance. What is someone's mainspec, offspec? Dual spec? Alts, mains, is it a hunter weapon a druid weapon, rogue leather, priest cloth. blah blah blah.
We did alot of exploring, and math, and came to terms with the fact that EP/GP was an extremely fair system with people gaining gear at a rate equivalent to the amount the raid (important in our guild that is a casual raiding guild, with no set teams or attendance requirements).
You CAN do it without addons, but that's just a headache. We use EP/GP and EP/GP Lootmaster to help distribute loot faster. All the EP and GP is assigned automatically, Looting is fast and efficient and assigns the GP for looted items thanks to Lootmaster. More importantly there has been zero loot drama in our guild since the transition.
I'd recommend using it for ANY guild that raids regularly and wants to have fair loot distribution for new raiders, regular raiders, casual raiders, and a mix of everything else. I've run under numerous other systems in the past and EPGP is simply the best.
Malchome Jun 7th 2010 1:15PM
Suicide Kings or EPGP are really the best all around loot systems without going into a bunch of exceptions.
EPGP is available in an addon format and they seem to work well.
Suicide Kings can have multiple suicide lists so you could have one for each tier of gear and content or 1 master list for general non tier gear and 1 for each of the tiers.
SK is simple in concept and the complexity is as complex as you want to make it.
taristo Jun 7th 2010 2:23PM
SKG is really very terrible. DO NOT USE IT. also, the creator of it has decided not to update it. so the only SKG addon has been out since naxx and has lots of errors associated with it. It also will not work IN cata.
Finnicks Jun 7th 2010 2:34PM
SKG is not the only Suicide Kings addon...
We use Konfer Suicide Kings (KSK) and it's updated regularly and works great.
taristo Jun 7th 2010 2:55PM
My apologies then. SKG (suicide kings Geo) was teh only Suicide kings that i had experience with. it was completly garbage i am glad to hear that there is a alternate program that works better. I liked the idea behind it, but the program lacked consistancy
Chad Jun 7th 2010 3:23PM
Not sure what stumbling blocks you had Taristo, but SKG works beautifully for our guild. Yes, it has some quirks - they all do - but it's a very fair, equitable system that has served my guild very well. It's kept any loot drama from appearing in my guild, and that alone is worth the price of admission.
I strongly advise SKG (or variants) to anyone wanting a good way of handling loot.
Tai Jun 7th 2010 4:17PM
Our guild has been using KSK since Naxx and we've put up a list for pretty much everything. Those that keep showing up to the raids will slowly work up on the list, including the BiS list, and get what they want. We've had people join that wanted to roll on Byrntroll or DBW and when the top person on the BiS list won it, then started complaining.
taristo Jun 7th 2010 4:54PM
The Issues Include :: Mod causing my game to crash. Lists not changing when loot is passed out. When we tried using 2 lists :: 1 for trophies 1 for loot :: it would only change one list. people updating lists from each other taking 20 minutes.
those are just a few i remember. Like i said i liked the idea guess our version just was not good.
Orestes Jun 7th 2010 5:38PM
We use SKG in my guild, but don't bother with an SK addon in game as we've found addons to be more of a pain in the backside than they're worth. The list is maintained on our private forums and the suicides are handled either through a custom java app our GM built or handled manually if need be. It works out very well for us and the only loot "drama" I can recall in the last 3 years has been over the rare misreading of the list or debate over what constitutes offspec.
Albero Jun 7th 2010 1:16PM
Just curious what loot distribution system you use, Scott.
I find it surprising that the guild leadership columnist doesn't have any experience with loot addons.
Pyromelter Jun 7th 2010 2:28PM
I uprated this comment, and would hope others do too. I also find it surprising Scott hasn't had experience with a loot addon. (However, I wonder if he has delegated that responsibility, that would make a lot of sense. Even still, I'd want to know what loot system he uses for his guild.)
Lissanna Jun 7th 2010 1:17PM
My guild uses EPGP for 25-man loot. The addon makes tracking points really easy, and the UI for it doesn't take that long to set up, since it's all done through addons. The points are awarded during the raids, so that they earn EP for attending, and then are given GP when a master looter goes to give someone the item (that they bid on, using the EPGP menu), it will assign the point value for that item, which is pre-determined in the system. You don't have to do anything after the raids to track points, since the points are actually saved for you as you assign them. For awarding EP during the raid, our master looter person just sets it up to automatically give points at 15 min intervals during the raid. It's not complicated very much at all. The loot ranking is determined by EP divided by GP, to get a PR (which means that new players can actually climb up the PR list pretty fast if they never take loot).
Pyromelter Jun 7th 2010 2:56PM
As I am guildless right now, I use 2 loot systems, one for 10man, one for 25man.
For 10man:
1 Need win, unlimited greed/offspec rolls. You can need on anything you want, but you only get 1 need win. (This is when I'm raid leading. Other people go with the don't be a **** system of /roll, but I find it's better to actually spell it out. The 1 need/unlimited greed system ends up working like suicide kings for the most part.)
For 25man:
GDKP. Gold Raid Manager. It is by far and away the most fair system of loot distribution for a non-guild group, there is absolutely zero unfairness, if you want an item, you pay for it, and if you can't afford stuff, you'll make gold to buy it the next time. On my realm we have seen certain trinkets like Deathbringer's Will and Tiny Abomination in a Jar go for 40, 50k gold. Even if you lose an item, you at least get something back, in the form of gold.
Methuus Jun 7th 2010 1:25PM
One thing to keep in mind is that there is no perfect loot system.
For absolutely every loot system you'll find some guilds where the system has worked flawlessly and some guilds where that system has caused horrible drama and tore the guild apart. And every point in between.
Of course, the reason this is true is because you're dealing with human beings.
So how you manage the people in your guild is much more important to smooth loot distribution than the system you use. But, of course, that's the much harder part.
Lars Petersson Jun 7th 2010 1:43PM
"One thing to keep in mind is that there is no perfect loot system. "
^^ This is the truth...
Where Talarashne had drama due to /roll in my guild it works fine.
We have some fairly simplle rules for the /roll system:
The spec you're using in the raid before another spec regardless of what you consider to be your mainspec (i.e. if you're shadow/holy and you're there as holy you don't get to do main rolls on DPS gear).
correct Armour class before a lower one. I.e. Pallies roll on plate and only if none of the shammies want a mail drop do they get to roll on it.
Hit Rating = DPS, Mana Regen = Healer
We have so far not had any loot drama due to people being upset about loot distribution.
But again, what works for us may not work for everyone.
Talarashne Jun 7th 2010 2:08PM
We had a number of issues with just simple /roll systems. One is that if we needed to have someone who normally was say a Holy Paladin to run as DPS for a raid, that they'd want to roll on Holy gear that drops. If we said 'current spec only' people would be more difficult to get them to change specs (or back in the day actually go spend 50 gold to repsec for the night). It would be especially bad if that player needed one or two really rare drops, and it would drop.
Another issue was that /roll can be fair for a night, but it can be brutally unfair over time. One night of RNG is fair. Everyone gets a shot, you roll and win, or you don't. However when you are gearing up a 25 man raid some people are going to win more than others. We'd have people walking away from raids with one or two new pieces of gear a raid night, and other people who because of bad rolling would win nothing. For weeks. We'd have people raiding for 4-5 weeks, winning nothing, while other players have their characters much better geared, and then have a new raider come in to the group and suddenly start winning items over that person. It would be frustrating for the players this happened to, and either drama would brew up or people would simply quit raiding, or the game. We'd have people with multiple geared alts playing with people who were struggling with the RNG over weeks to get any kind of drop.
We settled on EP/GP because after doing extensive hypothetical math test runs of it, we determined that basically no matter what a person's gear drops would be equivalent to how much they raided. If they got 10 points of gear for 10 minutes of raiding, then someone who raided 100 minutes would have on average 100 points of gear, and someone raiding 1000 minutes would have aon average 1000 points of gear, etc. It would be fair to the casual raiders, the first night raiders (often winning things and being in shock because of it), the long time raiders, etc.
It took that fairness of a single night's raiding and 'roll's and put it in a system that made it fair over time per the player.
Certainly not for every guild, but if you're a casual guild with a wide variety of players it makes things incredibly fair over time in a way that /roll never can.
Deathknighty Jun 7th 2010 1:29PM
I believe you may be mistaken in regards to the reforging. If I remember correctly, the stat will not be halved, instead, only half of the original stat can be converted. eg:
100 haste>50 haste + 50 mastery
NOT
100 haste>50 mastery
Could be wrong, but I'm prettty sure that's how it'll work.
Guruda Jun 7th 2010 1:40PM
Gah, you beat me to it :P
Fierna Jun 7th 2010 6:09PM
Yep this is how I understood it, the ilevel will not change.
icepyro Jun 7th 2010 7:27PM
Not only that, but desirable stats will be on appropriate armor, e.g. strength on plate and not on leather. On top of this, you can't use the points to bolster an existing stat (you can't change crit to strength if strength is already on the item).
Reforging sounds like it will be more for wanting to get more or less stats that can effectively cap (e.g. hit and defense) without gems and enchants and trading that for other misc stats. So that person with over 400 hit without any hit gems or enchants can trade those points for haste or crit. My shammy has 82 points of hit taken up in gems and enchants to reach cap and would sure like to give up some mp5 or especially spirit so those gems can be something else.
With the complete elimination of some stats, the reworking on remaining stats, and these limitations on reforging, I doubt there will be little question as to what is better than what and what classes will desire most pieces without bringing reforging into the equation at all.