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1. WoW Dragonflight: Will we get the loot master back?Next page1.1. How to bring back the loot master in WoW?Page2.WoW Dragonflight: Return to the loot master is a technical hurdle2.1. For the developers, it is indeed a technical hurdlePage3. Image gallery for "WoW: Dragonflight: Return to the loot master? Unfortunately a technical hurdle"

Since the Battle for Azeroth expansion, World of Warcraft has completely moved away from the loot system of the

loot master.

The loot master could previously be applied in guild groups (at least 80 percent of players are from a guild) and a selected loot master could distribute loot to players from the boss' corpse.

This happened via the dice system, most guilds use addons, in the very early days you collected DKP (Dragon Kill Points). This outdated system, which could also be used for a lot of shenanigans, has been replaced by Personal-Loot. Personal-Loot drops guaranteed loot for classes in the raid and assigns the item directly to the player. But even this system isn't perfect and sometimes has strange rules for passing on loot

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However, organized guilds in particular would like to see the loot master return for easier loot allocation. Twitch streamer Asmongold asked Game Director Ion Hazzikostas about the status of a possible return to the loot master system, and he gave his usual detailed answer.

How do you plan to bring back the loot master in WoW?

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Ion Hazzikostas: "What if I told you...? I want to bring back Lootmaster, and the team wants that too

? That's something we've thought about a lot in the last year, in the last year and a half. We've looked at where we and the community have disagreed over the years and reevaluated some of our thinking.

Loot is a touchy subject. In Legion, we had personal loot and group loot in parallel, and maintaining two versions of loot in terms of data structure, user interface, code ... was a mess

. That was something we wanted to get rid of for a number of reasons, and when we looked at group loot, we saw a number of problems with that structure that we had built, and we thought, "Let's tear it down, let's lay a new foundation, let's build a new system that's entirely personal," and over the last couple of years we've been tweaking it and refining it and adding rules and exceptions, but there are a lot of problems with it.

The clarity of what's tradable is pretty bad, the feeling of "Hey, an item just dropped and it's technically an item level upgrade, but I'm not going to use it and I can't give it to my friends" - that feels pretty bad. We certainly haven't solved the degenerate behavior of guilds in Race to World First, if anything it's gotten worse with all the cross-server stuff and buyers.

So yes, we're taking a hard look at where we want to end up in the future. The challenge is that we've spent six years building a new foundation, so it's not something where you can just flip a switch and say, "All right, everything works the way it used to," but I think there's a lot to be said for keeping personal loot in some areas, like in the outdoor world, trash in dungeons and raids

, I don't think anybody needs group loot there.

But the basic experience of killing a raid boss, finding four things on the corpse and having to figure out what you want to do with those four things - that's something we'd like to go back to. I can't promise that all the work that's required to do that can be done in the next few months, but in the long run, that's what we're aiming for."

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