Don't you have your own little story to tell about the drop history on certain bosses? Since Ragnaros we wait for an end boss to drop a weapon on a first kill. In case of Ragnaros (who cares btw) we had 1 weapon drop over all kills). Oh well.
Last night Lady Vashj died and of course the loot was considered the worst possible, again. Worst? I try to understand why Blizzard puts a trinket like Prism of Inner Calm on an end boss. That's why I post here. For some reason items which don't show exact digits or numbers are considered useless (to my guild members anyways). To some extend I can understand this. It is abstract and not easy to argue without some comparison.
What does: "Equip: Reduces the threat from your harmful critical strikes." mean? Don't misunderstand me, I understand the meaning, but are there any values any numbers out in the wild that state the "usefulness" of this trinket?
You might know the discussions you have with certain players who obviously never have any aggro problems when items like this drop. Same with Fetish of the Sand Reaver back the days of AQ40. In the end this trinket went to dust. It might be because of our loot distribution system, but I'd like to leave that out for the discussion. Loot has always been a stalling factor of our progress and will most likely remain one. How do you (try to) solve sharding-problems on items like that?
We just give the junk away for free. It's really that simple. Especially with an item like Prism of Inner Calm, which no one really knows how useful it will be, but someone might as well loot it. Giving loot away for free is covered pretty well in: Raid Sizes and The Future of WoW Raiding.
While this complaint is as old as MMOs themselves, I do agree that the outliers need to get toned down some. Loot disparity in a loot table I am *all* for but never should a tier X boss drop something innately inferior to a green you would shard without though.
As a somewhat aside, I will say only this: Blizzard threw out the whole concept of "threat" ages ago, except on trash where lazy tanks get the best dps killed and for some classes that are threat limited by an add-on that is not even officially sanctioned. I've been around these sorts of games for a long damn time now and I've never, ever seen a threat limitation work well. EQ did it best I guess but in EQ threat production was known extremely well for tank C with gear X on mob T. That was a boring system in many ways but at least it worked to make threat a manageable factor. When there are too many variables and you must always plan for the worst case, it falls apart without KTM or some other kludge.