This was originally a reply but I decided this needs it own thread. EQ2's loot RNG for loot is terrible. I've seen heroic myths drop more often, in my groups not the global message to be sure, than fabled items I am purposely shooting for from heroic zones. I am falling backwards onto myths while I can't even see, not win, SEE the fabled items i am gunning for drop. I spend more time raiding than grouping and I have seen more myths drop than tank ears off virtuoso that we have been killing since last year. I ran a group DOMINATING contested ossuary names for 4 hours the other day with only a lesser heal focus drop to show for it. These are just RECENT examples. This is unique to EQ2 in my experience, other games yeah sometimes the thing you want doesn't drop right away, but it doesn't take 10 or more runs to even confirm it exists by dropping. Why should I continue to spend time doing these things? For some sliver of hope the RNG won't be complete garbage at least once? Something really needs to be done to either offset these occurrences like merchants selling the loot if you have the kill achievement and tons of currency, or maybe special currency from that specific mob that lets you purchase items from his lot table. Maybe something to normalize loot drops right down to the player, not just making sure it drops the amount its supposed to 'game wide'. If everyone in the group has ran a zone plenty of times but seen an item with 25% chance only drop once, its drop chance is increased until it approaches close to 25% rate averaged out across the group members (apply to raids as well). There are numerous other ways it could be helped and only a few ways to make it wore but that just shows how much of a problem this is. More loot patterns, loot dropping in individual chests instead of shared, quests that get you the item you want, transmuting loot you don't want into special currency to buy stuff you do want. The list of possible solutions goes on. Whatever method is chosen to improve the situation needs to be in DAY ONE of content release, not 4-6 months in. Yes I know the difference between drop rate and drop chance and how they play out mathematically. The point is in practice the drop rate is supposed to be close to the drop chance, ideally down to the individual character. This isn't a casino where if by the end of the day the overall numbers line up so everything is fine. If each player doesn't see the relatively same rate they are getting a completely different experience of the video game based off chance. That's insane. Not wanting to control the player experience as much as possible to help ensure quality is insane to me. "hey lets make the chances of the player having a good time a gamble" this is not a good idea. The RNG is not fun. Its not interesting. Its not cute. Its not a special quirk EQ2 has that makes it unique. Its not 'cool' when you have dry spells and sudden streaks of loot. Its frustrating and maddening and I know for fact I'm not the only one that feels this way because every time it comes up all new people chime in about how its terrible. And its not 'sour grapes' over not getting loot, people can recognize relatively large differences in occurrences. You don't need to be a genius to see one thing happens a lot and a second thing happens a little when compared to each other. When I run a zone 15 times not seeing the supposedly, relatively common item i want even drop it makes me want to to quit running heroics outright.