WoW: Forever includes a form of bad luck protection for quest items collected while grouped, World of Warcraft Classic developer Josh Greenfield said in a post on X reported by Wowhead.
Greenfield, who goes by Aggrend, said the drop rules themselves are unchanged. What the team added instead is back-end functionality that distributes quest items among grouped players more predictably.
In the interest of our Pro-social approach, we added a bit of under the hood functionality to quests to more predictably round-robin quest items to people who are grouped.
In WoW Classic, quest items dropped by mobs are not shared across a group and do not drop consistently, which can leave one player far behind on a collection objective while the rest of the group finishes. Greenfield described that gap as a reason players avoid grouping for those quests at all.
He gave the example of a group killing furbolgs in which one player ends up with eight of the ten drops they need and another with one, and said the awkwardness that follows — the player left behind telling the rest of the group to move on — is what the change is meant to relieve. The intended result, in his words, is a collection quest that feels "less feast or famine," with the group killing faster than a solo player would.
The new behavior is not strict round-robin distribution. Greenfield said randomness remains, and the system works more like bad luck protection that engages when a player has gone without a drop while others pull ahead. He also said the team is still dialing it in.
Greenfield framed the change as a small adjustment rather than a departure from the original design, saying the grind on collection quests is part of what the server is preserving and that groups should simply kill mobs faster. He tied it to WoW: Forever's Recent Allies feature, which he said makes players likelier to run into the same people across later sessions.









