First off, I don’t want to give the impression that I’m criticizing your performance in M4. This is just my rationale behind why M4 drop rates suck or aren’t as good as they should be. I agree that they should be better, but not because it’s M4.
As I play through M4, I’ve realized that it’s not much more difficult than M3. For me, M4 is the equivalent of M3 with 2-3 negative modifiers affecting your damage. Those penalties are baked into the shield/armor/health increases. The trade off is that M4 enemies don’t hit very hard, because there are less modifiers that can enhance their damage.
When a player is properly geared with the right parts and anointments, he/she should be able to play M3 with negative modifiers (those that affect your damage) with ease, and by extension, M4. It’s just that M3’s difficulty varies a lot and players have this assumption that they should be able to handle M4 because they can handle M3. But M4 doesn’t have any safety nets to boost their damage.
M4 drop rates are technically better than M3’s, but here’s the problem. Drop rates over the course of the game’s release have been nerfed repeatedly, but they’ll keep adding new items and anointments to the loot pool. So, making the M4’s drop rates slightly better than M3’s already meager drop rates, while diluting them even further, does nothing to meet players’ expectations.
In short, anointed legendaries and new legendary COMs (not by a whole lot) drop rates need to be increased across the board to account for variety (COM skill configurations, COM stats, anointments, weapon parts, elements, etc…). The only drop rates that I find reasonable in M4 are vanilla legendary COMs and artifacts. Everything else feels like a test of patience.