"As things stand, it is extremely time-consuming to get the weapon and trait one desires of a set from group dungeons. The chances of someone getting the right weapon and trait from any given dungeon run is something like 1 in 294, which is pretty awful odds. Someone wanting a specific weapon (say, a precise Sactuary resto staff or a sharpened Burning Spellweave flame staff) will, on average, have to run the item's respective dungeon around three hundred times to get what they want.
In contrast to the new overworld sets, which can be bought from guild stores if one is having no luck farming them, these weapons are essentially inaccessible to players without a couple hundred hours to dedicate to brainless farming (and, for most dungeons, you'll probably want three other people doing the same thing). While armor pieces drop from any boss in the dungeon, making them reasonably easy to get, the fact that weapons only drop from the final boss puts these weapons behind an unnecessary grind wall."
With the homestead patch Maelstrom weapon drops will be adjusted more evenly but in dungeons you not only have this same old system in place but it's split across 3 sets and jewelry. They only drop from the last boss and chests but forget about those since most chests are "simple" and thus don't contain any set items. I don't have any fancy statistics but similar to vMA the drop rates are: bows -> jewelry -> more bows -> unique boss drops, resto, shield. Clearly something needs to be done about dungeon drop distribution.
It's nearly hopeless to get the right type of weapon let alone in the correct trait and while you continuously run the same dungeon over and over again you have to pay attention to low lvl players, not rush too much, take care of their quest, etc... or you don't and sabotage everyones dungeon experience. It's not only a huge waste of time but makes people even less tolerant and toxic towards new players who slow them down. ESO has the unique ability to disabling players to have good gear. Not only is there a learning curve to figure out what makes gear good but the accessibility... Armor research takes years and the RNG is abysmal. To say it's frustrating is putting it very mildly.