Jump to content
FORUMS
Sign in to follow this  
Odinn

Dev Watercooler - Itemization in 6.2

Recommended Posts

12324-dev-watercooler-itemization-in-62.

 

The WoW Systems Design Team has posted an update regarding how itemization will work in Patch 6.2 for raid rewards. The broad goals are to improve the Personal Loot system, broaden the range of secondary stat allocations, and for more complex bosses deeper in raid instances to reward progressively more powerful items.

 

The complete post is embedded below, but the highlights are as follows:

 

Personal Loot

 

- Personal Loot will now calculate how many raid members receive drops on a group-wide, rather than individual, basis. Groups will receive a more predictable amount of drops, and set items will now reliably drop in Personal Loot.

 

- Personal Loot's overall rate of reward has been increased to offset the inability to redistribute it.

 

- The Personal Loot UI has been overhauled so that party and raid members will see your loot rewards.

 

- All of these improvements are coming to Hellfire Citadel, as well as all Draenor dungeons (including the new Mythic dungeons).

 

Secondary Stats

 

- A 'wider range' of secondary stat values will exist on Hellfire Citadel Loot, to help make items stronger for individual classes/specs and curb the 'just equip the highest Item Level item' mentality.

 

Item Level Revamp

 

- The Item Level of drops from bosses increases as players progress deeper into the zone (Hellfire Citadel).

 

 

 

Original post:

 

In World of Warcraft Patch 6.2, we’re making some changes to our Raid itemization with the goal of improving the Personal Loot experience, creating more interesting distinctions among items, and providing rewards that more closely reflect the challenge players face to earn them.

 

Personal Loot Improvements

 

The Personal Loot system offers several advantages to certain group types, but there are still several areas where we think we can make improvements. Our goals with Personal Loot going forward are threefold:

  • Make Personal Loot more consistent and rewarding.
  • Bring Personal Loot up to be competitive with Group Loot, so players who prefer Personal Loot receive rewards comparable to those you get from groups using Master Loot or Need/Greed.
  • Celebrate rewarding Personal Loot within the group in a way that captures the excitement of receiving rewards in Group Loot.

First, rather than treating loot chances independently for each player—sometimes yielding only one or even zero items for a group—we’ll use a system similar to Group Loot to determine how many items a boss will award based on eligible group size. As a result, groups will receive a much more predictable number of drops when they defeat a boss. In addition, set items will reliably drop in Personal Loot, just like they do in Group Loot today. The end result is that groups using Personal Loot will acquire their 2- and 4-piece set bonuses at around the same time as groups using Group Loot acquire theirs.

 

We’re also increasing the overall rate of reward for Personal Loot, giving players more items overall to offset the fact that Personal Loot rewards can’t be distributed among group members. We know that finding that one awesome specific trinket to round out your gear set can be difficult with Personal Loot, and this should help increase your odds.

 

Finally, the most visible change is the new Personal Loot UI. Part of the fun of raiding is progressing and improving as a group, not just as an individual. The previous Personal Loot system celebrated your own rewards, but would bury what your groupmates received in the chat log. However, the moment when your friend finally wins that long sought-after sword can be just as important to you as that moment you won your boots—and we wanted the game to help you celebrate it, too. Now when you loot an item, everyone in your group will see what you won!

 

These Personal Loot improvements aren’t limited to Hellfire Citadel—we’re updating all of our Draenor dungeons, including Mythic dungeons, to use the same system.

 

A8HKMLAR539N1431974483607.jpg
Loot distribution underway here

 

Secondary Stats

 

In the early days of World of Warcraft, Raid bosses didn’t have that many items to drop—there were only 150 items in all of Molten Core, and more than half of those were set items. This small amount of total gear in a Raid meant there might only have been one or two items per slot in an entire tier that were appropriate for your class—and if you were a Hunter or a Shaman in a place like Molten Core, that meant your only option for a belt in the entire Raid zone was your class set piece. On top of that, if an item wasn’t class restricted, it was shared between many other specializations with wildly different ideas of which stats were good or bad. When very few items were available to fill any given slot, the desire to make sure they were useful for many specs led us to keep from straying too far from a 50/50 split on secondary stats. 

 

...we’ve decided to shake things up with how secondary stats appear on Raid loot in this patch.

 

As the game has evolved, we’ve increased the number of items that bosses drop per kill, as well as the variety of items they drop. We’ve made secondary stats more competitive with one another, and we’ve reduced the frequency of oddball items that were only useful to a few classes. This made more items useful to more people, but eroded the distinction and sense of identity that items held in the past. Too rare became the situation where you knew for sure that this drop was your awesome piece of equipment, and that feeling of finding a truly special item came less often than we would have liked.

 

To help bolster that sense of excitement, we’ve decided to shake things up when it comes to how secondary stats appear on Raid loot in this patch. Inside Hellfire Citadel, you’ll see a wider range of high and low secondary stat values on items than you have in a long time. Alongside some tuning adjustments that should ensure your attuned stats are the right choice, this change should also make it easier for you to identify which items are good for you in a more interesting way than just “equip the highest Item Level.” Our goal is to help make Hellfire Citadel Raid items more distinct and meaningful to you, and we hope you’ll let us know how things feel once you start collecting your new gear.

 

Item Level Ramp

 

As this expansion has progressed, it’s become increasingly apparent that there is a mismatch between challenge and reward for guilds that delve deep into large Raid zones. When the Item Level for rewards across a given difficulty of a zone is flat, a caster staff from Heroic Imperator Mar’gok is largely equal in power to one from Heroic Tectus, despite Mar’gok being the far more challenging boss. We often see and hear about guilds killing a late-zone boss like Blast Furnace for the first time, only to disenchant most of the drops because everyone already has loot from earlier bosses in those slots. On top of that, many guilds move on to higher difficulties before they fully complete a difficulty, because Heroic Darmac loot is stronger than Normal Blackhand loot—and you can get it for much less effort.

 

To address this, we are structuring Hellfire Citadel so that the Item Level of the loot awarded by bosses increases as players proceed deeper into the zone, culminating in Archimonde—providing both the ultimate challenge and the ultimate reward.

 

... it feels good to get higher-level items as you progress through a zone.

 

We’re doing this for a few reasons. First, it feels good to get higher-level items as you progress through a zone. One of the more prominent pieces of feedback we got about Blackrock Foundry was that it felt unrewarding for challenging bosses like Iron Maidens to drop loot that was just as good as—or possibly worse than—Gruul’s.

 

This also breaks up where your best items are in a good way. The power of the items that you can get in a particular slot will differ based on how far through the zone you are. The best boots for you will likely be different if you are on Normal Gorefiend than they would be if you’re on Heroic Mannoroth, which would be different than if you’re on Mythic Iron Reaver, and so on.

 

 

We can’t overstate how much we appreciate your feedback on topics like this, especially when you’ve taken the time to join us on the Patch 6.2 PTR and experienced the changes for yourself. As always, everyone’s encouraged to join us and other testers in the 6.2 PTR Discussion forum as we prepare to unleash Hellfire.

 

Thoughts on these changes? Let us know in the comments.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      The "elevator boss" running gag got a lot more serious in Revendreth, at least with War Mode on, as there have been some existential fights happening over there for a while now. There's also a lot of mystery surrounding how they actually work, as the "mechanism" that seems to power them might just be a cover.
      Pavle decided to take possession of one of Revendreth's elevators and charge a fee to use it, the fee being your life.
      That poor, poor paladin! This isn't anything new, of, course, as players have been using the elevators for some damn good PvP since launch!
      But it's not just the players and their PvP antics that are troublesome, as the elevators themselves, like all of Revendreth, just don't seem quite... right.
      Meanwhile the LITERAL elevator boss is probably just standing there shaking his head at all the carnage and malfunctions:
    • By Starym
      We have another intrepid traveler deciding to boycott the flight masters and make their own way across the Shadowlands!
      We already know all the Shadowlands realms are actually on 1 connected map, and we've even seen low level characters glide into the Maw from Ardenweald, but that was a strictly downward trajectory! This time we're going up, to the very top of Oribos, and we're using fairy dust to do it! Hezerd went VERY far up in the weald and then proceeded to Demon Hunter glide/Fel Rush/goblin glide over into the Arbiter's room in Oribos!
      Source.
    • By Stan
      It's possible to grab all Torghast Legendary Power recipes from Twisting Corridors, and there's no need to wait for the individual wings to become available each week.
      If you run Twisting Corridors, you will randomly get 1 out of the 6 Torghast wings, so if you queue up for Layer 3+ and zone into the wing you need, all you need to complete is the first 6 floors to get the Legendary Power you want.
      If you do not get the wing where the desired Legendary Power drops the first time, you can zone in and out until you get the one you need.
      Example
      As a Frost Mage, I want Slick Ice, which drops in Mort'regar, so I zone in and out of Twisting Corridors until I receive Mort'regar and finish the first 6 floors to get the Legendary Power recipe.
      We are listing all Legendary Powers that come from Torghast's 6 wings below. You can find more details about crafting Legendary items in our Runecarving guide.
      Coldheart Interstitia
      Frost Death Knight: Absolute Zero (Neck/Wrist) - Frostwyrm's Fury has 50% reduced cooldown and Freezes all enemies hit for 3 sec. Guardian Druid: Ursoc's Fury Remembered (Back/Legs) - In Bear Form, Thrash has a 15% chance to trigger an additional Thrash. Thrash grants you an absorb shield for 75% of all damage it deals. Frost Mage: Glacial Fragments (Back/Legs) - Ice Lance has a 20% chance to explode into shards of ice when it hits a target, dealing [ 40% of Spell Power ] Frost damage to up to 5 enemies near your target. This chance is increased to 100% if your target is standing in a Blizzard. Brewmaster Monk: Charred Passions (Back/Feet) - Your Breath of Fire ignites your right leg in flame for 8 sec, causing your Blackout Kick and Spinning Crane Kick to deal 100% additional damage as Fire damage and refresh the duration of your Breath of Fire on the target. Holy Paladin: Shock Barrier (Legs/Feet) - Holy Shock protects the target with a shield of Holy Light for 18 sec, absorbing damage equal to 20% of the Holy Shock every 6 sec. Can protect up to 5 targets. Assassination Rogue: Zoldyck Insignia (Legs/Feet) - Your Poisons and Bleeds deal 30% increased damage to targets below 30% health. Enhancement Shaman: Legacy of the Frost Witch (Neck/Wrist) - Consuming 5 stacks of Maelstrom Weapon will reset the cooldown of Stormstrike and cause your next Stormstrike to deal 15% increased damage. Affliction Warlock: Perpetual Agony of Azj'Aqir (Chest/Finger) - Agony has a 20% increased chance to generate a Soul Shard. Protection Warrior: Unbreakable Will (Chest/Finger) - Shield Wall also grants 50% of its effect to all party members. Fracture Chambers
      Unholy Death Knight: Reanimated Shambler (Waist/Legs) - Your attacks have a chance to summon a Super Zombie that shambles forward and explodes, dealing [ 150% of Attack Power ] Shadow damage and applying a Festering Wound to 8 nearby enemies. Havoc Demon Hunter: Darker Nature (Shoulder/Feet) - Enemies slain within 4 sec of taking damage from Eye Beam have a 25% chance to convert their Soul Fragment into a Demon Soul Fragment. Guardian Druid: Legacy of the Sleeper (Waist/Feet) - Berskerk in Bear Form/Incarnation: Guardian of Ursoc grants 25% increased damage, 15% Leech, and immunity to effects that cause loss of control of your character. Its cooldown is reduced by 30 sec. Survival Hunter: Latent Poison Injectors (Head/Hands) - Serpent Sting's damage applies Latent Poison to the target, stacking up to 10 times. Raptor Strike/Mongoose Bite consumes all stacks of Latent Poison, dealing [ 18% of Attack Power ] Nature damage to the target per stack consumed. Mistweaver Monk: Yu'lon's Whisper (Shoulder/Finger) - Activating Thunder Focus Tea causes you to exhale the breath of Yu'lon, healing up to 6 allies within 15 yards for [ 180% of Spell Power ] over 2 sec. Protection Paladin: Holy Avenger's Engraved Sigil (Head/Waist) - Your Avenger's Shield has a 35% chance to have its cooldown instantly reset when used. Shadow Priest: Painbreaker Psalm (Back/Chest) - Shadow Word: Death consumes 8 sec of Shadow Word: Pain and Vampiric Touch, instantly dealing that damage to the target and generating up to 20 Insanity. Rogue: Deathly Shadows (Waist/Legs) - Vanish grants 5 combo points and increases all damage dealt by 15% for 12 sec. Elemental Shaman: Elemental Equilibrium (Legs/Feet) - Dealing direct Fire, Frost, and Nature damage within 10 sec will increase all damage dealt by 15% for 10 sec. This can only occur once every 30 sec. Demonology Warlock: Forces of the Horned Nightmare (Shoulder/Finger) - Hand of Gul'dan has a 15% chance to cast a second time on your target for free. Mort'regar
      Blood Death Knight: Bryndaor's Might (Back/Feet) - Death Strike refunds 15% of Runic Power spent if it heals you for more than 10% of your maximum health. Restoration Druid: Vision of Unending Growth (Head/Feet) - Rejuvenation healing has a 2.5% chance to create a new Rejuvenation on a nearby target. Survival Hunter: Butcher's Bone Fragments (Back/Chest) - Raptor Strike/Mongoose Bite increases the damage of your next Butchery/Carve by 20%, stacking up to 6 times. Frost Mage: Slick Ice (Waist/Legs) - While Icy Veins is active, each Frostbolt you cast reduces the cast time of Frostbolt by 2% and increases its damage by 2%, stacking up to 10 times. Brewmaster Monk: Shaohao's Might (Chest/Finger) - Tiger Palm has a 10% chance to deal 250% of normal damage and reduce the remaining cooldown of your Brews by 1 additional sec. Protection Paladin: Reign of Endless Kings (Wrist/Hands) - When you drop below 20% health, you become infused with Guardian of the Ancient Kings for 4 sec. This cannot occur again for 45 sec. Discipline Priest: Kiss of Death (Legs/Feet) - Reduces Shadow Word: Death's cooldown by 8 sec and causes its damage to trigger Atonement when used on targets below 20% health. Assassination Rogue: Doomblade (Shoulder/Hands) - Mutilate deals an additional 30% Bleed damage over 8 sec. Envenom damage increased by 5% for each Bleed you have on the target. Enhancement Shaman: Witch Doctor's Wolf Bones (Shoulder/Finger) - Increases the chance to gain a stack of Maelstrom Weapon by 3%, and whenever you gain a stack of Maelstrom Weapon, the cooldown of Feral Spirits is reduced by 2.0 sec. Fury Warrior: Deathmaker (Back/Legs) - Rampage has a 30% chance to apply the Siegebreaker effect to your target for 6 sec. Skoldus Halls
      Frost Death Knight: Rage of the Frozen Champion (Wrist/Hands) - Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active. Vengeance Demon Hunter: Spirit of the Darkness Flame (Head/Neck) - Your Fiery Brand now heals you for 100% of its initial damage done, and each enemy hit by your Sigil of Flame increases the instant damage of your next Fiery Brand by 15%, stacking up to 15 times. Balance Druid: Balance of All Things (Legs/Feet) - Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 50%, decreasing by 10% every 1 sec. Beast Mastery Hunter: Dire Command (Chest/Finger) - Kill Command has a 20% chance to also summon a Dire Beast to attack your target. Arcane Mage: Arcane Bombardment (Back/Feet) - Arcane Barrage deals an additional 130% damage against targets below 35% health. Mistweaver Monk: Clouded Focus (Neck/Wrist) - Healing with Enveloping Mists or Vivify while channeling Soothing Mists increases their healing done by 15% and reduces their mana cost by 15%. Stacks up to 3 times. When your Soothing Mists channel ends, this effect is cancelled. Subtlety Rogue: Akaari's Soul Fragment (Head/Hands) - After using Shadowstrike or Cheap Shot, your target suffers a Shadowstrike from the shadows 2 sec later, at 25% effectiveness. Restoration Shaman: Jonat's Natural Focus (Waist/Legs) - Healing Wave and Healing Surge increase the healing done by your next Chain Heal by 10%, stacking up to 5 times. Affliction Warlock: Sacrolash's Dark Strike (Legs/Feet) - Corruption damage is increased by 15%, and any target affected by your Corruption also has their movement speed slowed by 50%. Arms Warrior: Enduring Blow (Head/Waist) - Your Mortal Strike has a 15% chance to apply the Colossus Smash effect to your target for 5 sec. The Upper Reaches
      Blood Death Knight: Vampiric Aura (Chest/Finger) - Your Vampiric Blood ability also affects all party members for 50% of the effect it has on you. Feral Druid: Apex Predator's Craving (Shoulder/Waist) - Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage. Marksmanship Hunter: Secrets of the Unblinking Vigil (Wrist/Hands) - When you gain the Trick Shots effect, you have a 50% chance to refund a charge of Aimed Shot, and cause your next Aimed Shot to not consume any Focus. Mage: Temporal Warp (Chest/Finger) - While you have Temporal Displacement or other similar effects, you may use Time Warp to grant yourself 30% Haste for 40 sec. Holy Paladin: Relentless Inquisitor (Back/Legs) - Spending Holy Power grants you 1% haste per finisher for 12 sec, stacking up to 5 times. Shadow Priest: Talbadar's Stratagem (Waist/Legs) - While you have Shadow Word: Pain, Devouring Plague, and Vampiric Touch active on the same target, your Mind Blast deals 60% more damage. Demonology Warlock: Grim Inquisitor's Dread Calling (Neck/Wrist) - Each Soul Shard spent on Hand of Gul'dan increases the damage of your next Call Dreadstalkers by 3%. Protection Warrior: Reprisal (Legs/Feet) - The first attack you intercept with Intervene grants you Ignore Pain, and makes your next Revenge cost no Rage and deal 200% more damage. The Soulforges
      Vengeance Demon Hunter: Fiery Soul (Wrist/Hands) - Each Soul Fragment consumed by Soul Cleave reduces the cooldown of Fiery Brand by 2 sec. Feral Druid: Eye of Fearful Symmetry (Head/Hands) - Tiger's Fury causes your next 2 finishing moves to restore 2 combo points. Beast Mastery Hunter: Flamewaker's Cobra Sting (Legs/Feet) - Cobra Shot has a 25% chance to make your next Kill Command consume no Focus. Fire Mage: Molten Skyfall (Neck/Wrist) - Damaging an enemy with 25 Fireballs or Pyroblasts causes your next Fireball to call down a Meteor on your target. Hitting an enemy player counts as double. Windwalker Monk: Jade Ignition (Back/Legs) - Whenever you deal damage to a target with Fists of Fury, you gain a stack of Chi Energy up to a maximum of 30 stacks. Using Spinning Crane Kick will cause the energy to detonate in a Chi Explosion, dealing [ 65% of Attack Power ] damage to all enemies within 8 yards. The damage is increased by 5% for each stack of Chi Energy. Holy Paladin: Inflorescence of the Sunwell (Back/Feet) - Infusion of Light has 1 additional charge and its effects are increased by 20%. Discipline Priest: The Penitent One (Back/Feet) - Power Word: Radiance has a 60% chance to cause your next Penance to be free and fire 3 extra bolts. Outlaw Rogue: Concealed Blunderbuss (Wrist/Hands) - When Sinister Strike hits an additional time, there is a 40% chance that your next Pistol Shot will fire 2 additional times. Restoration Shaman: Primal Tide Core (Head/Hands) - Every 4 casts of Riptide also applies Riptide to another friendly target near your Riptide target. Destruction Warlock: Odr, Shawl of the Ymirjar (Waist/Legs) - Enemies marked by your Havoc take 25% increased damage from your single target spells. Arms Warrior: Battlelord (Neck/Wrist) - Your Slam has a 40% chance to reset the cooldown of Mortal Strike and reduce the Rage cost of your next Mortal Strike by 12.
    • By Stan
      We are looking at the most popular tanks and healers for Mythic+ in the sixth week of Season 1!
      We also looked at the most popular DPS for Mythic+ earlier this week.
       
      Data Reliability
      The data used in this article comes from benched.me. Reddit user OtherwiseUniversity7 plotted all keys available from the Blizzard API (excluding the CN region) on a single ridge plot to make this happen.
      This Week's Affixes
      We've seen multiple +23 attempts this week, but none have been completed in time. The following affixes are active:
      Tyrannical Raging Explosive Prideful Total Runs Recorded
      Here we have the total runs recorded for each tank and healer specialization after 6 weeks of Mythic Season 1. Based on the data, we filter out the most popular tanks and healers in Mythic+.

      Most Popular Tanks for Mythic+
      Vengeance Demon Hunters remain the most popular tanks for Mythic+ with +280K new runs in the week. Protection Paladins occupy second place with +189K runs. Brewmaster Monks are third with +100K runs. The least popular tanks are Protection Warriors.
      1st: Vengeance Demon Hunter - 1,897,071 runs 2nd: Protection Paladin - 1,729,938 runs 3rd: Brewmaster Monk - 834,772 runs 4th: Blood Death Knight - 791,087 runs 5th: Guardian Druid - 738,197 runs 6th: Protection Warrior - 473,037 runs Detailed Look at Spec Performance
      Here is a visual representation of the share of tanking specializations at each keystone level. The meta starts kicking in at Mythic+16, where most specializations begin losing their share of representation to the meta-classes.

      Share of Tank Specializations in Weekly Top 500 Runs
      To observe meta shifts throughout the season, we sample the top 500 runs for each dungeon (a total of 6K keys) for each week. We then count the number of times each specialization appears in the weekly top 500 sample.

      Most Popular Healers for Mythic+
      Restoration Shamans are the most popular healers for Mythic+ with more than +227K runs in just a week. They almost surpassed 2 million runs in Season 1! Restoration Shamans follow them with +245K runs. Holy Paladins are third, and the number of runs increased by 137K. Mistweaver Monks remain the least popular healers.
      1st: Restoration Druid - 1,926,701 runs 2nd: Restoration Shaman - 1,685,606 runs 3rd: Holy Paladin - 969,645 runs 4th: Discipline Priest - 793,816 runs 5th: Holy Priest - 626,602 runs 6th: Mistweaver Monk - 457,005 runs Detailed Look at Spec Performance
      Here's a visual representation of the share of healer specializations at each keystone level.

      Share of Healer Specializations in Weekly Top 500 Runs
      The meta is really stable within a single patch, and spec representation within the top 500 barely changes. The data has a zig-zag trend. Spec numbers, especially the top specs, go up and down each week due to the Tyrannical/Fortified split.
      On Tyrannical weeks, top pushers bench their meta-class mains and play non-meta alts, or don't play at all. As a result, the share of meta specializations in the top 500 drops on Tyrannical weeks. Similarly, the share of meta specializations rises to its max during push weeks.

    • By Stan
      A look inside the "secret goblin" treasure room of Torghast.
      As previously noted, Torghast comes with goblin-like mobs called Lost Dredgers. When you use Ravenous Anima Cell on them, they have a chance to spawn a portal that leads to a secret treasure room.
      But we actually haven't looked at how the room looks like in the game until now. The room is full of Ashen Phylacteries that contain Phantasma and Anima Hoards that give you Anima Powers.
      You can use the portal in the secret room to return where you were before. Thanks to SS977 for the screenshot.

      Source: Reddit
×
×
  • Create New...