Starym

Legendary Soft Cap Removed

Sign in to follow this  

1 post in this topic

9T7VmyF.jpg

Watcher explains they've removed the 4 legendary soft cap and explains how it worked as well as the reasoning behind it.

 

Watcher took to the forums to announce that the much talked about 4 legendary "soft cap" did indeed exist and that it was removed around a week ago. What the cap really was was simply the removal of bad luck protection after a player had gotten their 4th legendary item. Due to the massive RNG involved, this removal also meant that once you got to 4 you were very unlikely to see another one any time soon and, since the power of individual legendaries varies greatly it also meant that if you didn't get at least 2 good legendaries, you were pretty much screwed.

You can also read some explanations of bad luck protection here and here.

Blizzard LogoWatcher (source)

Happy Thanksgiving, everyone. Let's talk a bit about legendaries.

From the beginning of Legion, we've deliberately been pretty tight-lipped about how obtaining them works, because the best thing you can do to get them really does just boil down to "play the game and do the max-level activities you enjoy most." It was meant to be a background universal reward that would occasionally offer a surge of power to complement the transparent and omnipresent Artifact and normal itemization systems. Obviously, as we sit here reading posts speculating whether it's better to delete unwanted legendaries to improve your chances of getting more, there's a lesson for us to learn from how that approach has played out. (PS: Don't delete your legendaries. The system looks at what you've gotten, not what you have.)

We've also been pretty conservative in our design, with the intent of loosening the reins as time went on. With a system of this scale that spans all max-level activities, we couldn't be certain that we'd tuned it correctly based on data from thousands of people playing our beta for a few hours a week; it'd inevitably be different in the live game with millions of people playing in far more focused ways. And we knew that if we erred on the side of legendaries being too common, we could easily end up in a situation where some people (whether lucky people, or those who played the most) were flooded with them. If that happened, it'd have been a mess - a chunk of the playerbase would've had bags full of legendary items and no more to look forward to for months to come, and if we'd tried to "fix" it after the fact, then everyone who hadn't taken advantage of the generous period would have felt forever behind.

So we started out stingy, since if we erred in that direction it would be far more fixable. (We've since increased legendary drop rates in general, in patch 7.1). We also put some measures in place to reduce the gap between the very luckiest player and the unluckiest player. Luck is inevitably a factor in games like this, but with millions of people playing the game, if we allowed pure randomness to go unchecked, there would inevitably be some players who played hours every week and literally never saw a single legendary item. Thus, the so-called "bad luck protection" that improves your chances a bit each time you could have gotten a legendary but failed to do so.

As its name suggests, the "bad luck protection" system exists to protect the unluckiest players from the cruel fate of the dice. Those who were on the other end of the spectrum in terms of good fortune, we figured, didn't need a system to help put them even farther ahead of the rest of the world. And we drew that line at 4 legendaries, initially, planning to raise it as time went on. Once you'd gotten 4, you could absolutely get more, but the invisible hand of "bad luck protection" would no longer help you. Almost by definition, if you had 4 legendaries in, say, early October, you were super-lucky. You didn't need help getting more.

What we genuinely did not anticipate was just how much some of the very most dedicated players would play, mainly in pursuit of Artifact Power. By mid-November, we started to hear questions about whether there was some sort of 4-legendary limit, and we realized that there existed a group of players that had done so much content that they actually had an expected legendary count of around 4. They hadn't needed to be unusually lucky to get there. (Note that this is a very small group. They're overrepresented in these discussions, because this issue concerns them, but we're talking about hundreds of people out of millions.)

So we removed that soft cap just over a week ago. "Bad luck protection" now applies indefinitely. Most of the players in this category have probably been focusing on Mythic Trial of Valor for the past week, and since wiping repeatedly to raid bosses during progress sadly can't award legendaries, they haven't had a chance to see the effects of the change just yet. If/when some players get to a point when they have every legendary available for their spec, then so be it. They certainly will have earned it, and there will be more coming in future patches. The Unique-Equipped limit keeps the power gap between the haves and have-nots reasonable, and we'll continue to adjust the effectiveness of the outlier legendaries (coming up in patch 7.1.5) with the goal of keeping them exciting but not gamebreaking.

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym

       
      Redditor Vorsa believes to have found the potential location of N'Zoth's prison in Battle for Azeroth by studying the maps!
      It's kind of an open secret that there will be moderate to heavy Old God involvement in the plot of Battle for Azeroth, potentially even later being revealed as the spark for the renewed Alliance/Horde animosity. N'Zoth and the Void Lords were expected to be the next expansion after Legion for quite a while, but with BfA it seems like we're either getting a mixed bag with PvP focus and Old Gods, or, which I think is more likely, BfA will be the bridge expansion between us fighting the Legion and then full on fighting the Void Lords in the next one.
      However, redditor Vorsa has delved into some old maps and thinks he found the potential location of N'Zoth's prison/Ny'alotha on the Battle for Azeroth map. It makes perfect sense if we'll be getting to see the old god/his city in BfA, as it's positioned smack down in the middle between Zandalar and Kul Tiras:

      So, is Ny'lotha going to be BfA's Argus type final patch? Is it going to bridge over into a full-on Old God/Void Lord expansion or will be dealing with N'Zoth himself directly in BfA? Will the whole Horde/Alliance scuffle turn out to be a complete Old God manipulation?
      What do you guys think?

      Source: https://www.reddit.com/r/wow/comments/7em58b/don_your_tinfoil_hat_because_this_makes_a_whole/
       
    • By Stan

      In order to improve the AoE performance of Shadow Priests in short duration multitarget situations, changes are planned for the class with next week's maintenance.
      Blizzard (Source)
      With the next weekly maintenance, we'll be shifting around some of Shadow Priests' damage sources with the goal of improving their AOE damage performance in short-duration multitarget situations - namely dungeon trash packs.

      The nature and lifetime of dungeon trash packs makes it hard for Shadow Priests to ramp up to their full damage potential as part of their rotation. These changes should improve that situation, with a mostly neutral effect for overall performance in longer-duration raid fights.  Void Eruption No longer deals a separate damage event for each of your Shadow Word: Pain or Vampiric Touch on each target. Instead, deals a single damage event to all targets that have EITHER your Shadow Word: Pain or Vampiric Touch. Void Eruption damage increased by 700% Shadow Crash Cooldown reduced to 20 sec. (down from 30 sec) Insanity generation increased to 20. (up from 15) Missile speed increased by 60%. Mind Sear (Passive) Damage increased by 50%. Heart of the Void (Legendary) Increases Void Eruption’s damage by 75% (down from 300%) and heals you for 25% (down from 40%) of the damage done. Developers Note: This is compensation for the Void Eruption buff. The overall effect is mostly neutral. Shadow Word: Pain/Vampiric Touch Damage reduced by 4%. Developers Note: This is compensation for the Void Eruption buff in extended fights.
    • By Stan

      World of Warcraft is currently on discount and redditor Gankeros pointed out an interesting fact; a level 100 boost costs just $25 and that's not the only thing!
      Level 100 Boost for $25
      Up to 8 World of Warcraft licenses can be attached to a single Battle.net account. The best thing is that the level 100 boost is account-wide, so after you activate the secondary game license, you can use the level 100 boost on your main (primary) license.
      Go to Account Management and under "Game Accounts", navigate to World of Warcraft and select the "Play for free" option to create a new World of Warcraft license. You should be then offered a WoW bundle for $25 / 25 EUR.
      Other Benefits of 2 World of Warcraft Accounts
      The standard Battle Chest comes with 30 days of game time and Black Friday is the ideal time to buy another WoW copy in case you've ever wanted to try out multiboxing. ISBoxer should be your go-to multiboxing software for World of Warcraft. They even offer a trial and it's really easy to set up. Don't forget to recruit yourself before doing any of this!
      If you don't need Legion, it's still good to least buy the Battle Chest for gold making. The first account is obviously your main and the second can be used for sniping. It gets even better if you have two monitors and you log in simultaneously on both accounts. Sniping is well worth it and the account will pay for itself in the long run. What exactly is sniping? The process of constantly checking the last page of the Auction House for cheap deals using preset filters. The main issue with a single license is that you can't be logged in on two characters at the same time. With two accounts, you can have one constantly sniping the Auction House, while you're playing your main.
    • By Vlad
      This thread is for comments about our Aggramar guide.
    • By Stan
       

      Did you miss any matches played at BlizzCon 2017? No problem! Blizzard uploaded a recap video of the WoW Arena World Championship with all important highlights.
      Congratulations to this year's world champions - team ABC! For more BlizzCon coverage check out our BlizzCon 2017 content hub.
      Blizzard (Source)
      Miss any matches? Forget the final? Wonder who won? Look no further! We have all the action from the Arena World Championship world finals at BlizzCon 2017 right here.
      WANT THE TL;DR? WATCH THE RECAP VIDEO
      HOW CHAMPIONS ARE MADE
      In the opening week, ten teams descended on Anaheim in the run-up to the finals, with two teams eliminated on day one.
      Panda Global took down Rockets Eclipse with relative ease, to be met by defending world champions Method: Triforce. Panda Global were on fire, with the fever-pitch energy of the crowd fanning the flames. They beat the champions 3-1 in the semi-final to win their place in the final.
      EU VS NA
      Across the bracket, the top-seeded North America team—Method Synergy—faced Europe’s second seeded team, ABC. ABC’s tried and tested formula of Alec on Mage and Niksi on Rogue, seen the previous year, worked like a charm taking down NA’s #1 team 3-2.
      ABC EASY AS 123…4
      The finals in 2017 were once again NA vs EU. The comeback kids on Panda Global looked a little shaky and struggled to hold form, testing the limits of their passionate fans’ patience and creating a tense, exciting atmosphere throughout the arena. Sensing victory, ABC took full control; beating Panda Global in a nail-biting set of games 4-0—earning them their rightful place in World of Warcraft Arena history.
      CONGRATULATIONS TO ABC: WORLD CHAMPIONS!

      ABC Crowned World Champions






      For more information on all our esports events, including announcements about our upcoming tournaments, head to our dedicated esports site for all the gory details. See you soon!