Blizzard on Weapons Loot Table in Sepulcher of the First Ones
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hi! Enhancement currently has 3 weapons on the first bosses of the raid, but no higher ilvl weapon on the last bosses. We are the only melee dps spec alongside rogues to not have a higher ilvl weapon. We also didn’t have one in SoD. Considering our melee weapons have a decent impact on our damage as a melee dps, is it possible to get an additional higher ilvl weapon on the last bosses? A nice solution would be to change the higher ilvl warglaives on the 9th boss to a 1h axe or even remake the weapon tokens from Nathria. It just feels bad to not have access to the same power as the other classes. Or at least can we get an explanation for this situation. Thanks!

Hey there! This feedback’s come up in a few places, so I wanted to drop by and give an update on what we’re doing to address it, why we’re addressing it in this case specifically, and then go into a deeper dive behind some of the motivations and current thoughts about end-boss weapons, raid loot in general, and weapon tokens ala Castle Nathria.

First off, the what and why - we’re going to be adding an Agility Dagger to Rygelon (Boss 10) & removing the Agility Fist Weapon from Skolex and moving it to The Jailer (Boss 11). This represents +1 additional weapon overall for the raid, and leaves only some healers without a weapon from those final 3 bosses - we’re not likely to make a change to that, as there’s a unique Healer Mace that we anticipate will be a pretty powerful option for those specs earlier in the raid. As to why we’re making this change - Sepulcher of the First Ones has the highest amount of bosses with increased item levels (3 bosses over the traditional 1 or 2), which we felt was appropriate to support both Rygelon & Lords of Dread feeling like high-level encounters you could tackle in any order, as well as the cement a clear jump after Anduin, the raid’s first-week hurdle. However, even one extra boss at the +7 threshold created a level of imbalance that felt less textured in the ‘some have one, some don’t’ way, and more like a small few being excluded - exclusion to this degree wasn’t intentional, and that’s why we’re acting on it.

However, this has led to some legitimate questions - why don’t all classes have a ‘stronger’ weapon in each raid, and furthermore, why not use Weapon Tokens like Castle Nathria did? These may not answer all of those perfectly, but I’d like to share some thoughts on the subject and shed light on the kinds of things we think about when designing items & loot tables that may help push the conversation forward.

Philosophically speaking, we think there’s a lot more to items than just the stats they provide on a mechanical level. We put so much time into naming and placing them appropriately because they’re a way to flesh out the stories of the enemies and environments they come from. As you suggest in your post - we certainly could have included an Axe over a Warglaive on the Lords of Dread fight if our goal was purely covering every spec; but let’s look at it from a different angle. Lords of Dread has you fighting Mal’Ganis, debateably the most well-known Demon in all of Warcraft Lore, and the only demon in any of Shadowlands’ 3 raids. From that perspective, it might be weirder if we didn’t drop Demon Hunter-specific weapons from that fight.

Every loot table on any boss should help tell a story, which adds to the excitement of receiving the drops themselves. There’s layers to this of course; harder or more iconic encounters often deserve more unique or powerful rewards - but they’re a tool we use for our game to feel more immersive. Another example from Sepulcher is Artificer Xymox’s return - there are a pair of swords that use the same model, where one is a relic the Cartel’s stolen from the raid, and the other is a replica of the same blade they’ve made with the intent to auction it off at Tazavesh. Compare this to 9.0’s tokens - while there was a higher level of equality among drops in the raid, the excitement was often lower in a relative sense; this is in part due to the delayed gratification tokens provide (you had to zone out in 9.0’s case to get the appearances from your sanctum), and in part due to the disconnect in what you actually got out of them. Despite having some very cool covenant appearances, they didn’t feel grounded in the story of the raid or the content you got the token from, which led to the specific drops feeling less memorable overall.

Another goal of ours is to have loot evenly distributed throughout a raid such that there’s a variety of things groups value differently across bosses and even entire wings. This helps groups who are struggling to progress on a specific difficulty still get useful loot while reclearing, while also serving as a nice incentive for groups to push ever-so-slightly into a higher difficulty and gain a foothold. This idea is what led us back to making certain unique weapons (internally we call these Cantrips) in Sanctum of Domination like Jotungeirr from The Nine, or Cruciform Veinripper from Painsmith - their unique effects were on par with a higher item level bump, but we were also able to let them drop earlier, and enhance the experience of defeating those important characters within our setting. Weapons aren’t the only way we can create memorable and equitable raid loot (jewelry and trinkets also tend to help fill in these gaps as well), but they’re a very potent tool in our toolbox for making all parts of the raid feel rewarding and meaningful to revisit rather than making the final bosses be the only ones that matter.

To be clear: 9.0’s weapon tokens did solve a problem for some players, and there’s a lesson to be had in the response to them. While a 7 item level disparity is rarely ever a barrier to class viability, the feeling that everyone was on an even playing field along at least one axis is clearly an idea that resonated strongly among some of you. I don’t want all of the above speak to sound like we’re never going to iterate on weapons, or that people who liked how 9.0 played out were flat Wrong - just that Tokens clearly solve only one slice of the problem while denying us (or at least hindering) the ability to achieve our other goals for raid itemization as a whole.

There’s a lot more we could get into about the place of Cantrip weapons/items, but I’d like to save that discussion for a future post later on when we’ve got a greater appreciation for how the Sepulcher plays out. I hope this helps communicate a bit more about where we’re coming from and why things end up the way they do, even among players who value the mechanical & numbers side of WoW for whom some of this may not be satisfying. Lastly, I want to thank you for taking the time to write this post & make suggestions! We can’t respond to every single one, but they help shape our discussions and iterations internally.
This article was originally published in forum thread: Blizzard on Weapons Loot Table in Sepulcher of the First Ones started by Lumy View original post
Comments 63 Comments
  1. Toybox's Avatar
    Quote Originally Posted by Relapses View Post
    Another banger of a response by Scariizard. I can't really disagree with any of his points and this helps at least shed some light on why Blizzard doesn't always go for the obvious solutions.
    Very much this. Can't disagree with anything he said, & I'm looking forward to more weapons with funky effects in 9.2.
  1. Swnem's Avatar
    Reading this makes me sick.
    Balance? No... the "feels".

    You know what doesn't "feel" good devs? Going months without seeing your weapon drop. No, that doesn't make it exciting when it does drop. It makes it a relief.

    While these devs don't understand that, this game will continue to be a real pain to play.
    If you must do it that way, at least have the decency to give us a bad luck protection system.

    Btw, the time it takes to come up with names and items per boss could be better used making new content. What a waste of resources... i don't even know the name of a single item i'm wearing.
  1. pahbi's Avatar
    I'd prefer a mix

    4 -5 tokens and 1-2 themed drops with special affixes.

    The tokens can buy stuff generally equivalent to the themed drops minus the special affix.

    This game seriously needs to dial back the rng
  1. Advo's Avatar
    While the reply is nice and touches on a lot of design philosophy that often goes overlooked, its all moot if the droprates dont reflect the effort involved. There are mythic guilds that have been downing Sylvanas for 4+ months that still dont have bows for all their hunters, jaithys for their plate melee, or maledicts for their casters. There's item rarity and item scarcity and they're too often mixing the two up.
  1. Relapses's Avatar
    Quote Originally Posted by Advo View Post
    While the reply is nice and touches on a lot of design philosophy that often goes overlooked, its all moot if the droprates dont reflect the effort involved. There are mythic guilds that have been downing Sylvanas for 4+ months that still dont have bows for all their hunters, jaithys for their plate melee, or maledicts for their casters. There's item rarity and item scarcity and they're too often mixing the two up.
    And there are just as many guilds whose Jaethys' are going to healer's fourth alt's offspec. RNG be RNG, I don't think deterministic rewards are the solution to WoW's loot problems.
  1. lordjust's Avatar
    OK, I don't like the answer. So every item in the raid is crafted and named to be an appropriate drop from that boss and because of that they can just take the agility fist weapon from Skolex and give it to the Jailer. So clearly not every piece of loot is created with so much care then why don't they put in some tokens and some of the special weapons? Want to fix the problem of leaving the raid to redeem the token? Just make is useable and give you the spec specific weapon like with the BOA token in korthia. Weapons from the token don't have to be the best and can be something like a bad luck protection so you don't go weeks or months with no weapondrop at all.
  1. Aliven's Avatar
    Quote Originally Posted by lordjust View Post
    OK, I don't like the answer. So every item in the raid is crafted and named to be an appropriate drop from that boss and because of that they can just take the agility fist weapon from Skolex and give it to the Jailer. So clearly not every piece of loot is created with so much care then why don't they put in some tokens and some of the special weapons? Want to fix the problem of leaving the raid to redeem the token? Just make is useable and give you the spec specific weapon like with the BOA token in korthia. Weapons from the token don't have to be the best and can be something like a bad luck protection so you don't go weeks or months with no weapondrop at all.
    Because fuck you, thats why, we are fucking rockstars, we know better.
  1. Stoffmeister's Avatar
    What a great blue post. Weapon tokens are dull and I am happy with their choice.
  1. Eazy's Avatar
    "We want to make items feel special and fitting the boss fight"

    "We removed the fist weapon from Skolex and add it to the Jailer"

  1. Niwes's Avatar
    tbh, i just partially agree. my points are:

    1)
    game design is more important than lore. at least a bit. we all have seen many years what happens when lore/narrative > game design. i would FIRST look for an aproriate solution, game design wise, and THEN fit it best possible into surrounding wow lore environment.

    2)
    i am 100% sure that many ppl like the „handling“, the resulting „effects“, that tokens offer. but they dont like the tokens as a system. does this mean tokens is the best solution ? no. there should be a solution (there are many good ideas out there) that just have the „effect“ or the „handling“ that tokens provide, but not transported by a plain boring system, like tokens are. why ? RNG drops arent fun when it comes down to such impactful things like wpns for dps (in example). it simply is not fun watching 2-3 other ppls, doing unreachable dps, until finally the RNG god drops the so impactful wpn slot. this is not fun and bad game design.

    3)
    the problem they try to solve, as showed in blue post, with a straight normalized loot table, for all specs, is made by wpn drops in the first place! look, imagine for a second, we dont have direct wpn drops at all. lets say wpns dont even exist in wow. at that moment the whole blue post and the underlying problem is ad absurdum aka becomes nonexisting. so maybe, just maybe, they should not try to find solutions to fix a bad design, but instead find a better design.
  1. Ivyrise's Avatar
    Points provided in blue post provide a different angle to common pain points but does not directly address them nor I feel satisfied about it.
    (1) Devs seem to be quite anal about making a point that weapons should be story-based but the overall story itself has many issues. Why not address the story/lore element at its bigger core/picture instead of trying to complicate story elements along with player power? For example, I don't see anyone in FF complaining about the blandness of the 'token weapons' because the overall story is good.

    (2) One pain-point not talked about in blue post is accessibility and RNG. For instance, a catch-up mechanic gives a 'fixed timeline', albeit significantly longer, for players to achieve obtaining a desired loot/weapon which addresses pain-points like no weapon in 20weeks etc while not destroying all of the aforementioned rationale on story elements, uniqueness, etc. Why is this not a viable solution?

    (3) The main audience for raid tier weapons, I would believe, are normal - mythic raiders where ilevel becomes not necessarily a requirement but a point of contention. There are many avenues in WoW to explore and show unique weapons but the logic presented, while sound, just means that the Dev's POV on what's important is very different from what the playerbase audience (in this case raiders) think is important. This creates a friction then between both POVs and is probably causing much more damage (e.g., we're losing more people to raiding scene than retaining them because of 'interesting story elements').

    (4) Weapon skins haven't been amazing for the past 2-3 tiers save for a few. Even today I still wear my legion artifact skins (which is an alternative avenue to insert lore-centered skins btw as mentioned above). As a raider and a lore freak, I don't really look at raid drops as prestigious or important to lore anymore now-a-days.

    If nothing else, the post gives me a vibe that the devs are double-downing on 'We think what's best for the playerbase' as commonly seen before and not listening to the playerbase POV.
  1. Niwes's Avatar
    Quote Originally Posted by Eazy View Post
    "We want to make items feel special and fitting the boss fight"

    "We removed the fist weapon from Skolex and add it to the Jailer"

    yeah, that happens when you try to band aid fix a bad game system design. the effect is always, for every fix, you just shift the problem in another corner. the better approach would be a better system design, that provides a solution for the base problem. instead of keeping the base problem and band aid fix 5 times, just to shift the problem 5 times in another corner, where it looks different.

    - - - Updated - - -

    Quote Originally Posted by Stoffmeister View Post
    What a great blue post. Weapon tokens are dull and I am happy with their choice.
    - so you loose dull weapon tokens and get RNG, which may suck hard for a long time, distracting you from everyone that has not such bad luck, because wpns have such a big impact.

    - so you reintroduce wpn tokens to fix above problem, but now we have again dull wpn tokens.

    now you realize, that the problem is the underlying concept and not the band aid fixes on top of it.

    hopefully some day Blizz realizes that too…

    - - - Updated - - -

    Quote Originally Posted by Advo View Post
    While the reply is nice and touches on a lot of design philosophy that often goes overlooked, its all moot if the droprates dont reflect the effort involved. There are mythic guilds that have been downing Sylvanas for 4+ months that still dont have bows for all their hunters, jaithys for their plate melee, or maledicts for their casters. There's item rarity and item scarcity and they're too often mixing the two up.
    tbh, the blue post just dances around the real underlying problem and discusses band aid fixes, that just shift the problem from here to there, instead of realizing that the problem lies in the base concept and they should change the base design instead of shifting the fixes on top of it. imo.

    - - - Updated - - -

    not to provide this as solution (hell no) but just imagine for a second wpns have the same impact as, lets say, a ring item. in that moment the whole discussion and the blue post become obsolete. this is a simple proof of „the problem lies in the underlying concept and cant be solved by just shifting the problem, via band aid fixes, on top of it“.

    - - - Updated - - -

    Quote Originally Posted by Relapses View Post
    Another banger of a response by Scariizard. I can't really disagree with any of his points and this helps at least shed some light on why Blizzard doesn't always go for the obvious solutions. Is this guy going for Ion's job? Jesus, I hope so.
    … while at the same time they wether realize nor try to solve the real, underlying, design problem of that system…
  1. Peacemoon's Avatar
    Tokens also protect raids from class stacking, as well as being boring.

    If you have 5 people of the exact same spec and class, then be prepared to ration their favourite weapons.

    Or you could start bringing other classes that are almost as good, and not have to disenchant their gear.

    Hardcore sheep all following FotM just make life difficult for themselves at every turn
  1. LTN's Avatar
    It is depressing that they didn't learn anything from sl it seems. Players care more about gameplay then lore as proven time and time again.
  1. Kumorii's Avatar
    As one who dislike tokens I hope they keep them to a minimum.
  1. scubi666stacy's Avatar
    Well I consider it a severe lack of creativity if they are not able to create all relevant weapons with 3 bosses instead of 1 or two.
    Holy f... there are more loot options with 3 bosses and they cannot handle it? WTF is wrong?

    They have been pretty creative in the past with retconning things so we could get an artifact weapon for each spec.
    So... where is the problem actually? Do they need people with better brains?
  1. kiramon's Avatar
    Quote Originally Posted by LTN View Post
    It is depressing that they didn't learn anything from sl it seems. Players care more about gameplay then lore as proven time and time again.
    Not sure I have ever in the 18 years of wow had anyone ever care about the name of a weapon over having an appropriate leveled weapon. Like what? I can think of random cool 'ooh kel drops his phylactery' type things, but like... that lasts for like a minute.
  1. Coldkil's Avatar
    On one side, i agree with the blue post on a general/basic level.

    On the other, gaameplay wise i tend to prefer mechanics that while simple/slash boring they work and put everyone on the same level. I have nothing against the weapon tokens - on the contrary, i liked how last bosses that offer higher ilvl loot gave weapon tokens instead of specific loot instead.

    I'm a fan of keeping stuff simple (or even boring) but working and less prone to community "issues" like "my class does less dps because i don't have the high ilvl weapon".
  1. FelPlague's Avatar
    Quote Originally Posted by LTN View Post
    It is depressing that they didn't learn anything from sl it seems. Players care more about gameplay then lore as proven time and time again.
    yet its odd because this is literally how its worked since vanilla, and the only time it was changed was in the first raid of shadowlands, but seems everyone suddenly thinks that was the best thing ever?
  1. Dzonathan's Avatar
    Quote Originally Posted by Relapses View Post
    And there are just as many guilds whose Jaethys' are going to healer's fourth alt's offspec. RNG be RNG, I don't think deterministic rewards are the solution to WoW's loot problems.
    Why deterministic rewards are not the solution to WoW's loot problems?

    - - - Updated - - -

    Quote Originally Posted by Relapses View Post
    I think perhaps a compromise between the two would be best. The boss drops a token, but there's a mechanic in the raid which allows you to quickly and easily convert that token into an RPG-specific item from the raid. Think like... you kill the boss and after the boss there's a NPC that all players can interact with that allows them to convert the token into a spec-appropriate item.
    Sounds like token vendor made pretentiously different for the sake of being different.

Site Navigation