Class Set Acquisition Retrospective & Changes in 10.1

TLDR
  • There will no longer be a weekly quest to gain a charge of the revival catalyst. All your characters on your account will automatically gain a charge every week.
  • There will be a new achievement to defeat the final boss of heroic Aberrus, get 2200 M+ Rating, or 1800 PvP Rating which rewards a heroic tier piece of your choice once per character.
  • The final boss of Aberrus will have a token in its loot table that can be turned in for any tier piece of your choice.
  • Blizzard will reduce the amount of tier tokens that drop in raid over the season as late in the season most players have their tier sets.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey everyone, with 10.1 on PTR & Raid Testing in full swing, we wanted to catch up and talk about some Rewards Updates coming to Embers of Neltharion. This will include changes we’re making to the Revival Catalyst, Class Set Acquisition, Raid Rewards, as well as some of the history behind how we’ve arrived to our current approach & how those philosophies are evolving over time. This post will already be pretty long already, so for now this is going to focus entirely on the Class Sets & the Catalyst - how we got here initially, how things are today, and what they’ll look like soon - and keep the Raid Talk to a different post coming soon.

First off, let’s talk about the Revival Catalyst (formerly the Creation Catalyst from Zereth Mortis), and how we got to where we are today. Early on in 10.0’s development, we knew we would keep the Catalyst unlock timing of 6 weeks after the season begins - which certainly wasn’t the most popular decision, but let’s talk about why. Generally speaking, when iterating on a system we try to be careful of not making too many changes at once so as to better discern & analyze the impact of those changes individually, and with something as big as the Catalyst, making too many changes at once could jeopardize our ability to balance its place in the gearing ecosystem in the future. If we’d made it unlock even one week earlier, and discovered that was a mistake or didn’t align with our goals, it would be even more disruptive to players to say ‘oops’ and rewind it back. So let’s talk about what did change - because coming from Shadowlands Season 3 where the Catalyst was introduced (and Class Sets reintroduced overall), there were a number of compounding issues that made the experience of assembling your Set as frustrating as it was. These complicating factors were:

  • Sepulcher of the First Ones, as a raid, was notoriously more difficult than intended- this meant that even very competent and committed guilds found it hard to take down Lihuvim, Halondrus, and especially Anduin in that very first week.
  • On top of this, Sepulcher released in segments - with Lords of Dread and Rygelon, two other very challenging bosses sporting Class Set tokens, weren’t even available for people who did clear the first week.
  • Special Trading Requirements - in the world of personal loot in raid, you needed equal-or-better item level in a particular slot to trade an item. In 9.2 specifically, there was an even further restriction meaning you needed to have a high enough item level Set Piece. This meant that there were many cases where people who had normal set pieces couldn’t trade heroic ones that dropped for them right after, or players who had their set completed couldn’t trade items that would have finished the bonus for others.
  • Great Vault accessibility - while it was a benefit that the Great Vault allowed all players (even non-raiders) to get set pieces at all, the rates weren’t at all favorable compared to your chances of non-set items appearing.
  • Additionally, many of our tests and projections were expecting that a lot of players would meet the Raid Thresholds of 3/5/8 Bosses killed each week which, as mentioned above, didn’t happen regularly for quite a while given the high average difficulty of the raid (Anduin being a major gatekeeper here). This meant that from the very first week, the vast majority of players were behind our initial expectations for acquiring their Sets.

So that was the world of 9.2 We’re highlighting these factors alongside the 6-week release timing of the original Catalyst to hopefully show the snowball effect acquisition and rewards systems can have. Players weren’t killing as many bosses early, which meant they weren’t killing the rest of the Class Set bosses, which meant less people had them appear in their Great Vault, which all meant less trading across your raid group to fill out slots - furthermore, this delays the power spikes those bonuses would give, which makes it harder to progress past certain walls within the raid, and so the cycle continues. Even guilds choosing to clear Normal and Heroic bosses for extra chances at Set Tokens were still running afoul of the trading restrictions, which didn’t help much either. So what changed moving into Vault of the Incarnates & Dragonflight Season 1?

  • All trading restrictions for Raid items were removed - this means guilds clearing heroic and normal had much faster/easier access to Set tokens.
  • We greatly increased the appearance rate of Class Set items from your slots in the Great Vault across the board
  • Great Vault slots for the Raid moved to 2/4/6 - this combined with being a shorter raid (8 bosses instead of 11) overall meant less loot individual loot in your pools, so a higher chance of not only making it to Set Token bosses, but also a higher chance of maxing out your vault weeks earlier than in Season 3

Knowing the 6-week Catalyst unlock timing would still be controversial, we held fast due to the other incoming changes to get a look at how things would shake out - and as it happens, our data shows that these changes had an even bigger impact than anticipated. Without peering too much behind the curtain, we were able to see that the vast majority of players filling between 3 & 6 Great Vault slots (by far the most common bracket for players who engage with vault at all early in a season) either had their 4-piece Set Bonus before the Revival Catalyst opened, or were set up to complete it that very week. Players were killing more bosses on more difficulties than before, which led to more vault slots & more gear trading, which in turn led to progressing deeper into the raid earlier, which continues the positive loop of more players getting geared faster. That said, some readers will correctly identify that there’s groupings of players who still were left out of this bounty - these are players who engage only with Mythic+, and only with PvP, with zero raiding at all. These players still on-average had decent luck getting some Set pieces via the Great Vault change, but were extremely unlikely to complete their 4-piece bonus before the Catalyst arrived.

So, that’s the basics of Season 1 - but we still think we can do better for more players. So let’s talk about what’s changing in Dragonflight Season 2:

First, we’re reverting the Weekly Quest system to get Catalyst Charges in favor of how it worked in Shadowlands Season 3. For those unaware, this is very simple - every week, all characters on your account will get a charge, no action required. We wanted to experiment with making the acquisition of Charges require some more effort & investment on the player’s part in lieu of having a Currency Cost (9.2 had Cosmic Flux, which handled this previously) - but in so doing we ended up taking a step backwards on one of the founding goals of the Catalyst system itself: mid- or late-season catch-up for new or returning players.

Whereas 9.2’s system would greet fresh 60s with many Catalyst Charges ready to craft an entire Class Set for a hefty Cosmic Flux fee, level 70 players in Dragonflight Season 1 quickly found that if they were late to the party - that was it. It would always take 6 weeks to reach the Charge cap, and if you failed to turn in the quest for any reason, you couldn’t gain another. It’s not a total loss - this entirely-new truly account-wide quest is something we’ll be able to use in the future, but not allowing catch-up was a mistake we’re going to correct. The quick hits of how Dragonflight Season 2 will work are thus:

  • Upon the Catalyst opening, all players will receive a Charge for every one of their characters. These function the same as they always have - if your Main spends a few to convert items early in the season, it doesn’t impact your alt (or any alt characters you may make in the future).
  • unlike in Shadowlands Season 3, there will be no cost associated beyond the Charge spent. No Cosmic Flux, no Dragon Isles Supplies, no Apexis Crystals - if you’ve done the work of obtaining a convertible item, that’s enough for us.

Second, we’re adding a new Seasonal Achievement - tentatively titled Dragonflight Season 2 Master. You may be aware that in 9.2 & 10.0, we’ve had some achievements that would require you to clear the Mythic Raid, or obtain a very high Mythic+ or PvP threshold to obtain a reward - in Shadowlands S3 it was a special item to upgrade all of your conduits, and in Dragonflight Season 1, it was a cosmetic item that gave you access to the previously Mythic-Only Visual Effects for all colors of your Class Set appearances. We’re keeping that style of achievement & reward moving forward, but want to experiment with more seasonal milestones to hit as you progress towards your goals. Here’s how it’ll work:

  • Season 2 Master is awarded for clearing Aberrus, the Shadowed Crucible on Heroic Difficulty, obtaining 2200 Mythic+ Rating, or 1800 rating in PvP
  • Doing so awards that character a Draconic Mark of Mastery - an item that can be turned in to a vendor for any Heroic-Level Class Set item of your choice
  • This can only be earned once per-character, but is available the day Dragonflight Season 2 begins
  • The item received from the Mark of Mastery is also fully upgradeable with Shadowflame Crests & Flightstones, like all items in the universal upgrade system coming with this patch

This achievement and its reward serve a few functions. We’re interested in adding a non-raid method of obtaining a guaranteed set item for those players we mentioned previously. Additionally, we’re interested in testing the waters to see how players feel about being able to earn relevant power rewards for their progress and performance within a given season. For the most skilled and coordinated players, this token will be something they could earn within a matter of days or even a week - for others, it’s a medium or even long-term goal to push for that could provide items otherwise out of their typical reach.

Lastly - and this is Raid-specific - Scalecommander Sarkareth, the final boss of the 10.1 Raid, will drop 1 ‘Omnitoken’ per defeat on all difficulties, guaranteed. We’re still hammering out the specifics here, but like the Mark of Mastery above, any player in possession of it will be able to take it to a vendor and purchase a Class Set item of the level & upgrade band appropriate to the Raid Difficulty it came from.

Also worth noting before we talk about the Raid Rewards charges in full is that some time into the season - either with the re-opening of the Revival Catalyst, or shortly thereafter - we’ll be adjusting how often Set Tokens drop in raid as well. At present, Class Set tokens drop at a ratio of 1 per 10 players, scaling up to 2 per 20 and 3 per 30 guaranteed. We’ll be reducing this number as the season progresses, as we’ve heard feedback that players making late-season runs at mythic progression or AotC very often already have their Class Sets, and often at an item level that’s decently above or comparable to those dropping. This can make those bosses feel less exciting & rewarding at the end of a season, especially when hunting specific trinkets or weapons.

All in all it’s been about a year since Class Sets have returned, and we hope the above changes represent a shift towards making them more accessible for all players. We want to acknowledge the feedback that having raiding be the primary way all players obtain Class Sets doesn’t feel in-step with your expectations, given that they feel like something that should be universally available to all styles of play. We’re eager to see how Season 2 plays out, and will be looking for more ways to level the playing field in this regard as we continue to iterate. Thanks for all of your thoughts on this topic so far, and we’ll see you in 10.1!

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey folks, gonna run through a bunch of quick-hit answers to specific questions people have had in this thread so far.

  • The item created by the Draconic Mark of Mastery does scale in PvP, similar to as though you looted it from the Great Vault. So it’s not a ‘raid piece’, it’s just an upgradeable item for all content.
  • The Catalyst Charge cap of 6 is returning. It’s definitely something that could be made more lenient, but we’re unlikely to return to a fully-uncapped Catalyst regarding the current season.
  • Something we’re working on is making it so once a new Season begins, items from previous Seasons (so currently Shadowlands s3+4/Dragonflight Season 1) have no currency or charge cost whatsoever. This is to help people interested in hunting appearances and such that they wouldn’t be able to get otherwise.
  • Some clarification on the Sarkareth Omnitoken - this is all still Work In Progress but:
    • It’s intended to be Extra loot on kill, not something that takes away from the loot table as is.
    • It’s possible it’s something that doesn’t scale with Group Size if it remains Bonus Loot, but in all cases it would be fully tradeable.
    • The Omnitoken is dropped for your group, not per-player. Some seem to think you’d only have to kill Sarkareth 4x and complete your bonus, which isn’t correct.
    • It is per kill however, and not a one-time bonus. It’s just an extra item that lives on his loot table.
    • Just as Set Tokens don’t appear in the Great Vault, this wouldn’t either.
  • Lots of feedback on the M+ and PvP ratings for Season 2 Master being too high or too low. These are just initial values, and absolutely something that can change before launch - the idea is to make them feel at least somewhat comparable to the Heroic Raid in difficulty. As a reminder, these pieces are fully upgradeable with the new system, so even players who get them later have a great chance of upgrading them to a Mythic-Raid equivalent, or just beneath.
  • There’s some concerns about getting Class Set appearances (namely LFR ones) being a little too difficult. We don’t have anything to share here, just to say the availability of your set appearances does feel a little harder than intended and is something we’re interested in finding a solution for.
  • On that note, the Cosmetic Reward for CE / Top Mythic / Top PvP rating is not going away. We’re explicitly keeping it, and likely rebranding it to ‘Season 2 Hero’ alongside the Season 2 Master achievement.
  • Concerns surrounding the idea that reducing the amount of Set Tokens later on in the patch would adversely effect raiders that show up later. The idea here is that by the time a guild that primarily does normal let’s say moves towards attempting Heroic, the Revival Catalyst is fully online and handles their Class Set acquisition almost entirely. Similarly, if people are raiding normal they very likely have a lot of their Sets already.
  • The tuning down of Set Token frequency would not remove the Set Tokens from that boss, it would simply not make them guaranteed to be half of your raid’s loot on those particular bosses. A group of 20 killing Broodkeeper Diurna would still get 4 total pieces of loot just as before, it’s just more likely that 1 of those pieces is a token rather than being hard-locked at 2.
  • All Set Tokens still drop from the Raid, as they have in Sepulcher & Vault of the Incarnates, in addition to extra non-tier versions of every slot for you to convert (if it’s a higher base item level) or wear as off-pieces. Hands & Legs come from The Forgotten Creations & Rashok respectively, the two ‘wing’ bosses of the front half of the raid. Shoulders come from Zskarn, Boss 6. Helms drop from Magmorax, Boss 7, and Chest pieces drop from the Echo of Neltharion, Boss 8.
This article was originally published in forum thread: Class Set Acquisition Retrospective & Changes in 10.1 started by Stoy View original post
Comments 43 Comments
  1. Biomega's Avatar
    Well, that's a start.

    I still think they should just make sets ONLY come from Catalyst and not be drops at all, but this is definitely an improvement over what we've had and that's a good thing.
  1. Esper's Avatar
    They could just put the set bonuses on all the gear for those slots regardless of where they come from and just make it a seasonal thing. You get any four pieces and you've got your bonus.
  1. ONCHEhap's Avatar
    Quote Originally Posted by Esper View Post
    They could just put the set bonuses on all the gear for those slots regardless of where they come from and just make it a seasonal thing. You get any four pieces and you've got your bonus.
    That'd force raiders even further into m+ though (more than is already the case), as the infinite amount of loot from m+ would guaranteed full set right away.

    m+ already renders any PvE loot from other sources useless as it is, it doesn't need to be made even better either directly or indirectly
  1. aviger's Avatar
    Maybe work on having more DIFFERENT class sets drop. Our raids has seen 1 hunter/mage token drop in the last 8 weeks of fully clearing normal and mostly (no raz) heroic. It's become a freaking meme for us, the 1 DK in our raid gets a full set almost every week :P
  1. Biomega's Avatar
    Quote Originally Posted by aviger View Post
    Maybe work on having more DIFFERENT class sets drop. Our raids has seen 1 hunter/mage token drop in the last 8 weeks of fully clearing normal and mostly (no raz) heroic. It's become a freaking meme for us, the 1 DK in our raid gets a full set almost every week :P
    RNG will always happen. There's no reason to suspect the tokens are anything but evenly distributed, it's just bad luck sometimes.
  1. Cierah's Avatar
    Rather than having that end boss token be able to buy only essentially a tier piece, which by then you likely already have, let it buy anything from the raid that is usable by your character. That would be so much more helpful. With the charges bulking up automatically (which they weren't hard to get anyway) players will have tier falling out of their bags they'll have so many.
  1. exochaft's Avatar
    Quote Originally Posted by ONCHEhap View Post
    That'd force raiders even further into m+ though (more than is already the case), as the infinite amount of loot from m+ would guaranteed full set right away.

    m+ already renders any PvE loot from other sources useless as it is, it doesn't need to be made even better either directly or indirectly
    This is why I've come to think that the set bonus being attached to gear you equip may be the problem, as that's the entire reason we got Azerite gear... but I think the problem is probably in the execution, not the concept itself. A secondary, and maybe just as important, issue is that obtaining gear in your preferred content may not be either the best for your content compared to non-content gear or isn't as efficient as obtaining non-content gear.

    As an abstract idea, imagine that you can unlock set bonuses for your preferred content by actually doing said content (which could even be as simple as something akin to the conduit system or any iteration of the glyph system that they've used for years). Or have gear sets for each end game that are disabled outside the content from which you acquired them (like doing PvP for PvP set bonuses that only work in PvP). Even outside of tier gear, you could just add a passive stat on gear that only works in that content, like PvP power only worked in PvP. Obviously these are just simple ideas, and there can be tons of others, but the main focus is that your power progression for your preferred content will be best executed by doing your preferred content. If you wanted to venture into your non-preferred content, you won't necessarily be the best equipped compared to people who dedicate themselves to that content, but you won't be trash tier either.

    Simply put, if you want to focus M+, your best gear should come from M+; if you want to raid, your best gear should come from raiding; if you want to PvP, your best gear should come from PvP. Furthermore, as an example, being geared out in M+ gear should never surpass a geared out raider in raiding (or PvP)... but you can still make it so that you aren't basically naked doing raiding (or PvP) either.

    The irony is that this sort of mentality I'm describing isn't new, as Blizz used to design and balance gear in this way before M+ became a thing. While I don't think they ever nailed it, I also don't think it was necessarily the wrong direction either.

    *edit* - Forgot to mention, if the system of tier gear isn't going to change, I'm still alright with generic tier tokens dropping off the last raid boss. Such a system was in the raids back in WoD, and it did help alleviate tier gear issues whether at the start of progression or during the raid farming phase. Had the nice bonus of raid skips not feeling terrible since you'd tend to skip tier bosses. Despite how much crap WoD gets, there were a lot of good aspects of that expansion that either got forgotten or lost over time.
  1. Ealyssa's Avatar
    Sounds nice, but too bad we are still more or less 3 months away from 10.1
  1. Loveliest's Avatar
    Quote Originally Posted by Biomega View Post
    RNG will always happen. There's no reason to suspect the tokens are anything but evenly distributed, it's just bad luck sometimes.
    Don't think so. Nothing in this game is pure RNG. They defo have higher and lower chances of drops for certain pieces. We just don't know for sure, but usually you see the same pieces drop from bosses every week. Sometimes twice.
  1. Biomega's Avatar
    Quote Originally Posted by Loveliest View Post
    Don't think so. Nothing in this game is pure RNG. They defo have higher and lower chances of drops for certain pieces. We just don't know for sure, but usually you see the same pieces drop from bosses every week. Sometimes twice.
    Do you have any evidence of this other than "you usually see"?

    And I'm not saying ALL loot is evenly distributed - we know that's not the case for certain pieces. I'm saying TIER TOKENS are.
  1. Nymrohd's Avatar
    Quote Originally Posted by ONCHEhap View Post
    That'd force raiders even further into m+ though (more than is already the case), as the infinite amount of loot from m+ would guaranteed full set right away.

    m+ already renders any PvE loot from other sources useless as it is, it doesn't need to be made even better either directly or indirectly
    I really wonder, considering M+ is there, why not just remove raid loot lockouts entirely. Why can one form of content award gear infinitely and the other can't.
  1. vashe9's Avatar
    Just give us back Personal loot FFS............... or at least the choice, I've done the raid 5 or 6 times (except the last boss) in pug HM mais I looted something like 1 max 2 pieces of gear... Then I gave up completely it's not worth it
  1. czarek's Avatar
    this is horrible tbh they mention to make it more clear and its more messy as it was before. Jeeez. And why the hell they push ppl to do m+ and raid. Some just like to just raid or just do m+ ...
  1. Dracullus's Avatar
    Quote Originally Posted by Ealyssa View Post
    Sounds nice, but too bad we are still more or less 3 months away from 10.1
    And it's based on what? Imo it's very likely patch will come right after these timewalking events, so 9th/10th May (season week later).

    They have to avoid D4 release and it's way too advanced to wait for end of June.
  1. ssviolett's Avatar
    Quote Originally Posted by Nymrohd View Post
    I really wonder, considering M+ is there, why not just remove raid loot lockouts entirely. Why can one form of content award gear infinitely and the other can't.
    You actually have a point. Weak and average guilds wont run zillion raids anyway - people dont have that much time, and hardcore guilds doing their splits already anyway, clearing 5-10 raids in week one. Although, taking into account that raid bosses drop 411-421 gear on heroic and mythic, while most difficult M+ only drop 405 gear at best, it would be wise to put some restrictions - like you can clear heroic indefinitely after, say, 2 bosses killed in mythic or smth, or maybe 2nd and consecutive kills of raid bosses award a bit lower ilvl items, smth like this. Or even maybe hide no-lockout raiding behind some time gate - for example open it with Catalyst system altogether. Allow people to play the way they prefer.

    - - - Updated - - -

    Quote Originally Posted by Dracullus View Post
    And it's based on what? Imo it's very likely patch will come right after these timewalking events, so 9th/10th May (season week later).

    They have to avoid D4 release and it's way too advanced to wait for end of June.
    Quite possibly. 10.0.7 does not offer much of a new content anyways and 10.1 raid testing is already on its way.
  1. Dracullus's Avatar
    Quote Originally Posted by ssviolett View Post
    Quite possibly. 10.0.7 does not offer much of a new content anyways and 10.1 raid testing is already on its way.
    For small patch new zone is 'not much'?

    Back in Legion times (and it is considered as 'good' patch support) for world content 7.1 offered just new quests and 7.2 was rehash of intro zone. Now 10.1 is brand new zone and intro area is used for small patch released even before 2nd tier.
  1. [Apok]'s Avatar
    Instead of one boss dropping the token that can be turned into any tier piece, every boss that drops a tier piece should drop that token
  1. cateran100's Avatar
    Quote Originally Posted by Biomega View Post
    RNG will always happen. There's no reason to suspect the tokens are anything but evenly distributed, it's just bad luck sometimes.

    Ohh please save your breath...RNG my ass, it`s bad coding....When I see the same item as loot in 4 out of 5 item reward WQ AND my quick 2 dungeonrun for the reputation gives the same item as drop TWICE and it happens multiple time (with different items every time) then I do not believe in RNG anymore...When I get the same items over and over again from Vault for weeks....again RNG my ass...(or as a single hunter getting the crossbow from Eranog every goddamn week.....RNG huhh?)
    If it happens 1-2 times here and there maybe...but these things happens way too often
  1. Sialina's Avatar
    Quote Originally Posted by cateran100 View Post
    Ohh please save your breath...RNG my ass, it`s bad coding....When I see the same item as loot in 4 out of 5 item reward WQ AND my quick 2 dungeonrun for the reputation gives the same item as drop TWICE and it happens multiple time (with different items every time) then I do not believe in RNG anymore...When I get the same items over and over again from Vault for weeks....again RNG my ass...(or as a single hunter getting the crossbow from Eranog every goddamn week.....RNG huhh?)
    If it happens 1-2 times here and there maybe...but these things happens way too often
    Did you know that one of the things a maths teacher looks for to determine if you actually randomly generated numbers or you just wrote some numbers down is concurring numbers? There is this belief that random means different, when we write down what we think of as random numbers, it will usually go something like 3 4 1 4 6 7 1 8 2, but when actual random generation is done, you will nearly always end up with repeats in the generated numbers, looking more like 23331331356711.
    Both series here were written down on the fly by me, but that is seriously the way you determine if someone actually did their homework or cheated by just writing numbers down. Think about that next time you have repeat loot.
  1. RahEndymion's Avatar
    Every long post further convinces me that the cynic in me was right all along.

    That's an awful lot of text to say '9.2 and 10.1 are different' - None of the systems or practices present in 9.2 are relevant to 10.1. Talk to me about the data from 10.0 not 9.2. How absurd. Literally the first 5 paragraphs and 2 bullet sections are describing 9.2 logic. Then there's a single paragraph that talks about how people got more gear in S1 than they did in 9.2. Literally the only change here is that they're getting rid of weekly quest..

    This really does just solidify the idea that these changes are to drive m+ players into raids. Why not just make Omnitokens drop from +20 and above keys and limit them to one per week? Or one per week per difficulty like raiding?

    Nope. Now, you're only getting tier from raid for the first 6 weeks. Not only that, but the last boss of the raid guarantees a token so you're going to be expected to do it. Not only that and that, but now it takes 2-4 times longer to upgrade any item from m+. Not only that and that and that, but now, you can only upgrade the item up to a specific point based on the level of the dungeon.

    Why? Like, this is the healthiest the m+ scene has been in actual years. Knowing, three months in advance, that it's going to by default take a lot longer to get to a place where pushing high keys is viable doesn't feel good. It doesn't feel good to know that if I want to compete in the first 6 weeks, which is literally the fun part of a patch cycle, I have to spend 3-6 hours a week in a raid I don't want to do per difficulty just to get to a point where I can start to enjoy the game.

    Stop forcing players into behaviors you've previously tried to remove.

    Blizzard drop the ilvl reward from m+, remove titanforging and so on specifically because they don't want high end raiders to have to m+ or grind content. So, instead, you're going to force the much more populated pool of mythic plus players to raid instead.

    Blizzard moved to a rotating pool of m+ dungeons so that players don't have to grind the same item multiple times in the same expansion. So, instead, they're going to force you to grind the same item multiple times in one season.

    The problem is the two things work together to deepen the issue. No tier for 6 weeks = no high keys. Fact.

    No high keys for 6 weeks = stuck in low keys on low item upgrade track. Fact.

    Stuck on low upgrade track and therefor low keys for 6 weeks gives you a hard ceiling on ilvl rewards which effectively guarantees you will have to grind BiS multiple times or make peace with not taking part during the fun part of the patch. Additionally, after those 6 weeks, you're going to find it hard to get into a high key anyway because it looks like you're after a carry and 'lol x rating this far into season?' - not happening.

    Oh, and also, rating increase is irrelevant now anyway so there's quite literally no reason for anyone to invite you to the group.

    So yeah, raid or don't play I guess?

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