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Blackrock Foundry Item Level Change
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are preparing to deploy a hotfix next week that will increase the item level of all raid drops from all difficulties of the Blackrock Foundry raid.

The main purpose of this change is to ensure that killing new bosses in the Blackrock Foundry raid feels appropriately rewarding. We are finding that groups coming out of a couple of months in Highmaul could often have an average item level that was just barely shy of the loot dropped by the appropriate difficulty in Foundry. A core part of the experience of progressing through a new raid tier lies in the sense that even if you didn't manage to kill a particular boss this week, the upgrades your raid group gathered along the way will make things smoother and improve your chances the following week.

This change will be retroactive, affecting existing items that players may have in their possession. Thus, instead of an item level range of 650/665/680/695 for Raid Finder/Normal/Heroic/Mythic Foundry, the loot awarded will now be item level 655/670/685/700 respectively. At the same time, we will be increasing the item level of the new highest-tier crafted and Apexis vendor items by 5, in order to keep their power unchanged relative to the Foundry raid itemization.

A few comments in response to some posts so far.

First, I wouldn't read much into the use of the word "tier" in the post - it's being used as a synonym for "zone" in this case. The point stands regardless: When you go through a series of learning attempts and wipes to defeat a new boss for the first time, you expect a commensurate reward for doing so. Many players coming out of 2 months in Highmaul were in a situation of having to work to learn and defeat new bosses that dropped loot of roughly the same quality as what they already were wearing. That isn't satisfying and doesn't allow for much power progression.

Second, the primary point of this change is not to nerf Foundry encounters. If that were the goal, it would have been much simpler to simply nerf the encounters, and we'd taken a more surgical approach to specific encounters. The aim is strictly to improve the reward side of the difficulty:reward ratio.

To use an example, consider a guild that primarily does Normal mode content and eventually progresses into Heroic. This guild may have been 6/7N Highmaul by early January; they ventured into Heroic and killed 2-3 bosses there, and then went back and finished off Mar'gok on Normal. Along the way, they also got some item level 670 loot from garrison mission caches. Now, Foundry comes out. Just because this group killed a couple of Heroic Highmaul bosses after two months in the zone doesn't suddenly make them a Heroic guild - they will, appropriately, begin in Normal Foundry. But their average item level with mostly 655 items (some 661 warforged), and some 670 items from Heroic Highmaul, is likely around 661 or 662 as a raid group. And that simply doesn't leave much room for meaningful reward. And replacing a 670 non-set piece with a 665 set piece is likely a power upgrade, but also does not feel particularly satisfying. You can change the difficulties in the example above, and we see the exact same situation with Heroic guilds coming into Heroic Foundry with an average item level in the 675+ range, which again didn't leave much room for improvement.

(Note that this logic really does not apply to Mythic Foundry, but once we're buffing loot from the other difficulties, we must also adjust Mythic in order to keep Mythic drops feeling like an appropriate upgrade over Heroic. Mythic Foundry is still plenty challenging and ranks among the overall hardest raid zones we've designed - an extra few item levels is not going to change that.)

Edit: And yes, the actual stats on the items are of course increasing along with the item level. The point is to improve the actual reward, not smoke and mirrors creating the illusion of one.
This article was originally published in forum thread: Blackrock Foundry, Crafted, and Apexis Gear - Item Level Increase started by chaud View original post
Comments 191 Comments
  1. mmocbd52a7b27e's Avatar
    Fact is mythic looked good on paper.

    Reality, guilds are dying left and right. There's more than one reason for that though. Some of it's difficulty, but part of it is also the 20 man roster. There were a lot more 10 man heroic guilds and many of them are struggling majorly. The difficulty is a more complicated issue. Basically now the entire group has to be on the A game for personal responsibility. Having to double the roster amidst a tier that had been on farm for so long ended up with substandard recruits for many.
    To be fair you say many 10 man guilds have fallen apart, but a lot of those players have simply joined other previously 10 man guilds in order for a better raiding experience and the ability to enter mythic, I personally enjoyed the 10man raiding more but I think people over exaggerate the negative effects of the mythic size raids.
  1. mmocf60b14b3bd's Avatar
    when is this hotfix going to get DONE, WHEN IS IT GOING LIVE

    i want to see it live before our next raid so we can do more progress with our new-gained dps / hps

    /:=)
  1. pfbe's Avatar
    Oh wow, this has been front page news for 3 days now. Exciting times in world of warcraft...
  1. Ukerric's Avatar
    Quote Originally Posted by caervek View Post
    Normal is/was flex, intended for pugs and guilds with bad gear or players.

    Heroic is/was normal, intended for guild groups to gear and progress onto heroic (now mythic).
    I know how those various levels were introduced. At the time, there WAS a difference between Flex and Normal. Flex was flexible. Normal was fixed rosters, with benching (sorry, we're 12 tonight, 2 people sit out).

    However, that was in MoP. As of 6.0, the difference between flex and heroic vanished.

    That's what I'm saying. Given the way raids are structured, there are three different forms of raiding, and one is simply duplicated with higher numbers. If you consider that there should be a normal/heroic, why stop at 2. Why not have normal (655), hard (670), heroic (685), legendary (700), with exactly the same mechanic, just higher HP and damage?

    IMO the new names are the issue not the amount of tiers, they should have kept them called flex/normal/heroic
    Except that your "normal" is flex. With just higher numbers.

    I'm not arguing about difficulty levels. I'm arguing that there are three different forms of raiding, but one is duplicated, which leads to two unfortunate consequences:

    1) Blizzard can be lazy with tuning, and you're expected to get heroic gear before you finish normal (see Blizzard example about guild doing heroic before finishing Mar'gok. Oh, and don't forget that you can't do some bosses on heroic, then continue on normal; you need to re-kill those early normal bosses and rot their loot. I miss LK adjustable difficulty)
    2) You get a slightly faster ilvl inflation due to an additional tier shoehorned

    But, I guess from Blizzard's POV, it has a useful purpose: you need to redo the same content (at a higher difficulty) to progress, they don't have much work tuning that additional content (just scale stuff by 10% for 15ilvl more gear) which means they get more time before they have to provide a new content patch.

    - - - Updated - - -

    Quote Originally Posted by pfbe View Post
    Oh wow, this has been front page news for 3 days now. Exciting times in world of warcraft...
    Given the difficulty of the BRF raid, they probably feel like they've got a couple months before people are finished.

    Since we get various hints about 6.2 being when we finally get the last zone (Tanaan), which means possibly the last major raid (don't forget that Yahoo financial analyst stating that they've got the next expansion ready to unveil), there might be a temptation to stretch slightly the middle raid a bit, so that you don't get 10 months of 6.2 before the expansion.
  1. SpaceYeti's Avatar
    PvP gear no longer the BiS for PvP gameplay.
  1. Bloodydemize's Avatar
    Anyone know when this is supposed to be deployed? I thought it would be out by now.
  1. draganid's Avatar
    Quote Originally Posted by Bloodydemize View Post
    Anyone know when this is supposed to be deployed? I thought it would be out by now.

    i thought so too, just logged in, no change
  1. glycerethe's Avatar
    Typical Blizzard, trying to fix a problem that wouldn't exist if they didn't screw up with this huge jump in ilevel per raid.

    The fact that you are doing double the dps as 680 compared with someone at 630 says it all, the jump is not needed, by increasing the reward even higher ilevel, you are making it worse. By the end of this expansion, a char fully geared for last tier mythic could possibly be doing five times more damage than a 630 geared char, that's ridiculous.

    Then we will be back to try and item squish all over again.
  1. Bryntrollian's Avatar
    Quote Originally Posted by glycerethe View Post
    Typical Blizzard, trying to fix a problem that wouldn't exist if they didn't screw up with this huge jump in ilevel per raid.

    The fact that you are doing double the dps as 680 compared with someone at 630 says it all, the jump is not needed, by increasing the reward even higher ilevel, you are making it worse. By the end of this expansion, a char fully geared for last tier mythic could possibly be doing five times more damage than a 630 geared char, that's ridiculous.

    Then we will be back to try and item squish all over again.
    It isn't an issue as they have already stated that they plan to have more stat squishes in the future...
  1. xuros's Avatar
    When is this going live?
  1. mmoc226b81cd23's Avatar
    Its already live :P

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