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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. Solarnova's Avatar
    What a bizarre change, and yeah, unless HP is increased in Blackrock Foundry it essentially nerfs the raid as everyone's BRF gear will be increasing by 5 item levels each.
  1. sdkphoenix's Avatar
    This is a great change. My guild is still mostly in Normal BRF, with some heroic fights too, but most normal gear gets DEd now because going from 670 to 665 makes no sense. Plus the ilvl boost will help out on those fights that are still a pain to do and maybe help us get Blackhand quicker.
  1. Ashcroft's Avatar
    So, I don't see it mentioned, but will there be any change of ilvl in the Legendary Ring then? Was supposed to be marginally better right, so are you just making the gap that much smaller? Not a biggie, just curious.
  1. mmoca8c3a8c487's Avatar
    So their excuse is, players that were doing HC Highmaul will go into Normal Blackrock and downgrade gear? cool, so why not nerf Highmaul gear? I guess they overlooked that.
  1. mmoc68224f08ff's Avatar
    This was definitely in order. HC BRF items really weren't that much of an upgrade to a guild that's been clearing HC HM for quite some time, but didn't/still can't venture into Mythic because of a small roster.
  1. PhoenixC13's Avatar
    I like this change so far with BRF my ilvl went from 883 to 879 so now at least it will be up again.
  1. Low Hanging Fruit's Avatar
    Problem is I think the zones were suppose to be more side by side. Instead HM started to take on the feel of a tier on itself. Then BRF took on the feel of a tier itself. At least for those that didn't just burn though it.
  1. Matchu's Avatar
    Quote Originally Posted by Moosie View Post
    So their excuse is, players that were doing HC Highmaul will go into Normal Blackrock and downgrade gear? cool, so why not nerf Highmaul gear? I guess they overlooked that.
    Because it's better to reward than punish, which is what nerfing gear people already have would be.
  1. mmoca8c3a8c487's Avatar
    Quote Originally Posted by Matchu View Post
    Because it's better to reward than punish, which is what nerfing gear people already have would be.
    Depends which way you look at it, I feel punished given the increase item level, and a lot of my guild think its BS, I have a feeling a lot of people that actually want to progress will feel the same, now you have to kill the bosses knowing you did it post-nerf. 5 ilvls is a BIG deal. What you mean is theres "more" people who see a reward in this, then there is a "punishment". I havent saw the argument that Blizzard caters for casuals, but this is turning my head.
  1. Ltsmash's Avatar
    Quote Originally Posted by Jimmyw View Post
    meh its just more itemlevel bloat....
    meh, its just another discontent baby.
  1. Ealyssa's Avatar
    Great change.

    Playing in a friend&family guild with a lot of below average players we hardly managed 6/7 HM (doing usually 5/7 on farm day now).
    8/10 NM but when loot drop more than half go to disenchant because of the ilvl being too low. At least now we can have sidegrades. (and no, we don't belong to BF HM yet, we tried it and got destroyed).

    Really nice move from Blizzard for relaxed (you can think bad) guilds.
  1. mmoc4b1b111e63's Avatar
    Quote Originally Posted by Ealyssa View Post
    Great change.

    Playing in a friend&family guild with a lot of below average players we hardly managed 6/7 HM (doing usually 5/7 on farm day now).
    8/10 NM but when loot drop more than half go to disenchant because of the ilvl being too low. At least now we can have sidegrades. (and no, we don't belong to BF HM yet, we tried it and got destroyed).

    Really nice move from Blizzard for relaxed (you can think bad) guilds.
    I am sorry to say this.. But it's not the iLvl that keeps you from progressing The mechanics are still not skippable with 5 more ilvls, but atleast blizzard is trying to convince your delusional mind, the opposite
  1. mmocc3ef3b5207's Avatar
    Quote Originally Posted by Maxie View Post
    I don't really like it since it makes M HM worth less.
    I'm sorry to burst your bubble but higher Itemlevel does not mean better stats.
  1. elvor0's Avatar
    Quote Originally Posted by Speshil View Post
    Not going to happen but because the stats on gear increase, this will be a colleteral buff to the Legend Ring stats proc.
    Am curious what happens to the Sets on Raid Fynder. Will they remain 655 or become 660?



    OT: This is going to gimp PvPers in the World again. Nothing you can do in your 690 vs people with 700 gear each of which has a chance on bonus Socket/Leech/bonus ilvl.
    As far as I'm aware, are tertiary stats and sockets not disabled in pvp? The proc from the legendary ring is disabled too, as otherwise like you say, pvpers would be totally destroyed by PvE players.

    EDIT: Baww, in the game world, misunderstood what you meant. Thought you meant pvpers in the world as in the players, not in World PvP.
  1. mmoc33659a5ac3's Avatar
    It's still the same tier, that would be too much.
    Nope, this is the illusory raid tier that (they hope) will keep you from noticing that the next raid tier isn't coming until 6.3 hits.
  1. Toppy's Avatar
    "It's not a new tier guys! The items levels are to close."

    What a pathetic company. Can't stick to anything they say ever.
  1. proteen's Avatar
    I'm failing to see the point of this change. They're making Heroic HM = BRF Normal, which is fine and all... but now you have a lot more gear that is literally the same statwise. Normal BRF is a great way to learn mechanics. Sure, the loot isn't as good, but if you're a semi-casual guild, use Normal to learn fights then progress to Heroic. (Think of it as 18 bosses that drop the same loot, Yay that's exciting!)

    Now I have no reason to visit HM to try and get 5ilvl upgrades, since its all in BRF now.
  1. Kathranis's Avatar
    Quote Originally Posted by Moosie View Post
    Depends which way you look at it, I feel punished given the increase item level, and a lot of my guild think its BS, I have a feeling a lot of people that actually want to progress will feel the same, now you have to kill the bosses knowing you did it post-nerf. 5 ilvls is a BIG deal. What you mean is theres "more" people who see a reward in this, then there is a "punishment". I havent saw the argument that Blizzard caters for casuals, but this is turning my head.
    If it's all about clearing it with a slightly lower ilvl to prove how hard you are (note: nobody cares about your guild's progression but your guild), have everyone equip a few pieces of HM gear to drop your ilvl by 5 points. Or do it pantsless.
  1. araistlinx's Avatar
    Quote Originally Posted by Jackelyn View Post
    I disagree on scrapping the warforged gear, but they shouldn't have it on mythic at all... The idea of when I down a mythic boss and thinking "meh its not wf" is kinda discouraging, mythic loot should be the be all end all for the tier of raiding and not ruined by a chance of warforged.
    I disagree. Killing the heroic/mythic bosses you have on farm and still having a chance at an upgrade is one of the few joys left for those nights. It is one of the best ideas they've had. If they took that away, it would hurt motivation substantially. I know I don't speak for every raider, but everyone I personally know feels this way... overwhelmingly.
  1. mmocae040fe99f's Avatar
    Well that should take me to around 690, wonder if pugs will still ask me for achiev on Blackhand.. or no invite! lame..

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