Dev Watercooler - Itemization in 6.2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In World of Warcraft Patch 6.2, we’re making some changes to our Raid itemization with the goal of improving the Personal Loot experience, creating more interesting distinctions among items, and providing rewards that more closely reflect the challenge players face to earn them.

Personal Loot Improvements
The Personal Loot system offers several advantages to certain group types, but there are still several areas where we think we can make improvements. Our goals with Personal Loot going forward are threefold:
  • Make Personal Loot more consistent and rewarding.
  • Bring Personal Loot up to be competitive with Group Loot, so players who prefer Personal Loot receive rewards comparable to those you get from groups using Master Loot or Need/Greed.
  • Celebrate rewarding Personal Loot within the group in a way that captures the excitement of receiving rewards in Group Loot.

First, rather than treating loot chances independently for each player—sometimes yielding only one or even zero items for a group—we’ll use a system similar to Group Loot to determine how many items a boss will award based on eligible group size. As a result, groups will receive a much more predictable number of drops when they defeat a boss. In addition, set items will reliably drop in Personal Loot, just like they do in Group Loot today. The end result is that groups using Personal Loot will acquire their 2- and 4-piece set bonuses at around the same time as groups using Group Loot acquire theirs.

We’re also increasing the overall rate of reward for Personal Loot, giving players more items overall to offset the fact that Personal Loot rewards can’t be distributed among group members. We know that finding that one awesome specific trinket to round out your gear set can be difficult with Personal Loot, and this should help increase your odds.

Finally, the most visible change is the new Personal Loot UI. Part of the fun of raiding is progressing and improving as a group, not just as an individual. The previous Personal Loot system celebrated your own rewards, but would bury what your groupmates received in the chat log. However, the moment when your friend finally wins that long sought-after sword can be just as important to you as that moment you won your boots—and we wanted the game to help you celebrate it, too. Now when you loot an item, everyone in your group will see what you won!

These Personal Loot improvements aren’t limited to Hellfire Citadel—we’re updating all of our Draenor dungeons, including Mythic dungeons, to use the same system.


Secondary Stats
In the early days of World of Warcraft, Raid bosses didn’t have that many items to drop—there were only 150 items in all of Molten Core, and more than half of those were set items. This small amount of total gear in a Raid meant there might only have been one or two items per slot in an entire tier that were appropriate for your class—and if you were a Hunter or a Shaman in a place like Molten Core, that meant your only option for a belt in the entire Raid zone was your class set piece. On top of that, if an item wasn’t class restricted, it was shared between many other specializations with wildly different ideas of which stats were good or bad. When very few items were available to fill any given slot, the desire to make sure they were useful for many specs led us to keep from straying too far from a 50/50 split on secondary stats.

As the game has evolved, we’ve increased the number of items that bosses drop per kill, as well as the variety of items they drop. We’ve made secondary stats more competitive with one another, and we’ve reduced the frequency of oddball items that were only useful to a few classes. This made more items useful to more people, but eroded the distinction and sense of identity that items held in the past. Too rare became the situation where you knew for sure that this drop was your awesome piece of equipment, and that feeling of finding a truly special item came less often than we would have liked.

To help bolster that sense of excitement, we’ve decided to shake things up when it comes to how secondary stats appear on Raid loot in this patch. Inside Hellfire Citadel, you’ll see a wider range of high and low secondary stat values on items than you have in a long time. Alongside some tuning adjustments that should ensure your attuned stats are the right choice, this change should also make it easier for you to identify which items are good for you in a more interesting way than just “equip the highest Item Level.” Our goal is to help make Hellfire Citadel Raid items more distinct and meaningful to you, and we hope you’ll let us know how things feel once you start collecting your new gear.

Item Level Ramp
As this expansion has progressed, it’s become increasingly apparent that there is a mismatch between challenge and reward for guilds that delve deep into large Raid zones. When the Item Level for rewards across a given difficulty of a zone is flat, a caster staff from Heroic Imperator Mar’gok is largely equal in power to one from Heroic Tectus, despite Mar’gok being the far more challenging boss. We often see and hear about guilds killing a late-zone boss like Blast Furnace for the first time, only to disenchant most of the drops because everyone already has loot from earlier bosses in those slots. On top of that, many guilds move on to higher difficulties before they fully complete a difficulty, because Heroic Darmac loot is stronger than Normal Blackhand loot—and you can get it for much less effort.

To address this, we are structuring Hellfire Citadel so that the Item Level of the loot awarded by bosses increases as players proceed deeper into the zone, culminating in Archimonde—providing both the ultimate challenge and the ultimate reward.

We’re doing this for a few reasons. First, it feels good to get higher-level items as you progress through a zone. One of the more prominent pieces of feedback we got about Blackrock Foundry was that it felt unrewarding for challenging bosses like Iron Maidens to drop loot that was just as good as—or possibly worse than—Gruul’s.

This also breaks up where your best items are in a good way. The power of the items that you can get in a particular slot will differ based on how far through the zone you are. The best boots for you will likely be different if you are on Normal Gorefiend than they would be if you’re on Heroic Mannoroth, which would be different than if you’re on Mythic Iron Reaver, and so on.

We can’t overstate how much we appreciate your feedback on topics like this, especially when you’ve taken the time to join us on the Patch 6.2 PTR and experienced the changes for yourself. As always, everyone’s encouraged to join us and other testers in the PTR Discussion forums as we prepare to unleash Hellfire.
This article was originally published in forum thread: Dev Watercooler - Itemization in 6.2 started by chaud View original post
Comments 197 Comments
  1. TirielWoW's Avatar
    Quote Originally Posted by beelgers View Post
    Why is this really a problem though? If it comes up - they'll squish it again. No big deal. I'd rather have the big inflation and not need to hit lower difficulties, etc. to fill out my gear than the alternative.
    No, they won't squish it. They haven't squished it yet. We've already gone from 640 to 705 ilvl in a single tier. That's 45 ilvls of gear. In Wrath of the Lich King, for instance, the entire expansion had only a 72 ilvl increase, and that was over 3.5 tiers. It really does matter, and it really does make a difference, especially in the Healing Role. Gear inflation pushes absorption healers way ahead of throughput healers, since they tend to scale far better with ilvl than throughput healers do. We're already at a point where every raid is basically required to bring at least one Paladin, and one Disc Priest, with the other 4 specs fighting for the last two spots. With enough gear, you can shave that four slots down to three. won't that just be ducky?
  1. lunchbox2042's Avatar
    The increase in item level would have been fine when we had 1 or 2 difficulties. With 4 difficulties it leads to an even higher item level spread.
  1. Tharkkun's Avatar
    Quote Originally Posted by purebalance View Post
    I surely hope all of your BiS are from the first bosses so you can retract your this is how it should have been. When some player's BiS avg ilvl is 725 and others is 733, there's a problem.
    Unless you have zero loot on early bosses some classes will always get their items first. That's how it goes. Even then RNG could screw you for months before you see the drop you need. That still has absolutely nothing to do with not providing the highest ilevel weapon for all classes off the last boss.
  1. mmoc59b5827c7e's Avatar
    Can anyone extract any useful piece of information out of this shit talk? There are 0 information in this whole text on why exactly they changed the ilvl ranges and they dodge the core problems we had since we discovered the change on the PTR.
  1. Granyala's Avatar
    Quote Originally Posted by Valarius View Post
    This sounds like messing with a system for the sake of messing with it, rather than a well thought-out change.
    Blizzards motto for WoD

    Attempt to fix stuff that isn't broken in the first place.
  1. mmoc217b3a527e's Avatar
    The whole "item level goes up as the fights become harder" would work in a perfect world where the raid was 100% linear in both terms of layout and difficulty.
  1. Chickat's Avatar
    Quote Originally Posted by Sanctity View Post
    I just hope that they are not increasing the itemlevel jump from pre to post HFC. I think we are already scaling up too quickly which is causing content to become obsolete at a staggering pace.
    Yeah, Tier 18 is going to be close to Tier 15 numbers allready. They may have to squish next expansion. They didnt squish enough in the first place tbh. Squish us down to doing 2500 dps in tier 19 raid gear. That should give them 3 expansions.
  1. mmoc217b3a527e's Avatar
    Quote Originally Posted by Tharkkun View Post
    Unless you have zero loot on early bosses some classes will always get their items first. That's how it goes. Even then RNG could screw you for months before you see the drop you need. That still has absolutely nothing to do with not providing the highest ilevel weapon for all classes off the last boss.
    Well said.
  1. Gadzooks's Avatar
    Quote Originally Posted by Deuse View Post
    Personal Loot is garbage in a guild group. The only time I ever see it used is in PUGs, but I'm glad they're upping the drops for those individuals and making it a set number of drops per group. The only problem with that random distribution is that I may not need anything on a boss, and I might get loot when someone else needed it; that's sort of how it is now but since the personal drops are now so-many-per-group, it can create some tension if I win something that I don't need because that means I took away someone else's loot. Eek. But anyway, that's why we roll with Master Looter under MS/OS in guild runs to avoid all this chaos.
    I think the Personal Loot changes are for PUGs, not guild runs - if they intended it for everyone, they'd remove the other loot rules.

    It helps destroy the bs that "personal loot drops less", so it'll make personal loot runs more attractive and prevalent - or that's what I think the intent is - whether you see more personal loot runs show up is on the players, and I don't think the PUG douchebags are going to stop because of this. They worked hard to instill the meme of "ML drops more loot", they're not going to give up their scam that easily.
  1. Chickat's Avatar
    Bosses 1-10- Item level 715
    Boss 11-12- Item level 720
    Boss 13- Item level 725. Has a weapon and trinket for every spec on loot table.

    Only way to make it fair.
  1. Fritters154's Avatar
    Alongside some tuning adjustments that should ensure your attuned stats are the right choice, this change should also make it easier for you to identify which items are good for you in a more interesting way than just “equip the highest Item Level"

    So is it some crazy balancing thing to have some classes take ilvl hits to get the attuned stats while other classes get to have higher ilvl? Just funnel certain interesting items into the later bosses like weapons, trinkets and tier. Make those higher ilvl than everything in earlier areas but apply it to ALL items of the same slot.
  1. Granyala's Avatar
    Quote Originally Posted by Keesasha View Post
    The whole "item level goes up as the fights become harder" would work in a perfect world where the raid was 100% linear in both terms of layout and difficulty.
    No it wouldn't.

    It would only work if all specs would scale equally with all secondary stats. (Which is mathematically impossible)

    So now, a few "chosen" specs will out perform all others, because they "happen" to "like" the secondary stats provided by the highest item level items.

    This is such a moronic and idiotic change that I'm having a hard time expressing how utterly DUMB it is, in a world where some stats have a significant higher value than others.

    Crit = 0.8980
    Haste = 0.7290
    Multistrike = 0.5716
    Versatility = 0.4899
    Mastery = 0.3663

    Just look at that difference between Crit and mastery for Shadow AS. That's a factor of 2.4!
    Crit is TWO AND A HALF times as valuable to us compared to mastery.

    Originally Posted by Blizzard Entertainment
    We’ve made secondary stats more competitive with one another
    No, Blizzard... you didn't. That's why this idiocy won't work.
    And don't even get me started on the classes that get shafted by no weapon drop from Archi. W T F are these devs smoking?!
    Has the company Kindergarten taken over development?!

    Jesus, stop blabbering about "excitement" and make itemization and VISUALS be things we can be thrilled about!
  1. tuesday the paladin's Avatar
    So blizzard is back peddling away from the 'higher ilvl item should be better' ideology after one tier?

    To help bolster that sense of excitement, we’ve decided to shake things up when it comes to how secondary stats appear on Raid loot in this patch. Inside Hellfire Citadel, you’ll see a wider range of high and low secondary stat values on items than you have in a long time
    Does this mean we'll see gear drops like the crafted gear? Where you can have a range of say 120-180 of each secondary stat but has a constant amount of total secondary stats? If so I feel very hesitant to seeing this as a good change. Now that BIS item will be warforged/socket/favored stat. In effect could just be another means of stretching out the time it takes to get geared.

    This is such a moronic and idiotic change that I'm having a hard time expressing how utterly DUMB it is, in a world where some stats have a significant higher value than others.
    I'm 100% with you there. It almost makes me wonder if blizzard is using the itemization as a means to boost underperforming specs by giving them the favorable ilvl boosts from the harder boss drops.
  1. Akka's Avatar
    Improving the personal loot is bad, this is a terrible system that should be used only for automated PuG.

    The ilvl ramp across the instance is great, though.

    As for the secondary stats... If they hadn't gutted stat to begin with at the beginning of the expansion, it would probably haven't been necessary...
  1. Gadzooks's Avatar
    Quote Originally Posted by UcanDoSht View Post
    Can anyone extract any useful piece of information out of this shit talk? There are 0 information in this whole text on why exactly they changed the ilvl ranges and they dodge the core problems we had since we discovered the change on the PTR.
    Bigger loot table - stretches the content out longer, because you'll have to run the raid more to get the pieces you want.

    Or, this is another one of Blizzard's Grand Experiments, which will be quickly forgotten and swept under the rug in 7.0.

    One of the devs got a bug up their ass about loot, and drove a campaign to do this.

    Take your pick. Blizzard doesn't do "why" anymore.
  1. Arbs's Avatar
    Quote Originally Posted by Granyala View Post
    Blizzards motto for WoD

    Attempt to fix stuff that isn't broken in the first place.
    With the way the expansion has been, trying stuff can't make it any worse & than reversing it next expansion could make it more appealing.
  1. Granyala's Avatar
    Quote Originally Posted by Arbs View Post
    With the way the expansion has been, trying stuff can't make it any worse & than reversing it next expansion could make it more appealing.
    The eternal optimist, eh?
  1. Kaedis's Avatar
    It's not like rogues, hunters, and Enhance shammys weapon DPS is one of their top stats
    Just a moment [frantic whispering heard off stage]
    Nevermind...
    Ya, for MM, weapon damage is something like 3 times as potent as Agility for me, nearly 5 times as potent as Crit (my best stat), and over 6 times as potent as my worst stat. There's zero probability of be selecting a lower itemlevel weapon with better itemization.

    Then again, the 730 bow is perfectly itemized for MM and SV (slight weight towards SV due to the significantly higher Multistrike on it), so not really an issue, except the complete lack of a 735 option. The extra 5 item levels, just in weapon DPS, is equivalent to an extra 165 Crit Rating or 102 Agility. The extra itemlevel would also add 20 additional Agility and 26 additional rating. Net difference is around 900 DPS with my current weights, or around 2% DPS.

    So ya, I lose 2% DPS just because I'm not a caster or 2h strength class. Awesome.
  1. Arbs's Avatar
    Quote Originally Posted by Granyala View Post
    The eternal optimist, eh?
    Pretty much, just hoping this train wreck is over with & the next trilogy is better. Yes I called it a trilogy.
  1. Flaks's Avatar
    The ilvl ramp is how it used to be all the way until tbc. It made perfect sense in that system as the earlier bosses in a new tier dropped the same or slightly worse ilvl gear than the final boss of the previous tier. This made sure ilvls didn't get ridiculously inflated.

    Then wotlk came along and they made the earlier bosses drop higher ilvl gear than previous tier's final bosses PLUS the multiple difficulties with each one giving higher and higher ilvl gear than the last tier and stats just went crazy and the difference between a fresh max level char and a raider became absurd.

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