Artifact Power and Patch 7.2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Artifact Power has been a hot topic lately, both around the community and within the development team. With Patch 7.2 on the horizon, introducing both new artifact traits and additional Knowledge levels, we have been reflecting on the way the system has unfolded during the first months of Legion, and evaluating changes based on the lessons we have learned thus far.

First off, a look back at where we started.

From the outset, Artifact Power was intended to serve two intertwined purposes: First, it offered max-level progression that was not entirely item-driven, along with choices and elements of character customization as players traversed their trait trees; second, it was meant to serve as a universally desired, consistent reward from all types of content.

In crafting the systems that delivered Artifact Power, we weighed the merits of hard caps versus a smoother system of diminishing returns. We had extensive experience with hard caps, through multiple past iterations of currencies like Valor Points and Conquest Points, and wanted to avoid several of the downsides of that approach. For example, a cap inherently feels like more of an expected quota, where missing a week or falling short of the cap puts you clearly, and potentially permanently, behind the curve.

Instead, as everyone knows, we settled on an open-ended system of diminishing returns. Without any hard caps on how quickly players could earn AP, it was essential to have some sort of limiting mechanism on the gap in power between players of different playstyles, and different levels of time investment. We accepted the admittedly complex design of Artifact Knowledge because it solved this problem, effectively reining in the size of this power gap. Players trying to progress past the expected artifact level for their Knowledge would run into those rapidly diminishing returns, while those who played less than that would have Knowledge as an accelerator to help them catch up to the cutting edge. When Emerald Nightmare was new content, while the average raider was at 20 or 21 points, the most dedicated might have been at 24 or 25 – a relatively modest gap.

Now, where things went wrong…

We feel that we made two major missteps with the Artifact Power system that increasingly manifested themselves as we got deeper into Patch 7.1 and 7.1.5. And both of them served to undermine that core goal of ensuring that the gap between players with different levels of time invested into the system could not grow too large.

First, the cost of ranks in the 20-point final trait remained relatively flat, as opposed to the rapid exponential scaling up to that point. This meant that someone who spent twice as much time gathering AP as I did would have roughly twice as many ranks as me. Instead of the 24 vs. 21 gaps we saw in Nightmare, a number of hardcore raiders entered Nighthold with 54 points, while others were just beginning that final progression and found themselves with nearly 10% less health and damage, equivalent to being almost a full tier of gear behind. Players who switched specs or characters along the way found themselves in a similar position. The power gap was larger than ever before, which created a sense of obligation and a number of negative social pressures that the system had previously tried to minimize. In short: We’re not at all happy with how this worked out.

A common suggestion is to simply reduce the amount of Artifact Power required to fully unlock the artifact in 7.2. This would not solve the underlying problem, but would rather reduce its duration while heightening its intensity, as competitive players sprinted to finish their Artifacts in order to be “ready.” But then we would inevitably tune around that completed power level, and other players would simply be playing catch-up the entire time. And in the long run, Artifact Power would not be serving its intended purpose of ongoing parallel progression. A capped-artifact player who goes a week without getting any item upgrades ends the week literally no stronger than before. Part of the value of the artifact, both for personal progression and guild progression, lies in ensuring that everyone is at least a bit stronger next week than they are right now, and a bit closer to overcoming whatever obstacle stands in their path. Our goal is for Artifact Power to always be of some interest as a reward, whether from a World Quest, or as a consolation prize when failing a bonus roll.

Instead, we are focusing on fixing the mistake of flat cost scaling at the end of the progression, and instead keeping the increases exponential throughout, while also strengthening Artifact Knowledge as a core pacing and catch-up mechanism. These changes should be visible in an upcoming PTR build.

This is done with the primary goal of reducing the power gap based on time investment, while preserving Artifact Power as an endgame reward that everyone values. If the leaders in Artifact Power were only a few points ahead of a more typical player, rather than crossing the finish line when most were just leaving the starting blocks, players with less time to commit would not be as disadvantaged in competitive activities. If a Warlock were choosing between having 48 points in a single spec or 44 points in all three specs if they’d split their efforts evenly, the barrier to playing multiple specs would be significantly reduced. We are still tuning the curve for 7.2 trait costs, but we’re currently targeting scaling such that someone who earns twice as much AP as me will have an artifact that’s only ~1.5% stronger; someone who earns four times as much AP as me should only be 3% stronger. On the whole, this should be a massive reduction in the power gaps we see in the live game today.

The second problem with our initial implementation was that repeatable sources of Artifact Power (Mythic Keystone dungeons in particular) dominated time-limited sources such as Emissary caches and raid bosses. The fact that a large portion of the community evaluates their Artifact Power needs using “Maw runs” as the unit of measurement is ample evidence of this failure. We very recently deployed a hotfix to increase AP earned from Nighthold in order to make raiding, with a weekly-lockout, better compare in efficiency to repeated Mythic Keystone runs. And in 7.2, we’re more thoroughly addressing this issue by adding a significant amount of AP to the weekly Mythic Keystone cache, while somewhat reducing (and normalizing based on instance length) the AP awarded by repeated runs. These changes are being made to narrow the gap in AP earning, and thus power, based on time investment.

All of the above changes are aimed at allowing players the freedom and flexibility to decide how they want to spend their time, and which goals they wish to pursue, while limiting the difference in power between players who arrive at different answers to those questions.
This article was originally published in forum thread: Artifact Power and Patch 7.2 started by chaud View original post
Comments 123 Comments
  1. smaktat's Avatar
    Quote Originally Posted by Granyala View Post
    It's kinda hilarious, that Blizzard gets their panties into a twist about a 10% power difference.
    Meanwhile, a raider has an effective output that is DOUBLE or more compared to a non raider.

    WoWs gear reward system is just broken.
    *gasp* A person who plays more of the game has more to show for it. Oh the humanity.

    OT: Good read, changes are nice, not surprised to see MMOC nerds putting a negative twist onto something positive. Nothing will satisfy lol. Keep up the hard work Blizz.
  1. Queen of Hamsters's Avatar
    Quote Originally Posted by Granyala View Post
    It's kinda hilarious, that Blizzard gets their panties into a twist about a 10% power difference.
    Meanwhile, a raider has an effective output that is DOUBLE or more compared to a non raider.

    WoWs gear reward system is just broken.
    ... Since when in this game has non-raiders been given gear as powerful as what can be obtained from raids?
    In fact, Legion is the expansion where non-raiders have a real shot at being as powerful with Mythic+. Imo it should be scaled back. Nothing good will come from people expecting that they can get as shiny epix from 5-man content as from groups requiring 20 people...
  1. smaktat's Avatar
    Quote Originally Posted by Rorcanna View Post
    ... Since when in this game has non-raiders been given gear as powerful as what can be obtained from raids?
    In fact, Legion is the expansion where non-raiders have a real shot at being as powerful with Mythic+.
    I don't wanna do anything but still want what everyone else worked hard for WHAHH BLIZZ WTF =*((((
  1. Alayea's Avatar
    All those words, and yet I can't be made to care. That's how much I dislike AP.
  1. BoredomIncarnate's Avatar
    Quote Originally Posted by Kanj View Post
    Diminishing returns will be a lot worse than a hard cap. Guild leaders will still be able to set the requirement for some trait, it'll just be a much tougher grind, increasing the risk of players comitting Sudoku and go outside their room.

    The hard cap solution is much more comfortable.
    Player will be so distressed that they will be driven to play Sudoku? THE HORROR!

    (Just FYI, the word you are looking for is Seppuku. Sudoku is a puzzle game. If this is a joke I am not getting, ignore me.)
  1. Onikaroshi's Avatar
    Quote Originally Posted by BoredomIncarnate View Post
    Player will be so distressed that they will be driven to play Sudoku? THE HORROR!

    (Just FYI, the word you are looking for is Seppuku. Sudoku is a puzzle game. If this is a joke I am not getting, ignore me.)
    it's a long running meme http://knowyourmeme.com/memes/commit-sudoku. Because knowing is half the battle!
  1. Beazy's Avatar
    This was brought up in beta more than flying,terrain design, and lack of content (the hottest beta forum complaints). . . . . . and it took them three patches into production release to even admit there is a problem......

    "We're happy with how Artifact Power turned out".

    LoL I feel bad for the suckers still paying a sub for this game.
  1. Onikaroshi's Avatar
    Quote Originally Posted by Beazy View Post
    This was brought up in beta more than flying,terrain design, and lack of content (the hottest beta forum complaints). . . . . . and it took them three patches into production release to even admit there is a problem......

    "We're happy with how Artifact Power turned out".

    LoL I feel bad for the suckers still paying a sub for this game.
    I being one of those suckers paying a sub, am enjoying the fuck out of this game, opinions go both ways.
  1. Fadian's Avatar
    Quote Originally Posted by Richardbro View Post
    They should just make it so artifact levels unlock time based. For example, Artifact level 58 opens for everyone this week, 59 next week. BUT, you can still freely farm artifact power endlessly and get to level 60+, but the power and traits won't unlock until the week for level 60+ comes, so everyone is on a fair playing field and people dont have to burn out - which also still allows massive grinding.
    This method somewhat introduces hard caps. if people know it will cost X amount to unlock next week artifact power, they will farm, then stop.

    I understand their measure. Those who are more hardcore will still have an advantage. just not such a large gap. 1.5 or 3% is still a lot with our current item level and power. Meters will show it.
  1. Queen of Hamsters's Avatar
    Quote Originally Posted by Beazy View Post
    This was brought up in beta more than flying,terrain design, and lack of content (the hottest beta forum complaints). . . . . . and it took them three patches into production release to even admit there is a problem......

    "We're happy with how Artifact Power turned out".

    LoL I feel bad for the suckers still paying a sub for this game.
    What about the idiots not even playing the game but still spending huge amounts of time paying attention to it?
  1. Saverem's Avatar
    Great change! Reducing AP from repeated M+ runs is a godsend!

    Both sides win on this. The casuals don't have to worry about getting left behind while the hardcores don't have to worry about running 1000 MoS on 4 alts to stay ahead of the curb.
  1. Queen of Hamsters's Avatar
    Quote Originally Posted by Onikaroshi View Post
    I being one of those suckers paying a sub, am enjoying the fuck out of this game, opinions go both ways.
    Hear hear! It's the same thing whenever WoW is going well, dweebs try to nitpick at every little chance to flack the game and those playing it.
  1. carlos9949's Avatar
    so that changes only mean that getting people for a M+ run will be harder, specially with no high end players interested in carrying people with the new system with no AP reward for them. I just hope blizzard changes his mind on this!!
  1. Supercool's Avatar
    Quote Originally Posted by Onikaroshi View Post
    Not to mention you cap day one and don't even log in besides raid like.... oh yea... like wod...

    I pay monthly for this game, I like things to do on a daily basis.
    And others prefer grinds that end, and want to be able to do things with their playtime that don't award Artifact Power without continually falling behind everyone who's only pursuing the most utilitarian content.

    Artifact Power is a godawful system. The argument that "people who invest more in the game should get more out of it" should be true to a point, but Legion lost the plot and never got it back. There was never a point in the game's history where someone could pour 30 or 40 hours a week into WoW, literally as much as a second job, and still be behind people who were willing to dump 60, 80, or more hours into it (save the very bleeding edge of world first raiding). That's what comes of having no ceiling. And this diminishing returns system won't fix that.
  1. l33t's Avatar
    Quote Originally Posted by Rorcanna View Post
    Hopefully they'll also come to the conclusion eventually that the RNG slapped on top of RNG with warforging and titanforging is ridiculous...
    Why would they? It artificially increases longevity of content = more sub money = more yachts for Kotick. If only, you should realistically aim for more RNG layers, not less.



    @OP: the design goal is bullshit, really. What's the reason to live in the game if you get like 1% increase over a scrub who mouseclicks and keyboard turns once per month? Bleh, typical blizzard, good design choices at start, but quickly cave in favor of casual scum in next patch or two.
  1. Zabatakis's Avatar
    Could have just put a weekly cap on it like the illidan soul fragments, and then throw in a catch up mechanic. Besides random legendaries the AP grind is the worst thing of this expac for me.
  1. mmoc18e6a734ba's Avatar
    Blizzard please, for the love of everything holy, please make artifact knowledge account wide.
  1. smaktat's Avatar
    Quote Originally Posted by Alayea View Post
    All those words, and yet I can't be made to care. That's how much I dislike AP.
    Woe is you. Life is so difficult. Wah my video game.
  1. Beazy's Avatar
    Quote Originally Posted by Rorcanna View Post
    What about the idiots not even playing the game but still spending huge amounts of time paying attention to it?
    You're smoking crack if you think I would miss a single day of Gen-OT here @ MMOC, this website is the Jerry Springer Show of the internet.
    These laughable WoW threads appear on the index daily.
  1. Granyala's Avatar
    Quote Originally Posted by smaktat View Post
    *gasp* A person who plays more of the game has more to show for it. Oh the humanity.
    So.. what exactly is the problem with s/o that plays more to get 54 ASAP?

    You are hilarious in your hypocrisy.

Site Navigation