Changes and experiments in the method of looting in Dragonflight Season 1 – World of Warcraft

In a post overnight, Scariizard gave details about the changes to the loot and experiment that will be seen in the Vault of Incarnations as the first tests are approaching on Thursday. This one only focuses on raids, more information will be shared about other high level activities, such as Mythic+, later.

Group Robbery

  • In Vault of Incarnations, Group Loot is the only way to distribute loot. There is no option to select Personal Loot.
  • Some items, such as profession components, will use Personal Loot as appropriate.
  • Need/Greed is back, and the devs will track feedback so that the rules for when and how players can move things are as intuitive as possible.

Exchange for theft

  • From the Vault, all restrictions placed on trade between players in a group are completely removed. This means that even a small increase in the level of items that are not buffs (as is often the case with rings and amulets, with high secondary stats) will not be locked to a character even in the game. case the matter is won.

First object level

  • There is now a third level item level for items, out of two.
  • 389 is the base item level for Normal difficulty and is available through Eranog, Prime Council, Sennarth, and Terros.
  • 395 is a new mid-tier (previously final bosses) now available for wing bosses – Dathae, Ascended, and Kurog Grimtotem.
  • 398 is reserved for the final bosses – Broodkeeper Diurna and Raszageth, the Storm-Eater.
  • These item level increases stay within a 13 point gap for each difficulty ‘tier’ – meaning Heroic base starts at 402, which is 4 points higher.

For a long time, the devs have observed that while players love the challenge of powerful wing bosses and ‘mid-tier’ walls like Halondrus, Sludgefist, and Painsmith Raznal – it doesn’t matter if beat it you get the same gear. like when you defeat Howlwing or similar bosses. The developers hope that with the introduction of these new reward tiers, progress through the Vault of Incarnations (and future raids) will increase as you master the encounters within.

Amazing Loot

Additionally, the devs experimented with many bosses having an item drop at a higher item level – usually +6 or +7 from the standard loot table. It is not ‘titan forged’. It will be the same item level each time, and this piece will pay less (and will be listed in the dungeon log). These can be unique skins, items with special bonus effects, or powerful jewelry that many players are looking for.

The team hopes to accomplish several things with it:

  • Retaining the excitement of the first bosses that groups are usually very easy to master and no longer provide a challenge by leveling up their loot tables.
  • Give higher goals in difficult encounters.
  • Do more so that item level actually represents the power of a specific item.

Although the developers have added many powerful weapon effects to shady land, it’s not easy​​​​to know its performance – for example, Night’s Edge (Sylvanas’ Dagger) is clearly stronger than the listed item level, but the same on the loot table. The team hopes that by being more flexible at the item level, they will have better tools for adjusting these effects in a way that makes sense to all players. .

Currently, it is not planned for all 8 bosses to have them, but this may change in the future. Here are some examples of unusual theft:

  • A pair of special rings by Eranog and Diurna.
  • An ‘Omni’ trinket (Strength/Agility/Intelligence) by the Prime Council that becomes more powerful with multiple copies.
  • A special arc by the Incarnate Storm himself, Raszageth.

These are available and implemented (although jewelry and FX tweaks are still in progress). That being said, the developers would like to share some things that are not implemented. The latter will test them in the next build to receive feedback from players.

Items Bound When Furnished

  • Regular non-boss enemies in raids no longer have a chance to drop Bound items when equipped. However, ‘Lieutenant’ enemies – named mini-bosses throughout the raid – have a chance to drop them. You can only receive loot from it once per week, per difficulty.
  • LqE items will scale to party size just like regular bosses. It guarantees a certain number of LqEs per attack per group, in the case of a complete clearing of the moment.
  • Larger objects are in the LqE table. Anything from weapons to high level item parts to make it more interesting for raids.

The purpose of these changes is to reimagine LqEs by making the raid environment itself a 9th boss exit, with a guaranteed amount of extra loot to reward raid progress or efficient clearings without having to kill every bat or ancelligion in a corner of the battlefield. In addition, this change has the opportunity to create clear and understandable rules for how LqE works, and support them as a reliable source of tools that players are looking for, rather than players who remaining.

Please feel free to share your feedback with the developers about these changes. More details will be provided in the coming weeks after the Caveau tests.

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