Mit WoW Patch 10.1 startet auch die zweite Season von WoW: Dragonflight. Das bedeutet vor allem, wir bekommen einen neuen Schlachtzug, neue Mythisch-Plus-Dungeons und jede Menge neuer Beute. Zu Letzterem kann man auch die neuen Tier-Sets zählen, die wir in Aberrus, dem Schattentiegel erbeuten dürfen. Aber wie in der Vergangenheit ist das nicht die einzige Möglichkeit, um an die begehrten Sets zu kommen.
Auch im kommenden Update bekommen wir Zugriff auf den Belebungskatalysator, mit dem wir uns selbst Tier-Set-Items herstellen können. Allerdings nehmen die Entwickler für die 2. Saison von Dragonflight einige Änderungen daran vor. Die Art und Weise, wie Tier-Set-Tokens im Raid droppen, wird ebenfalls angepasst. In einem großen Blogpost erklären die Entwickler nicht nur die Änderungen, sondern verraten zudem die Gründe dafür und warum es in Season 1 nicht ganz so gelaufen ist, wie sie es gehofft hatten.
Tier-Set-Items in WoW (jetzt kaufen ) Patch 10.1
Wir fassen die wichtigsten Punkte des Blogposts für euch zusammen. Den gesamten Eintrag findet ihr weiter unten.
- Der Belebungskatalysator kommt auch in Season 2 zum Einsatz - allerdings mit ein paar Änderungen.
- Es wird keine wöchentliche Quest geben. Die Aufladungen kommen wöchentlich automatisch hinzu.
- Das gilt auch für alle Twinks.
- Es wird erneut ein Cap von sechs Aufladungen geben.
- Das Umwandeln von Items kostet keine Ressource irgendeiner Art.
- Das gilt auch für Items aus alten Seasons.
- Der Endboss droppt garantiert ein sogenanntes Omni-Token.
- Dieses Universaltoken könnt ihr bei einem Händler gegen ein Tier-Set-Item eintauschen und euch dabei den Slot aussuchen. Das Itemlevel entspricht dem Schwierigkeitsgrad, in dem ihr den Token erbeutet habt.
- Der Token droppt zusätzlich zum normalen Loot - es gibt beim Endboss also ein Item pro Kill.
- Je länger die Season andauert, desto niedriger wird die Drop-Chance von Tier-Set-Items.
- Damit wollen die Entwickler verhindern, dass in einer Zeit, in der alle Spieler bereits ihr Tier-Set voll haben, immer noch der halbe Loot aus Tokens besteht, die keiner mehr braucht.
- Der neue Erfolg "Season 2 Meister" belohnt euch mit einem heroischen Tier-Set-Token eurer Wahl.
- Ihr bekommt den Erfolg, sobald ihr alle Raid-Bosse im heroischen Modus besiegt hat, eine Mythisch-Plus-Wertung von über 2.200 oder ein PvP-Rating von über 1.800 erreicht.
- Damit wollen die Entwickler jedem Spieler die Möglichkeit geben, relativ früh an ein Tier-Set-Item zu kommen - auch und vor allem Nicht-Raidern.
Die Entwickler wollen nicht zu viele Dinge auf einmal ändern, um besser zu sehen und zu verstehen, welche Auswirkungen die Anpassungen wirklich hatten. Die jetzigen Änderungen sollen jedenfalls dazu führen, dass die Spieler in gleichmäßigem Tempo an ihre Tier-Set-Items kommen - nicht zu schnell und nicht zu langsam.
In einem langen Absatz erklären die Entwickler beispielsweise, warum sich die sechs Wochen Wartezeit (bis der Katalysator startete) viel schlechter und länger angefühlt haben, als die sechs Wochen Wartezeit in Shadowlands. Durch diverse andere Anpassungen (Schwierigkeitsgrad der Bosse, Menge der Kills in der Schatzkammer, Droprate der Tier-Set-Items in der Schatzkammer) kamen die Spieler in Dragonflight viel schneller an ihre Set-Items und der Katalysator nutzte den meisten Spielern nichts mehr.
WoW Patch 10.1: Tier-Sets in Season 2 - schneller, einfacher, weniger Frust (2)Quelle: WoWhead
Hier der komplette offizielle Blogpost der WoW-Entwickler:
Hey everyone, with 10.1 on PTR & Raid Testing in full swing, we wanted to catch up and talk about some Rewards Updates coming to Embers of Neltharion. This will include changes we're making to the Revival Catalyst, Class Set Acquisition, Raid Rewards, as well as some of the history behind how we've arrived to our current approach & how those philosophies are evolving over time. This post will already be pretty long already, so for now this is going to focus entirely on the Class Sets & the Catalyst - how we got here initially, how things are today, and what they'll look like soon - and keep the Raid Talk to a different post coming soon.
First off, let's talk about the Revival Catalyst (formerly the Creation Catalyst from Zereth Mortis), and how we got to where we are today. Early on in 10.0's development, we knew we would keep the Catalyst unlock timing of 6 weeks after the season begins - which certainly wasn't the most popular decision, but let's talk about why. Generally speaking, when iterating on a system we try to be careful of not making too many changes at once so as to better discern & analyze the impact of those changes individually, and with something as big as the Catalyst, making too many changes at once could jeopardize our ability to balance its place in the gearing ecosystem in the future. If we'd made it unlock even one week earlier, and discovered that was a mistake or didn't align with our goals, it would be even more disruptive to players to say 'oops' and rewind it back. So let's talk about what did change - because coming from Shadowlands Season 3 where the Catalyst was introduced (and Class Sets reintroduced overall), there were a number of compounding issues that made the experience of assembling your Set as frustrating as it was. These complicating factors were:
- Sepulcher of the First Ones, as a raid, was notoriously more difficult than intended- this meant that even very competent and committed guilds found it hard to take down Lihuvim, Halondrus, and especially Anduin in that very first week.
- On top of this, Sepulcher released in segments - Lords of Dread and Rygelon, two other very challenging bosses sporting Class Set tokens, weren't even available for people who did clear the first week.
- Special Trading Requirements - in the world of personal loot in raid, you needed equal-or-better item level in a particular slot to trade an item. In 9.2 specifically, there was an even further restriction meaning you needed to have a high enough item level Set Piece. This meant that there were many cases where people who had normal set pieces couldn't trade heroic ones that dropped for them right after, or players who had their set completed couldn't trade items that would have finished the bonus for others.
- Great Vault accessibility - while it was a benefit that the Great Vault allowed all players (even non-raiders) to get set pieces at all, the rates weren't at all favorable compared to your chances of non-set items appearing.
- Additionally, many of our tests and projections were expecting that a lot of players would meet the Raid Thresholds of 3/5/8 Bosses killed each week which, as mentioned above, didn't happen regularly for quite a while given the high average difficulty of the raid (Anduin being a major gatekeeper here). This meant that from the very first week, the vast majority of players were behind our initial expectations for acquiring their Sets.
So that was the world of 9.2 We're highlighting these factors alongside the 6-week release timing of the original Catalyst to hopefully show the snowball effect acquisition and rewards systems can have. Players weren't killing as many bosses early, which meant they weren't killing the rest of the Class Set bosses, which meant less people had them appear in their Great Vault, which all meant less trading across your raid group to fill out slots - furthermore, this delays the power spikes those bonuses would give, which makes it harder to progress past certain walls within the raid, and so the cycle continues. Even guilds choosing to clear Normal and Heroic bosses for extra chances at Set Tokens were still running afoul of the trading restrictions, which didn't help much either. So what changed moving into Vault of the Incarnates & Dragonflight Season 1?
- All trading restrictions for Raid items were removed - this means guilds clearing heroic and normal had much faster/easier access to Set tokens.
- We greatly increased the appearance rate of Class Set items from your slots in the Great Vault across the board
- Great Vault slots for the Raid moved to 2/4/6 - this combined with being a shorter raid (8 bosses instead of 11) overall meant less loot individual loot in your pools, so a higher chance of not only making it to Set Token bosses, but also a higher chance of maxing out your vault weeks earlier than in Season 3
Knowing the 6-week Catalyst unlock timing would still be controversial, we held fast due to the other incoming changes to get a look at how things would shake out - and as it happens, our data shows that these changes had an even bigger impact than anticipated. Without peering too much behind the curtain, we were able to see that the vast majority of players filling between 3 & 6 Great Vault slots (by far the most common bracket for players who engage with vault at all early in a season) either had their 4-piece Set Bonus before the Revival Catalyst opened, or were set up to complete it that very week. Players were killing more bosses on more difficulties than before, which led to more vault slots & more gear trading, which in turn led to progressing deeper into the raid earlier, which continues the positive loop of more players getting geared faster. That said, some readers will correctly identify that there's groupings of players who still were left out of this bounty - these are players who engage only with Mythic+, and only with PvP, with zero raiding at all. These players still on-average had decent luck getting some Set pieces via the Great Vault change, but were extremely unlikely to complete their 4-piece bonus before the Catalyst arrived.
So, that's the basics of Season 1 - but we still think we can do better for more players. So let's talk about what's changing in Dragonflight Season 2:
First, we're reverting the Weekly Quest system to get Catalyst Charges in favor of how it worked in Shadowlands Season 3. For those unaware, this is very simple - every week, all characters on your account will get a charge, no action required. We wanted to experiment with making the acquisition of Charges require some more effort & investment on the player's part in lieu of having a Currency Cost (9.2 had Cosmic Flux, which handled this previously) - but in so doing we ended up taking a step backwards on one of the founding goals of the Catalyst system itself: mid- or late-season catch-up for new or returning players.
Whereas 9.2's system would greet fresh 60s with many Catalyst Charges ready to craft an entire Class Set for a hefty Cosmic Flux fee, level 70 players in Dragonflight Season 1 quickly found that if they were late to the party - that was it. It would always take 6 weeks to reach the Charge cap, and if you failed to turn in the quest for any reason, you couldn't gain another. It's not a total loss - this entirely-new truly account-wide quest is something we'll be able to use in the future, but not allowing catch-up was a mistake we're going to correct. The quick hits of how Dragonflight Season 2 will work are thus:
- Upon the Catalyst opening, all players will receive a Charge for every one of their characters. These function the same as they always have - if your Main spends a few to convert items early in the season, it doesn't impact your alt (or any alt characters you may make in the future).
- unlike in Shadowlands Season 3, there will be no cost associated beyond the Charge spent. No Cosmic Flux, no Dragon Isles Supplies, no Apexis Crystals - if you've done the work of obtaining a convertible item, that's enough for us.
Second, we're adding a new Seasonal Achievement - tentatively titled Dragonflight Season 2 Master. You may be aware that in 9.2 & 10.0, we've had some achievements that would require you to clear the Mythic Raid, or obtain a very high Mythic+ or PvP threshold to obtain a reward - in Shadowlands S3 it was a special item to upgrade all of your conduits, and in Dragonflight Season 1, it was a cosmetic item that gave you access to the previously Mythic-Only Visual Effects for all colors of your Class Set appearances. We're keeping that style of achievement & reward moving forward, but want to experiment with more seasonal milestones to hit as you progress towards your goals. Here's how it'll work:
- Season 2 Master is awarded for clearing Aberrus, the Shadowed Crucible on Heroic Difficulty, obtaining 2200 Mythic+ Rating, or 1800 rating in PvP
- Doing so awards that character a Draconic Mark of Mastery - an item that can be turned in to a vendor for any Heroic-Level Class Set item of your choice
- This can only be earned once per-character, but is available the day Dragonflight Season 2 begins
- The item received from the Mark of Mastery is also fully upgradeable with Shadowflame Crests & Flightstones, like all items in the universal upgrade system coming with this patch
This achievement and its reward serve a few functions. We're interested in adding a non-raid method of obtaining a guaranteed set item for those players we mentioned previously. Additionally, we're interested in testing the waters to see how players feel about being able to earn relevant power rewards for their progress and performance within a given season. For the most skilled and coordinated players, this token will be something they could earn within a matter of days or even a week - for others, it's a medium or even long-term goal to push for that could provide items otherwise out of their typical reach.
Lastly - and this is Raid-specific - Scalecommander Sarkareth, the final boss of the 10.1 Raid, will drop 1 'Omnitoken' per defeat on all difficulties for your group, guaranteed. We're still hammering out the specifics here, but like the Mark of Mastery above, any player in possession of it will be able to take it to a vendor and purchase a Class Set item of the level & upgrade band appropriate to the Raid Difficulty it came from.
Also worth noting before we talk about the Raid Rewards charges in full is that some time into the season - either with the re-opening of the Revival Catalyst, or shortly thereafter - we'll be adjusting how often Set Tokens drop in raid as well. At present, Class Set tokens drop at a ratio of 1 per 10 players, scaling up to 2 per 20 and 3 per 30 guaranteed. We'll be reducing this number as the season progresses, as we've heard feedback that players making late-season runs at mythic progression or AotC very often already have their Class Sets, and often at an item level that's decently above or comparable to those dropping. This can make those bosses feel less exciting & rewarding at the end of a season, especially when hunting specific trinkets or weapons.
All in all it's been about a year since Class Sets have returned, and we hope the above changes represent a shift towards making them more accessible for all players. We want to acknowledge the feedback that having raiding be the primary way all players obtain Class Sets doesn't feel in-step with your expectations, given that they feel like something that should be universally available to all styles of play. We're eager to see how Season 2 plays out, and will be looking for more ways to level the playing field in this regard as we continue to iterate. Thanks for all of your thoughts on this topic so far, and we'll see you in 10.1!
Hey folks, gonna run through a bunch of quick-hit answers to specific questions people have had in this thread so far.
- The item created by the Draconic Mark of Mastery does scale in PvP, similar to as though you looted it from the Great Vault. So it's not a 'raid piece', it's just an upgradeable item for all content.
- The Catalyst Charge cap of 6 is returning. It's definitely something that could be made more lenient, but we're unlikely to return to a fully-uncapped Catalyst regarding the current season.
- Something we're working on is making it so once a new Season begins, items from previous Seasons (so currently Shadowlands s3+4/Dragonflight Season 1) have no currency or charge cost whatsoever. This is to help people interested in hunting appearances and such that they wouldn't be able to get otherwise.
- Some clarification on the Sarkareth Omnitoken - this is all still Work In Progress but:
- It's intended to be Extra loot on kill, not something that takes away from the loot table as is.
- It's possible it's something that doesn't scale with Group Size if it remains Bonus Loot, but in all cases it would be fully tradeable.
- The Omnitoken is dropped for your group, not per-player. Some seem to think you'd only have to kill Sarkareth 4x and complete your bonus, which isn't correct.
- It is per kill however, and not a one-time bonus. It's just an extra item that lives on his loot table.
- Just as Set Tokens don't appear in the Great Vault, this wouldn't either.
- Lots of feedback on the M+ and PvP ratings for Season 2 Master being too high or too low. These are just initial values, and absolutely something that can change before launch - the idea is to make them feel at least somewhat comparable to the Heroic Raid in difficulty. As a reminder, these pieces are fully upgradeable with the new system, so even players who get them later have a great chance of upgrading them to a Mythic-Raid equivalent, or just beneath.
- There's some concerns about getting Class Set appearances (namely LFR ones) being a little too difficult. We don't have anything to share here, just to say the availability of your set appearances does feel a little harder than intended and is something we're interested in finding a solution for.
- On that note, the Cosmetic Reward for CE / Top Mythic / Top PvP rating is not going away. We're explicitly keeping it, and likely rebranding it to 'Season 2 Hero' alongside the Season 2 Master achievement.
- Concerns surrounding the idea that reducing the amount of Set Tokens later on in the patch would adversely effect raiders that show up later. The idea here is that by the time a guild that primarily does normal let's say moves towards attempting Heroic, the Revival Catalyst is fully online and handles their Class Set acquisition almost entirely. Similarly, if people are raiding normal they very likely have a lot of their Sets already.
- The tuning down of Set Token frequency would not remove the Set Tokens from that boss, it would simply not make them guaranteed to be half of your raid's loot on those particular bosses. A group of 20 killing Broodkeeper Diurna would still get 4 total pieces of loot just as before, it's just more likely that 1 of those pieces is a token rather than being hard-locked at 2.
- All Set Tokens still drop from the Raid, as they have in Sepulcher & Vault of the Incarnates, in addition to extra non-tier versions of every slot for you to convert (if it's a higher base item level) or wear as off-pieces. Hands & Legs come from The Forgotten Creations & Rashok respectively, the two 'wing' bosses of the front half of the raid. Shoulders come from Zskarn, Boss 6. Helms drop from Magmorax, Boss 7, and Chest pieces drop from the Echo of Neltharion, Boss 8.
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