Ion Hazzikostas on Shadowlands End-Game Loot - Utility Legendaries and "Loot is Loot" Droprates
09.07.2020 um 14:03
In our group interview with Game Director Ion Hazzikostas, we asked him several questions on end-game systems, namely why players would choose utility legendaries and modified droprates after the new "loot is loot" simplification system. As we know this is an important topic to many of our high-end players, we have transcribed the replies in full.
Shadowlands Press Event Coverage
News & Updates
Potential Class Wide Artifact Transmog
Account Wide Legendary Power Recipes
Changing Covenants Should be Easy, Changing Back Should Be Hard
Rune Carving - Legendary Armor Crafting
Change Gender at the Barber Shop, No Longer a Paid Service
New Class Animations on Character Selection Screen
The Final Boss of Shadowlands
Pathfinder Based on Renown Instead of Reputation
No Bonus Experience from Heirlooms in Shadowlands
Save Famous Characters from the Maw
The Maw Max Level Questline
The Maw Max Level Zone Preview
Venthyr Covenant Campaign Preview
Sinfall Covenant Sanctum Environment Preview
Covenant Sanctum Systems - Upgrades, Many Resources, Transportation Network
Rune Carving - Legendary Armor Crafting
Soulbinds Progression Breakdown
Covenant Adventures: Missions Evolved
Dangers of the Maw - Eye of the Jailer Levels
The Maw Zone Preview
Abominable Stitching Recipes
Venthyr Covenant Preview and Ember Court
Night Fae Covenant Preview and Queen's Conservatory
Necrolord Covenant Preview and Abomination Stitching
Kyrian Covenant Preview and Path of Ascension
Covenants System Preview
Soulbinds and Conduits Preview
PandaTV and Ion Hazzikostas Liveblog
Lordmons with Morgan Day - Pantheon of Death & Unlocking Legendary Powers
Warcraft Radio and Patrick Dawson Liveblog
Judgehype Insights with Patrick Dawson
Morgan Day and MrGM Liveblog
Zones, Covenant Armor, and Customization with Ely Cannon
Ion Hazzikostas - End-game Loot, Utility Legendaries, Droprates
Highlights from Ion Hazzikostas Group Interview
Shadowlands Lore with Steve Danuser - Elune, Sylvanas, Calia
Sloot Interview with Paul Kubit
HazelNuttyGames Interview with John Hight
Tonton Interview with Ion Hazzikostas - Open World Lag, Swapping Covenants, PvP Power
Lapi Interview with Ion Hazzikostas - Weekly Loot, Covenant Tuning
Legendaries in Shadowlands
Legendaries are one of the core end-game systems in Shadowlands, and while we don’t know everything about the system, we’ve started to find
legendary runeforge powers
. What is to encourage players to choose utility or otherwise non-performance related legendary powers over raw throughput options (like in Legion)? Conduits are separated into Throughput vs defensive/utility, why aren’t legendaries?
The big difference is control over what you want to pursue. Odds are good that players crafting their first legendary will not pick a purely-utility power and that’s fine. I think a flaw of the Legion system was the fact that without player agency, a ring that makes your Corruption snare was placed in the same bucket as something that’s mathematically a 6-8% dps increase. Now there are many situations where the Corruption ring was invaluable, if you were doing the Aggramar encounter in Antorus you wanted your warlocks to wear that, it was incredibly valuable to the raid. The same way you often see players spec into talents for raid utility and solve problems at the expense of personal throughput, the ability to make multiple legendaries over the course of a given tier (with a equip limit of one) create interesting decisions, but players have control over these decisions. We can make the utility legendaries powerful enough that when you're in a situational space, they are worth equipping.
We haven't figured out the exact rate of acquisition, some of it will depend on how much Torghast you're doing and how successful you are, but the idea is that it will be faster acquisition than Legion legendaries, certainly at the start of Legion. You will have a collection of them, the way you did in Legion, except it will be a collection you decided to build.
A few months ago we heard about the
“let loot be loot” system
with the simplification of some types of loot and fewer pieces dropping. Have you figured out how many fewer pieces of loot players will be getting from sources in Shadowlands like Mythic+? And do you see conflicts with less loot and personal loot because of this?
So the exact quantities are still evolving (please don't quote me 100% on this) but notably for Mythic+ it will be one item from the end-of-run chest that is repeatable. The weekly loot chest will still have a greater selection of items to choose from (still one a week) but that should be a more reliable source of upgrades since you can best pick the one that suits your needs out of a wider range of things that you've earned. We're continuing with personal loot and tradability. The baseline reasons for moving away from Group Loot/Master Loot to Personal Loot 3-4 years ago haven't meaningfully changed. I think if anything, some of the potential abuses inherent in Master Loot, where people lose agency or control over their own items--the items now belong to the guild master, or a PUG leader that has arbitrary rules--these things are even more-heightened when things are scarse. So we feel like also without the randomness of Warforged/Titanforging messing with tradability, personal loot should be more consistent then ever in terms of distributing upgrades.
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