We present you the updated val'anyr for when your melee dmg matters KEKW
are all the new items available on wowhead?
Did they forget to increase the stats for Val'anyr? If that's intended, why bother increasing the ilvl if all it's going to do is increase the weapon dps?
Love how comets trail didnt get 13 ilvl just 6 even though its off a boss u can only access if u do all other bosses on hard mode
.... but why?
SHOW ME DA HUNTAS WEAPONS
Makes no sense that Algalon loot is 245. Has to be a mistake that they will hopefully fix.The pvp gear also seems very meh compared to hardmode now. Its literally 20 ilvl between furious off-sets and 25-man hardmode while it was 13 ilvl between them before ulduar buffs. Seems abit too big? Set pieces being 238 also feels abit weird imo. Kudos on making T2 wpn 252 tho, thats what we like to see!
this has got to be continuing with toc, icc and halion, right? what i lvl is heroic halion gonna have, 359?
Ilvl 232 to 252?was 245 for ToC 25 man and ICC was 251 for ICC normal 10 man?shouln't this undermine and meutralize ToC 25 man to a degree? I Think anything higher than 248 is to high for that same reasonEDIT: Found this data from an old Wotlk Thread over the official forum AND another on Wowhead200 Item Level:* Heroic Epics* Naxx 10man* OS 10man213 Item Level:* Naxx 10man Kel'Thuzad* OS 10man +2 and +3 Drake hardmodes* Malygos 10man* Naxx 25man* OS 25man219:* Ulduar 10man226:* Naxx 25 man Kel'Thuzad* OS 25 man +2 and +3 Drake Hardmodes* Malygos 25man* Ulduar 10man Hardmodes* Ulduar 25man232:* Ulduar 10man Weapons* ToC 10man239:* Ulduar 25man Hardmodes245:* ToC 10man Heroic* ToC 25man251:* ICC 10man258:* ToC 10man Tribute Cloaks* ToC 25man Heroic* ICC 10man Lich King loot264:* ICC 10man Hardmodes* ICC 25man271:* ICC 10man Lich King Hardmode loot* ICC 25man Lich King loot272:* ToC 25man Tribute Cloaks277:* ICC 25man Hardmodes284:* ICC 25man Lich King Hardmode loot284:* Shadowmourne, Death Knight Legendary Axe
are bosses buffed as well? otherwise it's a huge nerf to raid, isnt it?
Is the ilvl shown in tooltips part of the game now or is that an addon? if so which one?
Furious Off-parts: 226 to 232 ilvl (Which makes it 20 less than 25-man hardmode) Used to be 13 ilvl less than hardmode ulduar.Furious Set: 232 to 238 ilvl (For some reason they made it 238 instead of 239 and also the gap between hardmode and pvp is now 14 ilvl and it used to be 7 ilvl)However the t2 pvp weapons went from 239 ilvl to 252 ilvl which is the only logical change IMO. It stays true to the original balance and you pretty much trade resi for a 2nd pve stat which is a good tradeoff and good balance!Another small thing would be the new items from wintergrasp, for example the new options for medallion giving attack power, hit etc has not changed at all which i believe is a miss because these items will most likely be even less optional now.These new ulduar ilvl and pvp ilvls feels like its going to snowball kinda hard and promote a majority of pve gear setup with resi sockets/enchants. I know this to be the case in ICC (Season 8) for sure and i'll be okay with it if this is the way but i just feel abit confused about the thought process here.
This is just utterly stupid. I wouldn't say "#nochanges", but wtf... just fix bugs, release the unnerfed versions of the encounters and stop messing around with the loot. It will be interesting to see whether you can cancel your subscription in phase 2 because Blizzard has screwed up once again.
Long term it's going to be easier, but that doesn't really matter. Nobody has ever done 'true' HM Ulduar before because some of the abilities, health and attack ranges were nerfed before people even attempted the bosses themselves. Ulduar was in a state of being under tuned or bosses being incredibly 'hard' at launch, and went through many changes. A lot of people forget that there were bugs with certain encounters that made them considerably easier, only to be pushed upwards with hotfixes.They said they're going to find a common ground where things are certainly harder overall than what people remember Ulduar being, but not frustrating enough where RNG completely !@#$s the encounter. Hodir had a few changes that gave him a longer HM timer and interactions with the NPCs gave a more consistent way of getting buffs. They mentioned in the video about HM changes that timer would be the harder one, but that NPC logic would be consistent instead of random. Hopefully that rings true with some of the Yogg changes as well. One of the sanity reducing mechanics was random in P2, and it was later changed so that everybody had to hit that same sanity threshold before it would continue. Otherwise you could enter the encounter were one person just gets pinged over and over again.People should really want this in the game because it sets up WoTLK of being a better experience overall. It might be harder at the start, but it will quickly become easier with time. Although ToGC is technically T9, I doubt many people will be happy being 'forced' to go back and do Ulduar if all the loot was mostly inferior to anything within a 5 boss raid. The lockout changes to T9 save people from doing the same instance 4x, but also give people playing Classic something to do long term, because personally 5 bosses for a tier just isn't enough.The goal of these changes (IMO) is to setup a solid T9 experience. Ulduar can stand on it's own, but ToGC can't stand on it's own as a singular raid, at least in the context of how the majority of people play classic. Shifting dungeons upwards as a catch up mechanism allows dungeons to be relevant aside from daily badges, and having Ulduar carry forth into T9 as being a source of gear just gives people more meaningful things to do.There's no easy way to do this on the live version of the game, but a big thing that people sort of like doing is having options through raiding to gear up in classic. Imagine if BWL just obsoleted MC and AQ40 just obsoleted both of the previous raids. They didn't. I think it's fine for the last raid to obsolete everything prior (for the most part), but that's part of the progression that most people enjoy in Classic era raiding. It's easy and having more things to do (and lets face it, raiding is the most enjoyable part of the game) is just far more enjoyable. Ulduar won't kill Naxx immediately, but it will overtime. ToGC won't kill Ulduar and both will be run during T9. If they gate ICC like the original, ICC with be run with both ToGC/Ulduar until it's fully opened up, to which point it should rightfully obsolete everything else.