Blizzard has released a blue post and answered questions about what their plans are for raid rewards in season 4. The full posts are below, with the main takeaways being:
- In season 4 there will be vendors that will offer the Shadowlands weapons and raid trinkets at a season 4 item level.
- Each of these items will cost 1 Puzzling Cartel Dinar and you can earn 3 of these in season 4. This means you can buy a maximum of 3 items from the vendors in the entire season.
- You can earn them by completing special quests that require you to kill Fated empowered raid bosses.
- Each week a different Shadowlands raid will be Empowered with the Fated affix, where bosses will have special abilities and offer season 4 item level loot.
- As a second gearing path, you will be able to earn shards to create an item with which you can upgrade a Fated gear item to season 4 Heroic or Mythic quality.
- LFR and the world boss related to that raid tier will also have the raid wings empowered with Fated
- Season 3 Cutting Edge and Ahead of the Curve achievements will be removed when season 4 launches
Raid Rewards Experiments in Season 4
Today, we’d like to share some of our rewards plans for Season 4 regarding the acquisition and effectiveness of Raid gearing overall. As we head from 9.2’s Class Sets & Creation Catalyst into Dragonflight, our team has been doing a lot of thinking about our rewards philosophies, including acquiring loot and how it might be improved. Season 4 presents a unique opportunity for us to try some experimental changes that might be too volatile for a regular season, but could still provide us with valuable data and feedback we can use to improve the game long-term. It’s worth noting that the systems we’ll be talking about today are designed around specific goals to fit with Season 4’s shorter runtime – it’s very possible that even if they’re received well, they may undergo significant iteration to match the cadence & intended progression of a normal season of content. Regardless, we want to show that we’re interested in continuing to approach rewards from different angles, and listen to player’s desires for increased bad luck protection and making sure in-game rewards feel like they’re matching player’s efforts. Without further ado, let’s get into some specifics!
Raid Vendors & Limited Currency
Season 4 will feature a trio of broker vendors suspiciously skulking around the Great Vault. Each of these brokers has wares from one of the three Shadowlands raids: Castle Nathria, Sanctum of Domination, and the Sepulcher of the First Ones. They will sell trinkets, weapons, and other special items from their respective raid. Each of these items will have the same price: a single Puzzling Cartel Dinar each, with a catch. You will only be able to get 3 Puzzling Cartel Dinar for the entire season. After spending your last Dinar, the brokers leave town and take their wares with them. Items sold by these vendors will be at the Season 4 Normal ‘Fated’ item level range of 278-285, depending on the item.
To acquire them, enter any Shadowlands Raid after Season 4 begins to start a 3-part questline. These quests will require you to kill a certain number of unique Fated bosses while the Season 4 Raid Affix is active. The quests reward you with one Puzzling Cartel Dinar upon completion and will progress to the next part of the quest (To clarify, unique means killing the same boss during that same week won’t give credit – killing the Tarragrue on Normal and Heroic in the same week will only give 1 kill). At the moment, this is set to require 30 kills, 20 kills, and 10 kills, making your 2nd and 3rd coin come even faster as time goes on – ending up at week 3 being the earliest instance of receiving a Dinar, and week 6 being the earliest you could see the last one.
This system initially came about to mitigate the rotational nature of Season 4’s raids. Each player has fewer chances to see any individual piece of loot when Fated Sylvanas or Fated Jailer is only killable every three weeks, so we really want to see how players respond to the idea of having a limited but deterministic way to target individual pieces from raids. We all have a story of going months and months on end, killing a specific boss every week without ever seeing a desired item drop, and our hope is this goes a long way to curbing extreme bad luck in the worst cases. At the same time, we don’t want to shortcut the experience of actually playing the game – it shouldn’t be possible for someone to simply buy their Best in Slot setup from a vendor week 1 of a given season – and it’s very possible that this implementation still undercuts some of that sense of progressing your character. That said, we’ve heard calls for something like this, and feel Season 4 is the best time to try it out.
Heroic & Mythic Upgrade Items
Additionally, we’re exploring ways for Raiders to upgrade Raid loot as they move up in difficulty. In Season 4, killing bosses on Heroic or Mythic difficulty will drop a ‘shard’ of an upgrade item, and upon collecting enough (currently 20) will combine to upgrade Fated gear to their Heroic or Mythic versions respectively. Unlike the Puzzling Cartel Dinar above, which has a quest you must complete to earn them over time, these upgrade shards will begin dropping on Day 1 of the season and at a 100% droprate, allowing you to capture effort progressing week over week from the get-go. These upgrade items will work on any item with a ‘Fated’ tag, including those sold by the broker vendors previously mentioned. The upgrade system combined with the Puzzling Cartel Dinar vendors will allow players to effectively buy up to 3 pieces of Heroic or Mythic raid gear, assuming you’re doing difficult content enough to build reserves of upgrade shards to begin with.
While having a Heroic or Mythic upgrade item still requires you to have the base item drop for you in some way, this means that the option of running other raid difficulties to get your desired piece is available for people wanting to go the extra mile. Similarly, this allows guilds that start from Normal and move into Heroic, or Heroic and move into Mythic the ability to carry some of their favorite items with them as they progress. Often, if a guild can’t hit a specific breakpoint while progressing (like say a new boss kill, or a Great Vault threshold), it can feel like the time spent reclearing up to those points can be wasted effort. We hope that this creates more value for simply killing bosses with your group, while also allowing those who dip their toes into higher difficulty (like, say, a guild that can only do 3 mythic bosses per week) the ability to ‘save up’ to a moment of excitement that both rewards your effort over time, as well as making it easier to make deeper strides into achieving your raiding goals.
Season 4 is an exciting time where we’re trying lots of things WoW’s never done before, and we’re similarly excited to see how these systems play out for raiders engaging with the new Fated affixes when it all goes live. We’ll be monitoring feedback closely and answering more questions in the thread, so let us know what you think!
Dropping in to clarify a few common trends of questions I’ve seen around, then will get back to combing. I want to keep my responses to things related to the Raid rewards as outlined in the post:
What about Tier Sets?
- Your 9.2 Tier Sets are still active in Season 4, and the Creation Catalyst will remain on with all of its accumulated charges. Tier Tokens won’t be added to Castle Nathria and Sanctum of Domination, as you’ll be able to upgrade any item you get to a higher ilvl piece of Tier just like you can on live right now.
- Shards and Domination bonuses will be disabled entirely for Season 4. We didn’t want to place extra pressure on the tuning of specifically Fated Sanctum to require it, and there was enough of a class/armor type disparity at which specs/classes could potentially wear a 3-set Domination Bonus and their 4-piece vs others that it would create a weird imbalance on those weeks. We’ve also heard from player feedback that it would feel unfair for players who didn’t hold onto Domination Gear to be at such a disadvantage.
- Looking for Raid will have a Season 4/Fated Difficulty, and all wings will be available at the start. This is to say if the rotation begins with Castle Nathria being the Fated raid on rotation, all of LFR Nathria will be replaced with Fated LFR Nathria, at higher item levels. LFR also counts for quest progress, so players who don’t full clear a raid for the week can collect what leftover bosses they need from there.
Additionally, the World Boss related to whichever raid is currently Fated will also be scaled up – more difficult, and dropping ilvl 285 Fated gear.
Why only Weapons/Trinkets?
- As others in this thread have mentioned, neither of these systems are intended to replace the primary method by which players acquire gear – having all of an expansion’s raids be at current item level is something entirely new to WoW, and will create both a lot of powerful combinations of items, as well as a lot of frustration at not receiving them. We wanted the Vendors to be targeted at the pieces of loot we’d already seen are most impactful to a player such as to create an intense negative reaction when situations arise like the post mentions. Many players feel if they can’t get an Edge of Night, they can’t play Rogue in 9.1/9.2. Rarely do players feel they can’t play because they are missing boots or bracers. Focusing in on these higher-tier items keeps these vendors special, and the system focused on that protection, rather than being an alternative/replacement gearing method (which it is not).
Great Vault integration?
- A common idea so far is if the Great Vault tokens could integrate some of these. While we’re not interested so far in extending the amount of Dinars a player can get in the season, offering some of the heroic or mythic upgrade shards in some form could absolutely be possible, though we’d still want to make certain you can only purchase Heroic or Mythic upgrade shards if you’re actually raiding some amount on those difficulties. Not a guarantee, but not an impossibility.
Oh, I forgot one –
Heroic & Mythic Upgrade shards
- these don’t upgrade in a linear fashion. this is to say, if you have a Heroic upgrade item, it will take an LFR or Normal item, and make it into Heroic. Similarly, if you have a Mythic Upgrade Item, you can target LFR, Normal OR Heroic, and it’ll transform into Mythic. They don’t have to be in sequence – so primary Mythic raiders can choose to ignore Heroic if they desire.
yes, CE/AotC will leave when Season 4 officially begins, which is not at 9.2.5 launch.
re: 2nd q, could you explain why?
— batrick (@ScarizardPlays) May 6, 2022
Hotfixes: May 4-5, 2022
May 5, 2022
Burning Crusade Classic
- Player versus Player
- Vindicator’s gear has universally had its cost reduced in Honor Points, and Marks of Honor are no longer required for any piece, as intended.
- Once Season 4 begins next week, Guardian’s Honor pieces will have their Marks of Honor cost universally reduced by 50%, but their Honor cost remains as before, as intended.
May 4, 2022
Dungeons and Raids
- Sepulcher of the First Ones
- Anduin Wrynn
- Increased the time it takes for players to be susceptible to Blasphemy after returning to their body.
- Anduin Wrynn
- Theater of Pain
- Non-boss enemies
- Corrected an issue that caused Ancient Captain’s Demoralizing Shout and Commanding Presence to increase damage taken when charmed by players.
- Non-boss enemies
- World Events
- “School of Hard Knocks” is no longer required for the Children’s Week achievement “For the Children.”