Ulduar Will Launch in Pre-Nerf State, Blizzard Considering Boosting Ulduar Item Levels

ulduar will launch in pre nerf state, blizzard considering boosting ulduar item levels featured image
  • Author: Pride
  • Date: September 3, 2022
  • Updated: September 3, 2022
  • Expansion: WotLK Classic

About a week back, Blizzard floated the possibility of reducing the item level of Trial of the Crusader loot. The reason being that Trial of the Crusader loot is extremely powerful, causing Ulduar (the previous raid) loot to be almost completely pointless once ToC is released. Ulduar is a lot of people’s favourite raid, so Blizzard wanted the raid to have time to “breathe”, with people still running it many months after it is released, rather than dropping it immediately after ToC is out.

There was a lot of discussion on the topic, with some players welcoming the change, while a lot of players felt that it would affect the game too severely, it would no longer be an authentic Wrath of the Lich King experience as a result. Aggrend has chimed into the same thread to let us know that Blizzard is considering a different idea instead: increasing the item levels of Ulduar loot instead. Specifically, Ulduar 25 loot would become item level 232 (+6 increase), while Ulduar hard mode gear would become item level 251 (+12 increase).

Alongside that, he announced that Blizzard will be launching Ulduar in its pre-nerf state, both for the regular mode and the hard mode. This has been received very well by Classic players, as several TBC raids (such as Black Temple and Mount Hyjal) were released in a post-nerf state, which made them unsatisfying to clear. Blizzard reasons that it will therefore make sense for its loot to have have a small power increase, as ultimately players will be fighting a harder version of the raid than what we did back in the day.

Aggrend stresses that at this point, the item level increase is still just an idea, and not a concrete, planned change. The pre-nerf raids however will definitely be in, so if that is something that strikes your fancy, you may rejoice! If you want to read more about Blizzard’s reasoning and what the changes will be exactly, you may do so by scrolling further down on this page.


What are your thoughts on this topic? Do you think it’s a good idea for Blizzard to increase the item level of Ulduar loot? Do you like that Ulduar will be in its pre-nerf state, or would you rather that they give more casual players the option to try it out in its post-nerfed state instead? Let us know in the comments below!

Aggrend – (Source)

Hi Everyone,

Wanted to chime back in here now that we’ve had a few days to digest feedback around this and think on it some more. While we do still feel that adjusting the ilvl curve in the last half of the expansion would be a net positive to the experience overall we cannot argue with the idea that, taken at face value, a nerf is a nerf and that still stings. As a result we’ve studied the commentary from players carefully and come up with an alternative to the original suggestion based on that feedback.

Instead of “nerfing” item levels in ToC, we’d like to see how everyone feels about buffing item levels in Ulduar normal slightly (6 item levels) and Ulduar Hard Modes significantly (12 item levels). Past that, we’d make no other changes.

This would put Ulduar 25 normal gear at 232, placing it 6 ilvls above Kel’thuzad, Sartharion, and Malygos 25 gear and making even normal feel much more rewarding in comparison to Tier 7 raid end-bosses. This would also put hard mode gear at 251, which is definitely a very significant step up in power. This means that Ulduar 25 Hard Mode gear will be slightly higher in ilvl than Trial of the Crusader 25 normal gear (ilvl 245). This might be an alarming jump at first, but there are a few factors that led to us believing that this would be a net positive.

We are doing Pre-Nerf Ulduar

During Early interviews, we suggested we likely would not be doing a “pre-nerf” system to most raids in Wrath of the Lich King Classic, as the changes were not very extensive for most raid dungeons. This remains true, however, after we started actually digging into the data around raid changes that occurred during original Wrath, we realized that Ulduar actually had received fairly massive nerfs both while it was current content and immediately afterwards. As a result we will be implementing pre-nerf modes to Ulduar, including the hard mode bosses. These changes in some cases may make bosses and hard modes significantly more difficult than their final state, and we feel justifies the power gain in hard mode rewards. Just like in 2009, we are somewhat concerned that if we implement pre-nerf Ulduar and ship rewards as-is, it may not feel sufficiently rewarding.

Availability and Volume of Ulduar Hard Mode Gear

In contrast to heroic raids later in the expansion with fully fleshed-out, higher item level loot tables, the loot tables for hard mode boss kills are the same as normal but each boss (other than Algalon) grants one additional bonus piece of gear at the higher item level. Across the entire raid this means that there are a maximum total of around a dozen pieces of additional gear available at this higher item level, per clear. While we would be making these items significantly more powerful, they will remain difficult to obtain and this is not a huge amount of extra items at this level of power, at least not compared to a full tier’s worth of heroic-difficulty items.

As for how this impacts PvP, we still need to evaluate Season 6 gear for similar adjustments there so that Arena players didn’t feel they had to raid Hard Modes to compete. We don’t believe we’d totally re-itemize Season 6 gear, but a few upward adjustments would likely occur to offset this.

All told, our goal really is to make Wrath, and particularly Ulduar the best possible overall experience it can be. We love Ulduar in particular and we think many of you do as well, and want to see it shine. Rewards are one of the knobs we can turn that can really impact the experience, without having to make any kind of other mechanical changes. After some thought we think these changes are a good way to make this phase of the game feel better and maintain relevance for a bit of time after Trial of the Crusader releases, without making later phases feel worse.

As previously mentioned, this is still totally just an idea, and we’d love to continue to get your feedback on it.

Thank you!

About the Author

Pride

Classic WoW is my jam, with a passion for PvP. Most know me as Baranor, the ret paladin guy, but I'm secretly a druid main, don't tell anyone. In my free time I play Switch games, particularly JRPGs. Some day I'll be making my own games and I humbly hope you play those too!

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phys
phys
2 years ago

Current blizzard team running classic should not be trusted with any creative decisions. Some changes would be ideal, but the reality is that they are less than the quality of a high school intern now.

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