What sorts of new loot and item abilities will we see in Icecrown?
Greg: There are three main sources of loot for Icecrown: the bosses themselves, the Emblem of Frost badge vendors, and a new faction, the Ashen Verdict, that will provide suitable rewards as well, particularly at the Exalted level.
As far as the items themselves go, we want them to feel epic. In addition to having favorable optimization, we also want to try a lot of experiments to make the items feel cool and unique. We are going to try to do a lot of weapon procs, for instance, which is something we haven't done much since the original World of Warcraft.
When you set out to itemize "sister" areas -- like the Icecrown Citadel dungeon and raid, or Halls of Stone, Halls of Lightning, and Ulduar -- do you take any steps to make loot from these places feel similar?
Greg: Absolutely. We approach that on two fronts: the art and the names. When we did the Halls of Stone and Lightning, we hadn't completed the Ulduar raid yet, so the items there didn't necessarily have Titan-influenced art models for us to use. We are doing the Icecrown dungeon at the same time as the raid, and it's a style we already know pretty well, from Naxxramas and even the Warcraft RTS games.
Naming is something we've had a lot of fun with. There's a ton of lore to draw from for Icecrown loot and it has a very b "kit." World of Warcraft players know to associate the Scourge with spiders, bats, and cultists along with more traditional forms of undead, like skeletons and liches.
Do you itemize Icecrown's "trash" -- the enemies between bosses -- differently from elites elsewhere in the world?
Greg: We make sure there is epic trash loot -- specific items that only drop from trash. It helps keep players interested between bosses. However, we aren't doing Heroic trash, just Heroic bosses, so there won't be unique trash loot for Heroic versions of the 10- and 25-player versions of the raid. We try to construct the trash in such a way that it isn't trivial to go farm the first pull or whatever in hopes that an epic drops. We make our raids more accessible now in general, so I'm not sure the motivation is there to try stunts like that the way it once was. We want players who have raided so far in Wrath of the Lich King to be able to actually fight the Lich King, so chances are a lot of raiders will have plenty of opportunities to gear up. Now, the Heroics are another story -- those will be as challenging as they were in Ulduar and Trial of the Crusader, and the items will likewise be even better.
What have you done to make the tier-10 sets feel like a meaningful advancement from tier 8 and tier 9? How do they visually represent Icecrown's lore and history?
Greg: Not only do we want them to be a meaningful advancement, but we want them to feel really awesome. This is Arthas loot you're talking about. We started by spending a lot of time on the concept art to make sure it tied into the type of creatures you'll encounter and the whole Icecrown art "kit" in general. For example, the rogue tier-10 set has a b geist look to it, while the hunter set has b Nerubian elements, and the mage set looks a lot like the Blood Princes. You can see the Icecrown look and feel in a lot of pieces, which itself drew bly from the Lich King's original helmet. Look for lots of blue, ice, skulls, and spikes.
We have also spent a lot longer on the set bonuses than we usually do. It's important that they feel awesome for every class and spec. Going back to the Crusaders' Coliseum, part of the challenge we made for ourselves was to create an instance that didn't require as much time or resources as Ulduar to develop, yet was still cool. We had set bonuses for the tier-9 gear, but they were often simple -- more crit on a common ability was a typical one. For tier 10, we're really going for set bonuses that change your game up a little. At the very least, you should want to change your rotation a little, though this is easier with some classes than others.
If you had something like a mission statement or a slogan for itemizing Icecrown, what would it be?
Greg: Epic. Cool things. Proc'y stuff.
Seriously, that's our mission statement. One of the risks of itemization is making things feel too formulaic. We know that when we step outside the bounds too much, players can have a bad reaction to it, like, "Why does my gear for this tier suck?" It's easy to fall into the trap of making the new gear feel just like the last gear with 20 more stat points. That is the exact design approach we use for the PvP gear, and left unchecked, it would be easy to go the same direction with the PvE gear as well. We're trying not to do that. We think we owe it to Icecrown for the gear to be memorable, but that means we're going to take a few chances.
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