MMO-Champion - Garrison Location, WoD Alpha Notes Update, RBG MMR Hotfix, Apr 23 Hotfixes, DLC #437
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Warlords of Draenor - Garrison Now in a Static Location
Mumper shared some more garrison information with us today, with the most interesting point being that you will not be able to relocate your garrison.


Originally Posted by Blizzard Entertainment
could there be a max level feature or quest line to move your garrison? Maybe raze/rebuild? Cost time AND resources.
That's an option we have discussed. (Source)

Wait so you mean my Horde character is going to be stuck in winter wasteland hell whether I like it or not
We are working hard to make it an awesome place you will want to spend time in. (Source)

will we need to do at least the main quest line in each zone in order to advance the garrisons properly?
We hope you will, but everything will unlock based on level as a fallback. (Source)
Whatever happened to them being optional content? This seems unnecessary, and takes away the fun of choosing a location..
Sill an option, still many choices. (Source)

Is there any plan on giving more profession slots to chars, so we don't have multiple alts to have them?
Garrisons will let you essentially have up to 4 more if you choose those buildings. (Source)
can you clarify, is that 4 more above what we currently have or 4 total?
4 more, if you choose to use all 4 of your small plots.
will the garrison profession slots be just like having the actual profession or will they be missing things the real prof could do?
Pretty similar to the normal profession. (Source)

Any chance of having racial-themed buildings (as least a few)? Or will it all be orc-themed for Horde?
We are integrating some racial hits into the profession hubs. Looking cool so far! (Source)

Is there going to be an easy way to get back there when you're in another zone?
For sure. No exact plan but we will give you a fast way to get back. (Source)

Warlords of Draenor Alpha Patch Notes Update - April 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Active Mana Regeneration (New)
Another part of the changes to healing is providing a way for them to better manage their mana. There are ways to spend more mana for more healing but, we’re also adding methods for healers to trade extra time or healing or more mana to use later in a fight when they really need it.

Druid
  • Innervate has been redesigned to now have a 2-second cast time with no cooldown, and causes the Druid to gain 2.5% of maximum mana every 4 seconds for 8 seconds. Spending any mana on a healing spell will cancel this effect.

Monk

Paladin
  • Divine Plea has been redesigned to be instant cast with no cooldown, and consume 3 Holy Power to immediately regain 7% of maximum mana.

Priest
  • Atonement is no longer triggered by Penance.
  • Penance now also refunds 1.1% of the Priest’s maximum mana each time it deals damage.
  • Chakra: Chastise in addition to existing effects, now also causes Smite and Holy Fire to restore 0.75% of maximum mana each time they are cast instead of costing mana.

Shaman
  • Telluric Currents is now a passive ability for Restoration Shaman and causes Lightning Bolt to restore 1.25% of maximum mana each time it is cast instead of costing mana.
  • Glyph of Telluric Currents: This glyph has been removed.


Ability Pruning (Updated)
  • Death Knight
  • Druid
    • Bear Hug has been removed.
    • Innervate is now available only to Restoration Druids. has been removed. Mana costs for Druids have been adjusted accordingly.
  • Mage
    • Polymorph cosmetic variants are now all learned as spells instead of having some as a Minor Glyph that alters the visuals of Polymorph: Sheep. All of these variants (except for the automatically learned one, Polymorph: Sheep) are now grouped in a Polymorph variants flyout in the Spellbook.
  • Paladin
    • Avenging Wrath is no longer available to Protection Paladins. now only available to Retribution Paladins.
    • Divine Favor has been removed.
    • Divine Plea is now only available to Holy Paladins. has been removed. Mana costs for Paladins have been adjusted accordingly.
  • Rogue

Tank Vengeance and Resolve (Updated)
Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery and Bonus Armor, in addition to the stat’s existing benefits. That also helps keep secondary stats balanced in offensive value for them.

  • General
    • Bladed Armor is a new passive ability for Blood Death Knights, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
      • Bladed Armor increases Attack Power by 100% of the character's Bonus Armor.


Class Changes

Death Knight
We made several changes to compensate for abilities that have been removed by Ability Pruning. Blood Boil got removed and its effects were merged into Pestilence. This change in effect turned Roiling Blood into a passive ability; which we replaced with a new talent, Plaguebearer. For Blood specialization we removed Rune Strike and are adjusting the cost of Death Coil so it can be used in Rune Strike’s place.


There were also a few other miscellaneous changes. The Runic Power generation of Anti-Magic Shell was standardized, to make it more understandable and balanced. Level-60 and Level-75 talent rows have swapped places, so the important rune regeneration talents could be acquired earlier.


Druid
  • Dream of Cenarius
    • Guardian: No longer increases the critical strike chance of Mangle.


Monk

We also did some polishing on Brewmasters and Windwalkers and made Storm, Earth, and Fire, Transcendence, and Touch of Death easier to use. Fists of Fury has also been improved; sometimes brute force is the right answer. Gift of the Ox was changed to give value to the new Multistrike stat for Brewmasters. Lastly, Tiger Strikes was improved considerably, and made available to all Monk specializations.

There were several changes that affected multiple Monk specializations. We’d like to see Monks using Transcendence more often, so its usability has been improved (some baseline, and some in a Draenor Perk). For Touch of Death, we like that it’s a unique execute being usable only once, but found it impractical to use on bosses and have improved its usability. For Tiger Strikes, we buffed it to grant Multistrike ability which it was similar to already, and extended it to work with all Monk specializations.

We’re making a few changes that mostly affects Windwalkers, but has a minor impact on Mistweavers and Brewmasters as well. For energy-based gameplay to function well, the primary limitation on ability usage should be energy, not time. As such, we're making the following changes to address GCD-capping problems. First, we’re reducing the effects and mana increase of Ascension, because it became more powerful when combined with several of our other changes to healers. We believe that Ascension will remain as a competitive talent for Brewmasters. Second, energy cost of Jab has been increased for Windwalkers. And Third, we reduced the chance for Combo Breaker to trigger. Individually, these may sound like significant nerfs but Windwalker damage has been adjusted to compensate for these changes. The goal is not to reduce DPS while addressing the issue with GCD-capping.

  • Ascension now increases energy regeneration and maximum mana by 10% (down from 15%).
  • Combo Breaker now has an 8% chance to trigger, per effect, per Jab (down from 12%).
  • Stance of the Fierce Tiger now also increases Jab’s energy cost by 10.

A couple of additional changes for Windwalkers. Storm, Earth, and Fire, got buffed to make it smoother to use. We also buffed Fists of Fury because we felt that the ability wasn’t giving a strong enough damage boost given its restrictions and impact on the Monk's rotation.

  • Storm, Earth, and Fire no longer has an energy cost, and is off GCD.
  • Fists of Fury now deals 100% increased damage, and always deals full damage to your primary target; additional targets are still affected by the damage split.

For Brewmasters, Gift of the Ox has been modified to allow it to scale defensively with the new Multistrike stat. The Black Ox Statue has been modified to aid Monks in establishing aggro on new enemies.

  • Black Ox Statue now also passively attracts the attention of all enemies within 30 yards, causing a minor amount of threat each second.
  • Gift of the Ox now has a chance to trigger only from auto attack Multistrikes, instead of from all auto attacks. It has a 100% chance to trigger while using a two-handed weapon, and a 62.5% chance to trigger while dual wielding.
  • Glyph of Leer of the Ox now also causes Black Ox Statue to passively pulse a minor amount of threat to all enemies within 30 yards.


Paladin

We wanted to improve Seal gameplay for Protection and Retribution, so have made a few changes in that regard. Protection had three Seals, but only used Insight due to its defensive value. We’ve moved that defensive value into a passive for Protection Paladins, and expect them to primarily use a mixture of Seal of Truth and Seal of Righteousness now. To provide better gameplay between Seal of Truth and Seal of Righteousness, and effectively remove a button, we made Seal of Righteousness transform Crusader Strike into Hammer of the Righteous.



Priest
We swapped the Level-15 and Level-60 talent rows so players are presented with core Priest themed abilities earlier in the leveling process.

  • Level-15 and Level-60 talent rows have swapped places.


Rogue
Among some other changes to improve Rogue AoE damage, we made a couple of baseline changes, and added a few Draenor Perks that impacts their AoE. wanted to make sure that Fan of Knives benefitted from Seal Fate.


Shaman

We also made a couple quality of life improvements to Shaman Shield spells.

Rated Battleground MMR Hotfix
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Early on in PvP Season 15, we found and corrected a couple issues that were causing players to reach extremely high Personal Rating when compared to their Matchmaking Rating (MMR), particularly in Rated Battlegrounds. As an unfortunate side-effect of these fixes, some players started experiencing regular games in which they could lose Personal Rating for a loss, but not gain any on a win. This issue quickly resolved itself in Arenas through normal gameplay, but has lingered for a lot longer in Rated Battlegrounds.

To correct this, we’ve applied a hotfix that will increase everyone’s MMR in Rated Battlegrounds by 100. As this change is being applied to everyone (even players who have not yet participated in a Rated BG), there is no change to rankings – we’re just bringing the average up by 100.

This should allow players who were previously still earning 0 rating on wins to once again earn rating normally. As a result, players who were already earning rating normally will start seeing higher rating gains per win and lower rating penalties per loss until their personal rating is once again in line with their MMR.

Again, as this change is being applied to everyone, there should be no real impact on ladders as a result. Ratings will inflate briefly (much like they do as part of our normal rating inflation), but there should be no long-term damage to rankings.

Patch 5.4.7 Hotfixes: April 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Quests
  • Scourge Tactics: Increased the spawn rate of Webbed Crusaders.
  • The Embalmer's Revenge: Resolved an issue where Stitches was not resetting correctly.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Malkorok
      • Resolved an issue where Ancient Miasma effects were able to persist after the encounter ended.
    • Garrosh Hellscream
      • During the Garrosh Hellscream encounter, Word of Glory no longer generates threat during stages 2 and 3 to address an issue that was making the encounter more difficult than intended for raid groups with Protection Paladin tanks.
      • Unstable Iron Stars now Fixate on players for 12 seconds (up from 10 seconds) during stage 4 of the Garrosh Hellscream encounter on Heroic difficulty.
  • The Eye of Eternity: Resolved an issue that could prevent players from being able to loot Alexstrasza's Gift after defeating Malygos.

Items
  • Potion of Luck: Reduced the amount of gold found in Plundered Treasures.

Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Will the only other utility poison being the talent leeching poison.....what is the point of the rogue PvP set bonus now?
we're changing almost all of the PvP set bonuses (holinka)

Warlords of Draenor Stats
What about spirit on current gear for Shadow, Balance, Elemental? Dead stat in WoD?
Removed from all gear except jewelry. Yes, you'll want to get non-spirit jewelry for Warlords. (Celestalon)

PvE
With the removal of expertise in WoD, will old school raid bosses still have a 3% parry chance, seems unfair for non tank solos.
3% won't stop you from being able to solo them. You'll be more than able to solo them, if you're able to now. (Celestalon)

Professions
what is going to stop engineering utility from dominating if other professions lose dps/stat bonuses?
Going to remove the combat utility, or allow it to be used by non-engineers. (Celestalon)
Point of being a engineer is then to?
Same as the other professions: To craft useful items. Engineering items are just more unusual and interesting. (Celestalon)

Pound Sterling Pricing Changes on Certain WoW Services
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We will shortly be adjusting the pound sterling prices of some of the optional services we offer for World of Warcraft. We regularly review our pricing and services around the world to make sure we’re offering what we feel is the best entertainment value for the cost, and the upcoming adjustments are being made with that goal still in mind.

The new prices will take effect on April 30. You can see a breakdown of the changes below:

  • Name Change - Current Price: £6 | New Price: £7
  • Pets - Current Price: £9 | New Price: No change
  • Helms - Current Price: £10 | New Price: No change
  • Appearance Change - Current Price: £12 | New Price: £13
  • Guild Name Change - Current Price: £15 | New Price: £17
  • Character Transfer - Current Price: £15 | New Price: £17
  • Race Change - Current Price: £15 | New Price: £17
  • Mounts - Current Price: £17 | New Price: No change
  • Faction Change - Current Price: £20 | New Price: £22
  • Guild Transfer - Current Price: £25 | New Price: No change
  • Guild Faction Change - Current Price: £30 | New Price: No change
  • Level 90 Character Boost - Current Price: £40 | New Price: No change
  • Guild Transfer and Faction Change - Current Price: £50 | New Price: No change

Dark Legacy Comics #437
DLC #437 takes a look at one of the downsides of having combo points on the player.

This article was originally published in forum thread: Garrison Location, WoD Alpha Notes Update, RBG MMR Hotfix, Apr 23 Hotfixes, DLC #437 started by chaud View original post
Comments 122 Comments
  1. balir's Avatar
    I don't go off my nut a lot at Blizzard, but these Garrison changes are a major let down. I was looking forward to exploring Draenor for that perfect spot.
    Bugger.
  1. Arbs's Avatar
    I really was iching to put my Garrison in Spires of Arrak or Tanaan Jungle .
  1. Nindoriel's Avatar
    I'm just wondering how garrisons will play into the leveling experience and why they have to be static.
  1. Graeham's Avatar
    Those price increases are pretty nasty considering what they're currently charging and their reasoning behind it is pretty insulting. I wish they'd simply be honest about their intentions.
  1. Magemaer's Avatar
    Garrisons 50% less interesting now.
  1. Caerule's Avatar
    I've already voiced my opinion in the other threads on this subject, but yes.

    Garrisons just being in one zone is a huge disappointment for me. Me and the guildies of my RP guild had amazing plans. I'd be alright with it if they reconsider being able to relocate at level 100, but otherwise Garrisons pretty much just lost a huge chunk of their appeal for me.

    Which is too bad, because it did seem promising, and I do want Blizzard to succeed. Having my fingers crossed for relocation at level 100, but I'd be surprised now if they put that in.

    Current mood: saddened.
  1. SinR's Avatar
    Garrison change really rustled my jimmies.
  1. Facerockker's Avatar
    I'm really annoyed about the Garrison news. Its pigeonholing players just because Blizzard decided they really want you to interact with Garrisons during the leveling process. It punishes people who aren't interested in Garrisons, and it punishes people who /are/ interested in them by taking away their ability to choose where they belong.
  1. Dawnseven's Avatar
    "will the garrison profession slots be just like having the actual profession or will they be missing things the real prof could do?
    Pretty similar to the normal profession."

    Ok, this irks me and I'm looking forward to the blogs for more explanation than Twitter can provide. If you don't get an ability benefit of any sort from professions, and everyone can nearly match a profession with a building (meaning I'm also going to make less gold with said profession(s) because the result of this is supply goes up and demand goes down), then what exactly are the benefits of having professions?
  1. Yzak's Avatar
    Interest in WoD effective cut in half for me...

    More importantly I don't get why they still couldn't have gone with the "choose" model. They could have put FP at each Garrison, that would only be active in those areas IF your Garrison is built at said point...

    Honestly.. THIS sounds like pure laziness.
  1. Mellrod's Avatar
    While i hope it is an optional part of the leveling process, Garrisons did loose alot of appeal and potential for me and im sure alot of other folks around here. Atleast we can choose where we want it in SMV/Frostfire, but with such a restrictive choice, there's no longer any difference between Yoon's Farm and Garrisons besides the fact there's more stuff for Garrisons. All for integrating it into the leveling system? That explanation isn't justified in the slightest and makes no sense to me. What does hand-picking a spot in the world for your Garrison to make it truly feel like your own home have to do with getting people to use it? It definitely looked alot more appealing when you HAD freedom. Not to mention, that sacrifice isn't worth it if it's turning optional content into mandatory content. Plus, I REALLY wanted a Garrison in Nagrand.

    Wow, never really been butthurt about something in WoW since there's always been a bit of logic behind it, but i think I "feel the burn" this time around. I really hope they explain themselves or just leave Garrisons alone in that respect. But otherwise - thanks, Blizz, you just removed the sandbox element from a sandbox feature and halved the appeal for one of this expansion's only real "new" features.

    TL;DR - Taking the individuality out of player housing and making the feature part of leveling is like taking the sand out of a sandbox and telling people to play in it anyways. I really hope Blizz takes a step back to consider what they're doing.

    *Rant off*
  1. Finalius's Avatar
    Oh, boy. Garrisons lost like at least 40% of their greatness because of this. I do not want to be stuck in a garrison in FF.... I mean, we already have our Horde Base there, why can't we just move our garrison somewhere else? I was really looking forward to locate mine in either Gorgrond or Tanaan... guess I'll have to be satisfied with this crappy decision. Shame on you, Blizz!
  1. samwel93's Avatar
    Those windwalker nerfs. Seriously there's already barely any reason to take a windwalker.
  1. Pandamists's Avatar
    Leave it to Blizz to kill the magic of Garrisons, consider my flim flam zim zammed
  1. Tyrant's Avatar
    Don't like ANY of the healer changes. If I wanted to cast DPS spells, I wouldn't spec into a healing role.

    And darn you, too, Disc.
  1. Ineluki's Avatar
    I have to agree with many other posters, the loss of being able to choose where to put your Garrison is very disappointing. I was hoping it would add a bit of the sandbox/rpg feel back to the game. So much for that, its just another on the rails, you do this because we think you should thing. Still looking forward to WoD, but this does reduce my excitement.
  1. Redwyrm's Avatar
    So what IS taking up the development time for WoD? Updated player models may not all make it to release, garrisons are static to one location and it looked like they had Alliance garrison models pretty much complete two months ago. It can't be Draenor or quest design because we know that Blizzard can develop those in a lot less time.

    Is it class balance and the squish? If so, then Blizzard is delaying the game for removal of a lot of features that no one really had a problem with.
  1. Eldrad's Avatar
    WHO CARES ABOUT GLOBAL COOLDOWN CAPPING!?!??!?!?!?!?!?!?!

    God, I'm so annoyed right now. I want to freaking smash buttons on my monk. Not press a button and wait for energy to come back.
  1. Ruck's Avatar
    They just keep digging a bigger hole for themselves. It's almost like they want wow to fail.
  1. Honeyprime's Avatar
    Blah. One of the few things I was looking forward to in WoD was putting my Garrison in Nagrand and now (at this point in time anyway) I wont be able to. Hopefully we will be able to move it at max level. I don't know how much I like Garrisons being part of leveling (hoping it doesn't turn out to be mandatory). I'm also let down by the "no Fan of Knives" for combat rogues. I was looking forward to that on my up and coming rogue. Perhaps that will change. /hopes

    I have adored this game for 10 years now. I have always been hyped about upcoming expansions. But with WoD I'm just not feeling it. And the few things I am looking forward to, they change. Maybe it's time for me to pack it up and look for something else.

    EDIT: Having thought about it, I think I will just keep watching the info as it comes out before I totally give up on WoW.

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