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by Published on 2016-12-08 09:47 PM

New PTR Patch Notes -

New 'Loot Box' regulations in China

Call of the Scarab Micro-Holiday
The Call of the Scarab holiday event remembers the Gates of Ahn'Qiraj world event from Vanilla. This event is an Alliance vs Horde showdown, with the victorious faction flying their faction banner for the next year.

The Call of the Scarab quest will send you to Silithus so that you know where the vendor and world quests are. From there you can complete quests and defeat bosses to earn Commendations for your faction. Whichever faction has the most Commendations at the end of the event wins.

Cultist Camps

World Quests
There are several world quests associated with this event, all rewarding Commendations that contribute to your faction's total.

Material Turn-In Quests
These materials can be turned in to the NPCs near the banners to earn Commendations (Field Marshal Snowfall / Senior Sergeant Kai'jin).

Mini-Boss Quests
These quests are started by items dropped from the Wind Stone and Greater Wind Stone bosses at the Cultist Camps.

Level Type Name Cost
1Quest Twilight Cultist Ring of Lordship1000 x Abyssal Crest
1Quest Twilight Cultist Medallion of Station250 x Abyssal Crest

Kirin Tor Tavern Crawl Micro-Holiday
The Kirin Tor Tavern Crawl is a micro-holiday that sends players to different taverns around the world.

  • You can join the currently active tavern from a new NPC in Dalaran (Tipsi Wobblerune or Anebria Sunwine)
  • After some time the group moves along to the next Tavern. You can press the last call button or take the portal to move on.
  • If you get left behind on the tavern tour, you can catch up by speaking to the mage in the current tavern you are in.
  • Each location has drink and food that you can interact with. The food will grant a well fed buff.
  • There are also additional NPCs in each tavern enjoying the holiday.
  • You can click on the discarded packages to apply one of many unique hat models for four hours.

Blue Posts
Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
[Feedback] Marksmanship in 7.1.5
This is further exacerbated in 7.1.5. Patient Sniper no longer provides an increased Focus pool, and Sidewinders generates only 35 Focus. With that in mind, and considering the passive Focus generation of 15 per GCD, Hunters are required to maintain 21.5% Haste in order to generate enough Focus to fire 3 Aimed Shots during Vulnerable. Firing a 3rd Aimed Shot during Vulnerable, especially with the new Patient Sniper design, is a huge DPS increase. 21.5% Haste will essentially be required for MM. This is a hard breakpoint, and should be eliminated before 7.1.5 goes live.

There's a lot to discuss here--some we agree with and some we don't--but I want to swing by at least on this specific observation. We agree we don't want a major breakpoint between 2 and 3 Aimed Shots after a Marked Shot (at least, not at a middling amount like 21% haste that will affect gear choice throughout the expansion). We're not decided on a fix yet; in particular, whether the standard amount should be two Aimed Shots after a Marked Shot, or three (if two, it would still be okay to have three during Bloodlust and similar situations). The ability would be tuned around whichever option. Two has some advantages like concentrating the Vulnerable burst more, requiring standing still for less time to fully utilize it, and potentially having enough leeway for an instant before one of the Aimed Shots. (Blue Tracker / Official Forums)

Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Boulderfist Talent
Boulderfist is intended as a talent choice that creates some gaps in your rotation, by replacing your no-cooldown resource builder with something that’s overall stronger, but has charges. In 7.1, the recharge time isn’t long enough for those gaps to ever actually happen, especially with the most popular Enhancement talent build adding several more active abilities to your rotation. Its power level was also simply too high, and in this case, we’d rather let this talent have its intended effect on the pace of your rotation and buff the spec as a whole to compensate.

Our intent is that if you want to use an ability every GCD, you should choose one of the other options in that row. Boulderfist should result in an overall more methodical pace that is more about having a little time to plan upcoming abilities. When Boulderfist is the hands-down best option in that row, that doesn’t feel like much of a choice, and as we continue tuning for 7.1.5, we hope to address this by bringing it in line with the others.

While I can appreciate that there was an original design intent behind Boulderfist, the spec as it currently exists on Live is as enjoyable to play as it's ever been since I rolled my Shaman back in BC.

We've heard it reiterated over and over (and over) again by the developers that if something about a spec felt too mandatory, it would just get rolled into the spec. I play this spec as my main because it is fun; if I cared strictly about maximum overall damage output, I'd focus on my Rogue instead. Changing a mechanic like this runs counter to the design philosophy that's been so oft repeated.

Thanks for all the feedback; this has been a consistent theme throughout the thread and elsewhere. And we don't want to disrupt the familiar playstyle of 7.1 Enhancement, if in fact the specific pacing of Boulderfist's recharge time is a major part of what makes it work so well. We will still have to address the power level in some way without diluting the feel that's been discussed here. We are currently planning the following for PTR (uncertain on timing):

--Boulderfist recharge time back to 6 seconds
--Boulderfist no longer gives a bonus to critical strike
--Rockbiter generates 20 Maelstrom (from 15) (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Patch 7.1.5 Warlock Changes
Thats all fine and dandy, now get to work fixing warlocks.
Incidentally--Imp/Succubus/Voidwalker/Felhunter/Felguard all deal 20% more damage. Most of that was datamined normally, but in particular, the increase to Felguard's attack power likely was not (simply because it's something that happens server-side).

I can think of one other thing worth calling attention to for feedback/testing that may have been missed: Mark of the Ancient Priestess and Mark of the Distant Army should do noticeably more healing/damage and be more worth using. Some of the stat-based neck enchants were also increased, but that will be clear in tooltips. Hidden Satyr scales correctly with gear now as well, and may be slightly weaker, but for the most part the other enchants were buffed to roughly its level. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Hunters: what pets do you feel like you HAVE to bring, in what situation? More specific info is best! (Muffinus)
Also hunters: some pet families are lacking abilities atm. What is your dream ability for that family? (Muffinus)

so with the 2k players getting a vendor for their gear appearances, what about the non 2k players? do we get a vendor also?
Yep! All players will be able to purchase the non-Elite Season 1 & 2 set with Marks of Honor once Season 2 concludes. (WarcraftDevs)

Ronda Rousey and Vin Diesel Are WoW Friends
Ronda Rousey and Vin Diesel both played WoW together!

by Published on 2016-12-07 11:19 PM

Patch 7.1.5 PTR - Build 23194
Build 23194 will be deployed to the PTR realms soon.

Originally Posted by Blizzard Entertainment
[Feedback] Shadow Priest Changes
Wanted to drop a note in here based on the other post I just made:

As I mentioned earlier in this thread, this build has some fairly substantial buffs for Shadow in it. As of this moment, it looks like all that's been discovered so far (aside from the Void Bolt DoT extension going to 3 seconds) is a 10% reduction to Voidform's damage bonus. Which is probably not what you were expecting.

So, here's what's missing: a 25% flat damage increase to Mind Blast, Mind Flay, Void Bolt, Shadow Word: Pain, Vampiric Touch, Shadow Word: Death, Shadow Word: Void, Shadow Crash, Void Eruption, Mind Spike, Mind Sear, Shadowy Apparitions, and Void Torrent.

End result should be a pretty substantial across-the-board damage increase in this build, with the effects being slightly more noticeable outside of Voidform.

As I mentioned in the thread I linked above, we're planning to iterate on these numbers pretty rapidly, but I wanted to make sure you guys were aware of the less-apparent changes. (Blue Tracker / Official Forums)

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Many class tuning changes for this build (and subsequent builds) are not likely to appear directly via datamining. Tooltip values for spells should still show their new amounts properly in-game, but many of these changes are being done in a way that's less apparent through datamining.

For more clarity on why: we're getting to the point of the PTR development cycle where we're starting to make heavy changes intended for overall performance balance between classes. In the past, this would have been done by changing each affected spell individually, which can be a slow process. To allow for more rapid iteration during the PTR process, we're instead those putting changes into a passive aura for each spec. That means only 1 "spell" needs to be modified, instead of several, which allows us to make more adjustments in total per build.

Once the PTR cycle is concluded, these adjustments will most likely be moved from that passive aura into the baseline spells, but in the meantime, please be aware that what's seen via datamining may not immediately show all of the actual changes that have taken place.

Just to clarify: the buffs being mentioned here are visible both on PTR and also in client data. The very reason for this post was to help point players toward them, because they are not in the usual place. Knowledgeable players/sites can see and analyze the changes just as much as ever, and we wanted to make sure they would notice and disseminate this information just as much as always. So the purpose of this post the opposite of a "lack of transparency."

The current state of the patch is open and visible at all times on the PTR for players to see and compare against live. But we recognize that players won't (or can't) individually test every spell in every build to see if its damage changed. So we're going further by trying to make sure important changes are noticed, to facilitate informed feedback in advance of full notes on the final patch.

Further to the point of transparency: one other change that is visible both on PTR and in client data, but may not be obvious, is a reduction to the rage provided by autoattacks in Bear Form. This is an intentional change for the purpose of spec balance across tanks, which we will continue to monitor on PTR.

Legendary Item Changes
Originally Posted by MMO-Champion
  • Archimonde's Hatred Reborn - When the shield is consumed or expires, 75% of the damage absorbed is dealt to nearby enemies, down from 100%.

Demon Hunter

  • The Emerald Dreamcatcher - Reduces the Astral Power cost of your Starsurges by 7 for 3 sec, down from 10 for 3 sec.
  • Impeccable Fel Essence - The remaining cooldown on Celestial Alignment is reduced by 1 sec for every 12 Astral Power you expend, up from 8.



PvP Talent Changes
Originally Posted by MMO-Champion

Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Demon Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Chaos Strike Slice your target for (715% 790% of weapon damage) Chaos damage. Critical strikes refund 20 Fury. Passive.
  • Chaos Strike Slice your target for (715% 790% of weapon damage) Chaos damage. Critical strikes refund 20 Fury. 40 Fury. Melee range. Instant.

  • Demonic Appetite Chaos Strike has a 25% chance to spawn a Lesser Soul Fragment, and consuming any Soul Fragment grants 30 35 Fury. Havoc Demon Hunter - Level 100 Talent.

Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Displacer Beast Teleports you up to 20 yards forward, activating Cat Form and increasing your movement speed by 50% for 2 sec. Druid - Level 30 Talent. Instant. 40 sec cooldown. 30 sec cooldown.
  • Galactic Guardian Your damage has a 10% chance to trigger a free automatic Moonfire on that target. When this occurs, the next Moonfire you cast generates 10 8 Rage, and deals 300% increased direct damage. Guardian Druid - Level 75 Talent.
  • Soul of the Forest Mangle generates 7 6 more Rage and deals 25% more damage. Guardian Druid - Level 75 Talent.

  • Mastery: Starlight Increases Starfall and Starsurge damage, and the effect of Lunar, Solar, and Stellar Empowerments by an additional 16%. Druid - Balance Spec. 18%. Druid - Balance Spec.


Mage (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Ray of Frost For the next 10 sec, you can channel a beam of icy power at an enemy, slowing movement by 50% and dealing [ 194.3% [ 205% of Spell Power ] Frost damage every 1 sec. Each time Ray of Frost deals damage, its damage increases by 20%. Frost Mage - Level 15 Talent. 40 yd range. 10 sec cast (Channeled). 60 sec cooldown.

Monk (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Mystic Vitality Stagger is now fully 40% more effective against magical attacks. Brewmaster Monk - Level 75 Talent.

  • Stagger You shrug off attacks, delaying 40% of Physical damage, instead taking it over 10 sec. Affects magical attacks at half effectiveness. Monk - Brewmaster Spec. 50% effectiveness. Monk - Brewmaster Spec.

Priest (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Mind Sear When Mind Flay deals damage, if the target is afflicted by your Shadow Word: Pain, it deals 0 [ 40% of Spell Power damage to all nearby targets. Generates 1 Insanity per target hit. Priest - Shadow Spec.
  • Void Bolt Void Bolt extends the duration of your Shadow Word: Pain and Vampiric Touch on all nearby targets by [email protected][2][2.0] sec. Priest - Shadow Spec. [email protected][3][3.0] sec. Priest - Shadow Spec.
  • Voidform (Discipline, Holy) Twists your Shadowform with the powers of the Void, increasing Shadow damage you deal by 30% 20% and granting an additional 1% Haste every 1 sec.
  • Voidform (Shadow) Twists your Shadowform with the powers of the Void, increasing Shadow damage you deal by 30% 20%, reducing the cooldown on Mind Blast by 3 sec, and granting an additional 1% Haste every 1 sec.

Rogue (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Goremaw's Bite Lashes out at the target, inflicting (1,000% 2,000% of weapon damage) Shadow damage and reducing movement speed by 60% for 8 sec. Grants 30 Energy over 6 sec. Awards 3 combo points. 8 yd range. Instant.
  • Goremaw's Bite Lashes out at the target, inflicting (1,000% 2,000% of weapon damage) Shadow damage and reducing movement speed by 60% for 8 sec. Grants 30 Energy over 6 sec. Awards 3 combo points. 8 yd range. Instant.
  • Goremaw's Bite Lashes out at the target, inflicting (1,000% 2,000% of weapon damage) Shadow damage and reducing movement speed by 60% for 8 sec. Grants 30 Energy over 6 sec. Awards 3 combo points. Artifact. 8 yd range. Instant. 60 sec cooldown.

  • Exsanguinate Twist your blades into the target's wounds, causing your Bleed effects on them to bleed out 80% 100% faster. Rogue - Level 90 Talent. Melee range. Instant. 45 sec cooldown.

Subtlety, Assassination, Outlaw
  • Pick Pocket Pick the target's pocket. Requires Stealth. Rogue - Subtlety, Assassination, Outlaw Spec. Melee 10 yd range. Instant. 0.5 sec cooldown.

Shaman (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Crashing Storm Crash Lightning also electrifies the ground, leaving an electrical field behind which damages enemies within it for [ 6 + 84% 96% of AP ] Nature damage over 6 sec. Enhancement Shaman - Level 90 Talent.
  • Fury of Air Creates a vortex of wind 8 yards around you, dealing [ 52% [ 40% of AP ] Nature damage every 1 sec to enemies caught in the storm, and slowing them by 30% for 3 sec. Enhancement Shaman - Level 90 Talent. 3 Maelstrom, plus 3 per sec. Instant.
  • Hailstorm Frostbrand now also enhances your weapon's damage, causing each of your weapon attacks to also deal (25% 28% of weapon damage) Frost damage. Enhancement Shaman - Level 60 Talent.

  • Crash Lightning Electrocutes all enemies in front of you, dealing (100% of weapon damage) Nature damage. Hitting 2 or more targets enhances your weapons for 10 sec, causing Stormstrike and Lava Lash to also deal (100% 110% of weapon damage) Nature damage to all targets in front of you. Shaman - Enhancement Spec. 20 Maelstrom. Melee range. Instant. 6 sec cooldown.

Warlock (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Demonic Circle Summons a Demonic Circle for 6 15 min, allowing you to cast it again to teleport to its location and remove all movement slowing effects. Limit 1. Warlock - Level 45 Talent. 5% of Base Mana. 0.5 sec cast.

Warrior (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
PvP Talents
  • Ready for Battle Arms, Fury: Rage gained from Charge increased by 15. Honor Talent. Protection: Rage gained from Intercept increased by 15. Protection Warrior - Tier 3 PvP Talent.

Item Effects
  • Anger of the Half-Giants Demon's Bite generates an additional 1 to 12 Fury. 20 Fury.
  • Archimonde's Hatred Reborn Gain an absorb shield for 50% of your maximum health for 10 sec. When the shield is consumed or expires, 100% 75% of the damage absorbed is dealt to nearby enemies, split evenly. Instant. 1.2 min cooldown.
  • Butcher's Bone Apron Mongoose Bite increases the damage of your next Carve by 15% 10%. Stacks up to 10 times.
  • Greenskin's Waterlogged Wristcuffs Between the Eyes has a 20% chance per Combo Point to increase the damage of your next Pistol Shot by 700%. 400%.
  • Manipulated Fel Energy The remaining cooldown on Celestial Alignment is reduced by 1 sec for every 8 Astral Power you expend. 12 Astral Power you expend.
  • Nesingwary's Trapping Treads Gain 15 Gain 25 Focus when one of your traps is triggered.
  • The Emerald Dreamcatcher Starsurge reduces the Astral Power cost of your Starsurges by 10 for 2 7 for 3 sec. Stacks up to 2 times.

Artifact Powers
Originally Posted by MMO-Champion
Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Gory Fur (Rank 1) Mangle has a 15% chance to reduce the Rage cost of your next Ironfur or Mark of Ursol by 50%. 25%.

Strings Changes
Originally Posted by MMO-Champion
by Published on 2016-12-07 05:54 PM

Legion Developer Q&A - Ion Hazzikostas
Ion Hazzikostas was back once again today to answer your questions! Keep in mind that the notes below are rough and you should watch the video for the full context.

Communication and Patch 7.1.5 Release
  • The team wants everyone to feel heard and will continue to working on improving communication.
  • The next Q&A will be shortly after the holidays, probably in the first few weeks of January, around the release of Patch 7.1.5.

Secondary Stats and Item Changes
  • The change to secondary stats should ultimately not hurt specs that heavily rely on Crit.
  • The first step of these changes was to reduce the amount of secondary stat percentage you get per rating. The second step was to increase the budget of items across the board by 5% or so.
  • If you have 47% Crit right now, you are probably only going to lose a few percent after this change. This will be offset by the extra primary stats you get. Your overall power shouldn't be meaningfully affected.
  • Overall this change was aimed at shifting the balance of how much of an item's power comes from a secondary stat to help make item level a more consistent guide for what you should equip.
  • For the most part a 15 item level upgrade should be something that you can blindly equip and trust that it is the right thing to do. Most 10 item level upgrades should also be the same way. Once you get below that it may come down to the stats or sockets.
  • There is a lot of numbers tuning that is yet to happen.
  • Overall your raid group should have the same or a slightly easier time after Patch 7.1.5 comes out compared to the week before the patch came out.
  • Overall the team is mostly happy with balance on live right now, in terms of the overall DPS picture. There are a couple of specific outliers, such as extreme Surrender to Madness cases.
  • None of the changes in Patch 7.1.5 had the goal of nerfing or buffing a spec or class, it was mostly about fixing talent weightings, secondary stat values, and making itemization more intuitive.
  • Legion flattened out the rate at which secondary stats scale over the max-level period of the expansion. The team wanted to start you out with higher levels of Crit and Haste and not let you get to such extreme levels at the end of the expansion. In the past specs would not play well at lower gear levels early in the expansion and then end up hitting soft caps near the end of the expansion.
  • On non-jewelry items, the higher item level that you get, the larger share of an item's budget comes from primary stats. On jewelry there were no primary stats for it to go into, so jewelry scaled worse than other items. If you got a helm that is 20 item levels higher than your previous helm, it might have 20% more stats. If you got jewelry that was 20 item levels higher, it might have only had 12% more stats. This made secondary stats matter much more important than item level for jewelry. This was fixed in Patch 7.1.5.
  • Primary stats give tanks avoidance, which isn't super valuable for tanks. In the longer run the team can make primary stats have more of a direct mitigation value for tanks. In the mean time, the change to items has reduced the amount of budget that goes into secondary stats. You will get more Stamina and Armor, which does have value to tanks.

Class Changes
  • The class changes coming in Patch 7.1.5 are a result of the large sweeping changes that came with Legion. Some classes were stripped down and rebuilt, which resulted in some things not being right. The team didn't want to leave things wrong until the next expansion, so they are making changes to improve them in Patch 7.1.5.
  • Legion dropped a boulder in the lake, making ripples (class changes). These ripples will get smaller as the expansion goes on.

  • Warlocks have a few issues that hinder each spec.
  • Affliction got some mechanical and numerical improvements in 7.1.5. Soul Effigy has been getting a lot of feedback. The idea behind that talent is allowing a DoT class to use the multi-dotting on single target fights. Patch 7.1.5 makes it so that you can only target your own Soul Effigy, making it a little easier to switch to. Other options in that row should be stronger so that they feel like alternatives if you don't like that gameplay.
  • For Demonology, Demonic Empowerment is a source of frustration, you spend a lot of time ramping up, you feel like you are juggling a lot of things. This and the Destruction Warlock problem are larger problems that can't be fixed with tweaking some numbers. The team needs to think about how the rotation flows, make changes, and continue to iterate.
  • Patches like 7.1.5 and 7.2.5 are targeted to come out around 10 weeks after the last major patch, containing whatever can be finished by that date. Whatever is not completed in time gets pushed to the next patch.
  • Shadow Priests and a few other classes got a lot of attention this time around. Warlock issues will get fixed during the expansion, but the team didn't feel like they could get the changes done in time for this patch.
  • Rather than having three different resource models for Warlocks, the team tried to consolidate them into one for Legion. Destruction lost something with being unable to generate partial Embers. In a later patch, the team wants to try to let Soul Shards behave like Embers did in the past, allowing you to generate partial Soul Shards.

Havoc Demon Hunter
  • The team has tweaked things like Fel Barrage to break some of the synergies that push players towards the Momentum build. It will remain a viable build.
  • The team is working on numbers tuning for Patch 7.1.5 so that you don't feel locked into Momentum if you don't like Momentum.

Talent Diversity
  • Simulations and top players in the world can execute high skill requirement rotations almost perfectly, but most players won't. Sometimes the "best" choice is only the best if it is executed perfectly.
  • Other options that can be executed more consistently may be a better choice for most players.
  • There is more talent diversity than you would think if you just look at various class guides.

Balance Druid
  • The nerf to The Emerald Dreamcatcher is an attempt to narrow the gap between the high end and low end of legendary items.
  • Your spec shouldn't only be viable with a certain legendary.
  • This can be fixed by nerfing the legendary some and buffing the spec some. This way the player with the legendary doesn't have a power change and everyone without the legendary becomes a little bit more powerful.
  • This change shouldn't be a nerf for anyone.
  • Tuning for Balance Druids isn't done yet.

Item Stats and Sets
  • The latest PTR build changed many of the Nighthold loot stats. This way the items cover some of the stats that you want.
  • With six items in the set, you will have more choices to pick the four for the set bonus.

Unholy Death Knights
  • The legendary bracers fall under the same category as the Balance Druid legendary change.
  • Festering Wounds is something that is on the team's radar. A lot of the feedback is tied to the Unholy Artifact active ability.
  • The reason for the variance in number of Festering Wounds is to create some variation in your rotation, adding some decision making.
  • One good community suggestion is capping the number of Wounds consumed at 4 and having 2 Ghouls summoned, making it never necessary to go to 8.

Outlaw Rogue
  • Roll the Bones will not have the RNG lowered. The ability is themed around rolling dice and is something signature to Outlaw.
  • The team will continue to improve Slice and Dice so that there is another viable option in that row if you don't enjoy the gameplay of Roll the Bones. Maybe adding more Haste or something to make it feel more powerful.

  • Greater Blessing of Might is a failed design. The thought was to capture some of the hybrid element of the class, but at the same time the team was nervous about balance.
  • If you are buffing someone significantly by being there, can you do the same amount of damage as a pure DPS class? If the answer is no, a lot of people might not want to sign up for that. If the answer is yes, you are just better than everyone.
  • The team tried to credit the contribution of the Paladin to the Paladin, which resulted in whoever got the blessing being unhappy. The Paladin isn't happy either, so no one is happy.
  • The team hasn't come up with a good solution for Patch 7.1.5, but they will continue to work on it and scrap it for a better design.

Surrender to Madness
  • Reduced Insanity drain in the first 18 seconds isn't helping lower skill Surrender players.
  • Surrender is really iconic, flavorful, and one of the cooler talents in the game.
  • There probably won't be a point where Surrender is not the best option for a single target short Patchwerk style fight. On a ten minute fight that will be a different story.
  • The goal is robust alternatives to Surrender to Madness, but they aren't quite there yet.
  • There should be talents that are better in a longer fight. In an average length fight it should come down to your desired playstyle.

  • Storm, Earth, and Fire has a number of mechanical issues. The team is working on getting them fixed for Patch 7.1.5, but if it isn't done it time it will be tuned around the bugs so that it isn't a DPS loss until it can be fixed.

Rune of Power
  • Some of the problem with this is tuning. Rune of Power is meant to be a situational talent, for fights where you won't be moving too much.
  • With the current tuning it feels necessary in every fight, making it feel bad when you have to move.
  • The underlying design might be better with a different cooldown and duration.
  • In the short term the team will look at tuning of the other talents.

Holy Paladin Healing
  • It isn't likely that more HoT and AoE healing is coming for Holy Paladins.
  • Strong single target healing is one of the hallmarks of the Holy Paladin and the team doesn't want to dilute that.
  • Healer balance and diversity is pretty good right now.
  • Even in dungeons the single target healing gets the job done adequately.

Marksmanship Hunter
  • The team is mostly happy with Marksman Hunters now.
  • Aimed Shot is meant to be a tradeoff. BM hunters are more mobile, but Marks has advantages that offset the lower mobility.
  • There is some tuning to be done to make the other specs feel more viable in other situations.

Artifact Power and Knowledge
  • The current plan is to create a system that won't reward you for holding on to your Artifact Power until Patch 7.2.
  • In Patch 7.2 your 20 point final trait may be converted into the new trait.
  • There will never be a reason to sit on Artifact Power.
  • Patch 7.1.5 makes catching up on alts much faster. If you are AK20, you can buy AK15 for your alt.
  • Alts shouldn't have to do everything a main character did to earn something, but there still should be a reasonable amount of gameplay.

Alt Gameplay
  • The team could make reputation sources at max level account bound so that you could send them to alts when they are no longer needed.
  • Unlocking World Quests and Suramar dungeons is account wide, other things like tradeskills don't make sense to unlock account-wide.
  • There are lots of players that want to make an alt to progress on another character when there are no short term progressions they can make on their main.

Long Loading Screens
  • The team is actively working on a fix, but it is proving challenging. If it affected all players it would be easier to track down, but it isn't an issue for everyone.
  • There have been attempts to fix it so far, but it hasn't been fixed for everyone.

Legendary Items
  • It is okay for legendary items to not be the best for every situation.
  • If you have a legendary that improves your AoE, it probably isn't the best on a single target fight.
  • As players get more legendary items, you might change out what legendary you have equipped based on the situation.
  • It may have been a mistake to make legendary items that always increase throughput. Items like Sephuz would have been very exciting in the past, but it is no longer exciting because of the alternatives you have, such as the Fire Mage bracers.
  • If you were choosing between Sephuz, Prydaz, and some of the situational legendary items it would be a more even choice, but the legendary items that provide more throughput make this
  • Players feel bad when they get Sephuz instead of a universally useful legendary.
  • The team will continue to tune legendary items so you don't feel that you aren't viable without one, such as the legendary braces for Unholy.
  • Quality of Life improvements come from legendary items, just like they have from set bonuses and other items in the past. Most set bonuses are things players would like to have baked into their class, this is how the game has worked.
  • Maybe in a future iteration these effects will be baked into the class.
  • Legendary effects are intended to be exciting and valuable.
  • Over time the team will continue to increase the drop rate of legendary items. Someone who starts the game later this year will be more likely to get their legendary item than someone did back during Legion launch week.
by Published on 2016-12-06 11:44 PM

2.4.3 PTR Upcoming Item Changes

The Gadgetzan Deck Recipes - They're Actually Preeetty Gooood

Patch 7.1 Hotfixes - December 6
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Fixed a bug that sometimes allowed the leech from Soul Rending to persist after Metamorphosis ended.

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Freezing Trap will no longer cause the target's next cast to fail in certain cases.

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Ice Block's cooldown will correctly reset at the end of an encounter.

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • You can now activate and deactivate Shadowform while mounted.

Class Halls
  • Players who were unable to submit Artifact Knowledge Work Orders should now be able to again.

Dungeons and Raids
  • Players in a dungeon during a server shutdown should no longer receive the Deserter debuff.

Throne of Tides
  • Fixed a bug that was causing Mindbender Ghur’sha to be non-interactable.

Trial of Valor
  • The Patient Zero achievement should now be obtainable, as intended.

  • Increased the radius of Guarm's Multi-Headed from 8 yards to 30 yards on Mythic difficulty.
  • Decreased Guarm's health by 5% on Mythic difficulty.

Developers’ Notes: The Mythic difficulty change to the Multi-Headed mechanic is intended to require the use of 2 tanks on the encounter. We also slightly reduced Guarm’s health alongside this change in order to minimize the effect on groups that were accustomed to only using 1 tank. This is already active in the NA/ANZ region, and will take effect in other regions with their weekly restarts.

  • The magnitude of Corrupted Axion's healing absorb now properly scales down as the size of a raid decreases from 30 players to 10 players.
  • Resolved an issue that would cause Fetid Rot from targeting more players than intended on non-Mythic difficulties.
  • Reduced the health of several enemies in the Helya encounter on Normal and Heroic difficulties.
  • On non-Mythic difficulties, Adjusted Orb of Corrosion no longer targets Helya's tank targets, similar to its behavior in Mythic difficulty.

  • Fixed an issue that could cause Odyn to sometimes cast a lethal Unerring Blast during the final phase of the encounter.

  • Many trinkets available from Timewalking holiday dungeons and vendors have had their effects adjusted to more closely match the power level of Legion trinkets.

Player versus Player
  • Mass Invisibility can no longer be cast on allies holding battleground flags and orbs.

  • Havi's message when a player completes "Now That's Just Clawful" will no longer be displayed to all players in the area.
  • World Quest map markers for Kirin Tor World Quests should now function correctly.
  • During “Barrels o’ Fun”, a swirling holy light now radiates from the barrel that needs to be tracked.
  • Players no longer get roadblocked if they teleport out of Well of the Forgotten after interacting with the Bone Pile for the quest "The Rite of the Executioner".

Patch 7.1.5 - Emerald Dreamcatcher Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We want to reduce the overall strength of the The Emerald Dreamcatcher, but agree that removing the “Surgeweaving” playstyle it allows isn’t ideal. So, we’re going to take a different approach. Instead of adjusting the buff’s duration, we’re going to reduce the Astral Power cost reduction to 7 per stack (down from 10). This should allow you to continue the playstyle of weaving spells in-between Starsurges, but still lower the gap between players who have the Emerald Dreamcatcher and those who don’t.

Patch 7.1.5 - Shadow Priest Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
To clarify on the 18 seconds thing: The changes to Insanity drain are obviously an overall nerf to Surrender to Madness. That's intentional. We just disagree that it is proportionately more of a problem for lower-skilled players. If you weren't pushing Surrender past 100 stacks already anyway, the difference for you won't be as substantial. If anything, those players are likely to see an increase in duration of their non-Surrender Voidforms.

That said, there's obviously a lot changing for Shadow in 7.1.5, and once things stabilize, we intend to take another look at the rate of Insanity drain to make sure things end up where they should be.

Couple other notes for you:
  • We're planning to increase Void Bolt's DoT extension to 3 seconds, up from 2.
  • We're also increasing Shadow's damage across the board in the next build.

Having to recast dots in void form wouldn't be SO (still awful but meh) bad if we didn't have to die during STM lol.
The intent is that, within reason (e.g. you didn't go into Voidform with 1 second left on your DoTs, or forget to actually cast Voidbolt), you can keep your DoTs active during Voidform without having to re-cast them.

FinalBoss #124 - Method Interview
This week FinalBoss talked to Method about Mythic Helya, Legion and much more.

by Published on 2016-12-06 07:15 PM

2.4.3 PTR Upcoming Item Changes

The Gadgetzan Deck Recipes - They're Actually Preeetty Gooood

World Boss - Levantus
Levantus is up this week! He drops item level 860 gear and a Blood Relic. Shaman can also get the The Warmace of Shirvallah hidden artifact appearance for Doomhammer.

World Boss - Na'zak the Fiend
Na'zak the Fiend is also up for a little longer, so be sure to kill him as well! He drops item level 860 gear and an Arcane Relic.

Patch 7.1.5 - Shadow Priest Feedback
Originally Posted by Blizzard (Blue Tracker)
Thanks for this. Some great feedback here.

Overall, our goal in 7.1.5 is not to nerf Shadow's damage across-the-board, just the extreme cases that can occur with Surrender to Madness. Some of the mechanical changes will likely mean you're weaker or stronger in certain situations, but our intent is not to make Shadow "worse."

To speak more directly to your points:

Since Legion launched, most of the changes we’ve seen to Shadow have revolved around the balance of Surrender to Madness (S2M). The main issue with S2M is the amount of damage happening at high stacks of Void Form (VF). This gives Shadow a significant damage lead over other classes when played in the top 10 or so percentiles. This is illustrated in the WarcraftLogs analysis I made the week after the Mythic Emerald Nightmare opened: The top percentile players are able to extend their S2M the most, allowing them to spend a significant period of the fight at 100 stacks of VF, which wasn’t the intention when designing the spell.

S2M DPS definitely needs to be addressed. However, the methods being utilized right now are not only affecting top end players but also those at the lower ends of the spectrum. The drain formula change in the 7.1 hotfix (8+0.55 per stack) and the proposed change on the 7.1.5 PTR (6+2/3 per stack) "fix" the issue of the top end damage of S2M but also make S2M more difficult to play. This means that players who were struggling before may now find it impossible to reach decent S2M uptimes and as a result the gap between top performers and the rest will widen.

A different approach, to address the exponential growth of damage between the two groups without negatively affecting gameplay, would be to limit the stacks from Mass Hysteria (MH). Consider Mythic Emerald Nightmare gearing over a 300s fight, using the 7.0 drain formula (9 + 0.5 per stack). A change to MH’s cap from 100 to 50 stacks would reduce overall S2M single target damage by around 5% while reducing the peak DPS (100 stacks of VF and PI) by around 16%. The PTR proposed drain, and leaving MH capped at 100 stacks, reduces the overall damage by around 16% but only reduces the peak DPS by around 4%. This happens because, while they won’t be able to maintain 100 stacks of VF and MH for very long, high percentile players will still be able to reach that point and, combined with PI, they'll reach a similar peak DPS.

Bottom line, increasing the drain rate has a larger negative impact on VF as a whole than it helps to curb the extraordinarily high DPS achieved at high stacks of VF.

1) Not sure we agree that capping Mass Hysteria is the right approach. It would feel pretty artificial, and while we'll make those sorts of changes when absolutely necessary, we don't think that's the case here. Also, we don't agree that the change to Insanity drain makes Surrender to Madness more difficult for lower-end players; keep in mind that Insanity drain is actually lower for the first 18 seconds than it used to be.

The changes to Void Bolt (VB), having it interact with an area rather than only one target, are long overdue but they hurt Voidform's gameplay more than help in the current state. The main issue here is that by making it possible for DoTs to fall off during VF, you're stealth nerfing VF's average duration. When they fall off, we have to replace GCDs that would be used by Void Bolt, Mind Blast, or Mind Flay with Vampiric Touch or Shadow Word: Pain, both of which are poor insanity generators.

DoTs will fall off during VF with the current design because VB is only extending all DoTs in the area by 2 seconds. In order to keep a DoT duration the same, VB would need to have a 2s cooldown, which only happens at 125% haste [( 4.5 / 2 ) - 1 ], a value virtually unreachable at low stacks of VF.

For spread targets, Council-style fights (the ever famous niche of Shadow), the situation only gets worse; now we're having to refresh many different sets of DoTs, making the whole idea of VF being a "burn" phase a fallacy because we’re spending most of time inside VF refreshing DoTs instead of using nukes.

A possible solution would be for Void Bolt to refresh the duration of DoTs on the main target while increasing the duration of DoTs on nearby targets by a flat amount. That way we would have an improved version of today's multidotting for Dungeons and stacked groups, but wouldn't be punished on single or spread targets.

2) We had several issues with the way Void Bolt fully refreshing DoTs was working out. In multi-target encounters, it required you to constantly switch between targets to refresh (which gets highly APM-intensive during Voidform), and there was a high penalty for accidentally letting DoTs drop off before you could Void Bolt. Changing it to add duration to all nearby DoTs helps resolve both of those issues.

Conversely, in single-target situations, you were able to extend your DoTs pretty much infinitely. We want to move away from that. As a DoT-based class, you should have to re-cast them from time to time.

However, we do agree that you're probably having to re-cast them more than is necessary in the current build. We've increased the duration of Shadow's DoTs for the next build, to reduce how much time you actually have to spend maintaining them.

Right now Legacy of the Void (LotV) has no feeling around it. It’s just the talent that you pick when you don't want to S2M; it offers nothing special and gives an almost negligible benefit. As a lvl 100 talent it needs to be spiced up and should offer the player something noticeable. In addition, prior to the 7.1 drain change, LotV was more of a trap than a benefit because if you entered at 70 insanity in a non-execute or multitarget situation you would likely never reach 100 insanity, effectively reducing your VF duration.

3) We think it works well as a passive option in that row, and expect its DPS value to go up as a result of some of the other changes in 7.1.5. Depending on how much that is, we can buff it further if necessary.

The recent rework of Mind Spike is something interesting. It opens up the talent for an option that the player can pick when they want passive cleave (Dungeons and some raid encounters) akin to what Mages and Warlocks have with Ignite and Fire and Brimstone. The version pushed to PTR (Build 23109) has the same issue as another talent you’ve tried in the past, Shadow Word: Insanity - The removal of DoTs in a base rotation.

Shadow is a DoT based spec. It has been centered around DoTs and so far that play style has been a success in most situations in Legion. Having a spell that "requires" you to apply both DoTs to a target just to remove them feels really wrong and runs counter to the core mechanics of the class.

Mind Spike has great potential in this new form. With the changes to Mind Flay, having it become Mind Sear when used against a target with Shadow Word: Pain, Mind Spike has the potential to be an upgraded version of that. The talent could replace Mind Flay, not remove DoTs, and give us a strong specialized filler AoE spell, while still preserving the multidotting aspect of Shadow.

4) The new Mind Spike is an experimental change that we're not entirely certain is going to work out. We put it out for testing with the knowledge that, worst case, we can pretty easily revert it to how it is in 7.1. We'd ultimately like to rework Mind Spike in some fashion, but the version currently on the PTR might not be it.

Right now, one of the main balancing issues with Shadow is multidotting. When there are many high health targets Shadow is able to DoT them and melt them with Power Infusion and Surrender to Madness. While it creates a good gameplay to players, it becomes hard to balance when there are too many targets (3-4). A way to counter that effect would be to swap some of the damage today present on dots into Void Bolt or maybe into Mind Blast, but not too much because multidotting should feel strong.

5) It's true that multidotting presents some challenges for balancing Shadow, but we don't see that inherently as an issue. We want you to be strong in certain areas (for example, Shadow excels on multiple spread-out targets, such as the majority of the Odyn encounter), which in turn means you'll be weaker in others. As long as the variance between those areas doesn't get too large, we see that as a good thing.

Lingering Insanity (LI) delivered an odd situation for Shadow because our highest haste moment could be outside of VF. The new Lingering Insanity talent makes a nice middle ground, having you gradually lose haste while outside of VF. However, not having LI without the talent will create an even worse situation because you'll get to your peak haste and then drop straight to the bottom, making the rotation feel slow and a huge climb, like it is today at start of the fights. Even with the buffs to the insanity generators it hurts the flow the rotation had before.

A nice middle ground would be having the current PTR Lingering Insanity implementation baseline and having Void Lord back, but now it would allow Lingering Insanity to stay during Voidform, maybe now losing only 1 or 1.5 2 stack per second, which would reward getting back quicker to Voidform and make the haste change in the rotation smoother.

6) We think that hard “drop” is a good thing – it provides a stark contrast between how the spec feels inside and outside of Voidform. When dropping out of Voidform has such a noticeable impact, you get a much more direct sense of just how much you were getting out of it before. That said, we did recognize that some players might disagree, which is why we reworked Lingering Insanity into a talent.

Having its effect tied to our filler spell creates two undesirable scenarios: either we underuse its effects, wasting it by using Mind Flay normally; or we’re forced to not use our filler spell in order to save the effect for future add spawns. Neither of these are fun gameplay scenarios and make an interesting Legendary a pain to utilize.

The advantage that the ring had before, having the DoT spread tied to Mind Sear, was that it allowed you to control when to spread them, promoting smart gameplay. Since that isn't an option anymore, a possible fix would be to have the ring modify the next SWP and VT casts, giving them a Sunfire-like effect where they spread to up to 3 nearby targets. This would allow us to use our filler spell normally and also maintain the controlled nature of the effect that we have on live. Furthermore, this would also allow us to recast our dots during periods of high drain as the extra applications would also generate insanity, an indirect effect of the ring on live.

7) This is an interesting suggestion. It should still be pretty effective as-is, but we’ll talk about this idea some more.

FEEDBACK: Upper Nighthold (Heroic)
Originally Posted by Blizzard (Blue Tracker)
We're moving on with Nighthold raid testing, with five raid bosses on the higher levels of Nighthold accessible: Spellblade Aluriel, Krosus, Tichondrius, Star-Augur Etraeus, and High Botalist Tel'arn. We'll be leaving these bosses up for a couple of days. Please use this thread for feedback or bug reports on any of the encounters. When providing tuning feedback, please note the nature of your raid group (e.g. Mythic guild group, PUG, etc.).

Links to parsed logs are tremendously helpful.

(And yes, the team is aware of concerns with 7.1.5 class changes - the next build should have a new set of responsive changes, and we're working on communication on other fronts. But while the class team handles that, any feedback for the encounter design team would be much appreciated in pursuit of the goal of a fun and polished raid tier.)

Blue Posts
Originally Posted by Blizzard Entertainment
Developer Communication
It's going to take us more than 1 weekend to make the internal changes to our processes and flow of information necessary to show a notable increase in communication. I'd love to be able to respond to every question on here right now, but I just don't have those answers yet.

This is a real problem. Why don't any of you have answers to problems you have been informed about for months? What is going on behind the scenes where you do not have a clear solution to fixable issues?
I'm just speaking about myself here. I'm not a designer, and as such, haven't been involved in those discussions. That, in turn, makes it difficult for me to give any meaningful responses here beyond "Thanks for the feedback!" That's the issue we're working to resolve.

I don't think anyone's faulting you for that but I think even more "thanks for the feedback!" or "I'll pass this along to the devs" goes waaaaaaay further than radio silence for months.
I agree with this, I just think "here's what the developers think" is even better, and I (as well as the other CMs) am trying to do that as much as possible. (Official Forums)

Tanks in PvP and PvP Stat Templates
Our goal with tank design in Legion PvP has been for them to fill more of a "bruiser"-style role: tougher than a typical DPS, but not so much tougher that they're always the wrong target. Similarly, they should deal less overall damage than a pure DPS spec, but not so much less that you can ignore them.

That said, we've somewhat missed the mark in certain areas. Protection Paladins, for example, were able to put out a lot more healing than they probably should have. We've made a few adjustments already, and will continue to do so.

Would you look into getting PVP templates working in world PVP?
This is something we could theoretically do, we just disagree that it's the correct choice for world PvP. Inherent imbalances are part of what makes world PvP fun. Speaking personally, some of my best memories of world PvP have come from getting a bunch of friends together to take down 1 or 2 enemy players that significantly outgear us, or getting my revenge on someone that ganked me earlier by catching them off-guard in the middle of a world quest.

There's obviously going to be some gray area there - there's a point where it stops being world PvP and instead just becomes griefing, and not everyone is going to agree on exactly where that point is. Generally speaking, however, unfairness - both taking advantage of it, as well as overcoming it - is part of the appeal of world PvP. (Official Forums)

Extra World Boss
Just to confirm, It's intended that a 2nd world boss spawned this week. There are two Suramar world bosses that activate independently of the main weekly World Boss rotation. You shouldn't expect to see a Suramar boss every week, but from time to time, one will spawn. (Official Forums)

Sephuz's Secret Changes
The intent is not for Sephuz's Secret to be 100% useful in all situations. If it was, as many of you in this thread have pointed out, there's several straightforward and easy ways to accomplish that.

However, with that design, it's important that where it's good, it's REALLY good. The 7.1 version wasn't quite there, which is why we made the 7.1.5 changes to increase its effectiveness when you can activate it. We also added a couple more ways for it to activate (interrupts and dispels) to allow more specs some better methods of activating it. (Blue Tracker / Official Forums)

PTR Micro-Holiday Testing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Beginning tomorrow, December 6, we plan to begin testing of the new Micro-Holiday events being added in Patch 7.1.5. One event will be tested each day for the next few weeks, and we’d love to hear your feedback on them.

The testing schedule is as follows:

Tuesday, December 06: Call of the Scarab
Wednesday, December 07: Kirin Tor Tavern Crawl
Thursday, December 08: Love is in the Air
Friday, December 09: Hatching of the Hippogryphs
Saturday, December 10: March of the Tadpoles
Sunday, December 11: Volunteer Guard Day
Monday, December 12: Spring Balloon Festival
Tuesday, December 13: Glowcap Festival
Wednesday, December 14: Un'goro Madness
Thursday, December 15: Call of the Scarab
Friday, December 16: Kirin Tor Tavern Crawl
Saturday, December 17: Love is in the Air
Sunday, December 18: Hatching of the Hippogryphs
Monday, December 19: March of the Tadpoles
Tuesday, December 20: Volunteer Guard Day
Wednesday, December 21: Spring Balloon Festival
Thursday, December 22: Glowcap Festival
Friday, December 23: Un'goro Madness

As these events open, we’ll be starting up new threads to gather feedback on them. Please share any of your thoughts there. Thanks!

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