We have updated our Terms of Service and Privacy Policy.
Dismiss

World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2017-01-11 02:30 AM

Desolacer's Levelling Guides, Butcher Challenge Live Stream

HearthPwn Site Update - Performance Fixes Round One

Patch 7.1.5 Hotfixes - January 10
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Brawler's Guild
  • Financial Support buffs should now be cleared between matches.
  • The Prediction Incentives NPCs should no longer state that they are accepting guesses when the guessing game is not enabled.
  • The Prediction Incentives NPCs can now be clicked through players.
  • Johnny Awesome should no longer yell across servers.

Classes

Class Halls
  • Players are no longer able to use Artifact Power items while an Artifact that has all 54 points completed is equipped.

Items
  • Wilfred's Sigil of Superior Summoning should now correctly reduce the cooldown of Infernal/Doomguard when a Wild Imp is spawned with the Impending Toom talent. Cooldowns that are over 10 minutes will be reduced to 3 minutes with Impending Doom active.

Player versus Player
  • Fixed an issue where some Paladin Fearless Gladiator’s armor was assigned the wrong faction. If your armor faction is incorrect, log out and then back into of World of Warcraft.
  • All Artifact traits after 34 are now disabled in PvP instances.
  • Ashran
    • Several Wand and Scroll items should once again be usable within Ashran.
  • Priest
  • Psychic Link will now deal 30% of Mind Blast and Void Bolt damage (was 100%).

Quests
  • Resolved an issue where Shar'thos would sometimes not grant credit for his World Quest.
  • During "Test at Sea", the North Fleet Reservists will once again spawn so that you can drop plague vials on them.

Watch the Legion Live Developer Q&A with Paul Kubit on Thursday!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Join us live on Twitch Thursday, January 12, as we sit down with Senior Game Designer Paul Kubit for our next live developer Q&A.

He’ll be answering many of your questions on Brawlers’ Guild, Micro-Holidays, Timewalking, and Professions.

Feel free to submit questions by posting in this forum thread or via Twitter using the hashtag #LegionQA.

We’re really looking forward to getting the chance to dive in and answer as much as we can on Brawlers’ Guild, Micro-Holidays, Timewalking, and Professions, so we hope to see you Thursday at 8:00 p.m. CET!

35+ Artifact Traits Disabled In Instanced PvP Until Legion PvP Season 3
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Character progression is a core element of World of Warcraft, and that includes PvP. In Legion, empowering your Artifact to become stronger is a key part of character progression. When Artifact Knowledge levels were low at the beginning of the expansion, we deactivated the 35+ Artifact Traits in instanced PvP to avoid having large power gaps when compared to players who hadn't made much progress on their Artifact yet.

In Patch 7.1.5, we added several methods that allow players to catch up their Artifact progression very quickly. Brand new players can advance up to Artifact Knowledge level 15 without any research time, and existing players can mail Artifact Knowledge Compendiums to alts, which immediately bring them as high as level 20. At this point, the power gap between a player with 35+ traits in their Artifact and a player just starting out is significantly less of a concern, as the gap can be closed very rapidly. For those reasons, we felt that Patch 7.1.5 was the right time to re-open Artifact progression to PvPers who had already earned the first 34 traits.

However, we did not communicate this change (and its purpose) with enough advance notice to allow players to effectively prepare for it. Furthermore, while the improvements in Patch 7.1.5 make it much easier to unlock those final traits for new players or alternate characters, they weren't available until today. While we still believe activating these traits is the correct choice for World of Warcraft PvP, the middle of an ongoing season is not the right time to make this change.

As of a few minutes ago, we've applied a hotfix that once again disables the 35+ Artifact Traits in instanced PvP on North American and Oceanic servers. In other regions, this hotfix will be applied with the patch. The 35+ Artifact Traits will remain disabled for Legion PvP Season 2.

Once Season 3 begins, we'll re-enable them. Note that Patch 7.2 will include some further expansions to the Artifact system that will make it highly valuable to have spent some Artifact Power on those traits (another reason we feel it's important that they be enabled in PvP). We'll have more details to share on those changes once Patch 7.2 has begun its public testing phase.

Thanks for your feedback and understanding on this topic.

Blue Posts
Originally Posted by Blizzard Entertainment
Travel Form SpeedBug
Can someone explain why they felt the need to nerf travel forms base speed from 200 to 180%?
This is a bug and we currently have a hotfix in the works to resolve it. I'll update this thread if I hear anything more.

Thanks for the heads up, and we appreciate your patience on this. (Blue Tracker / Official Forums)

Banning Botters
Customer Support checking in - we definitely can and do continue to action bots. However, there might not always be landmark sweeps where thousands of voices suddenly cried out in terror, and were suddenly silenced. These actions happen on a couple levels.

Some are as simple as a Game Master investigating individual reports and we don't need more information on that particular system: we can close them down immediately. Other cases, we observe, monitor, and then detect/break the bot without needing player reports. Mass actions also occur, but those who barter and trade in illicit programs don't usually come to the WoW Forums to discuss it.

There's a combined effort of normal checks/sweeps that our Hacks team do, the reports that are sent to Game Masters via right-click reporting, and other research on how these programs interact with our games where we attempt to break those methods outright. However, much like real life, the game of "Good Guys vs. Bad Guys" is an ongoing game. We build a mousetrap, they build a better mouse, we improve the mousetrap, etc. We aren't resting on our laurels, and continue to iterate and build new systems and pull new data to help us find and remove cheaters.

If you see people exploiting bots/cheats in-game, let us know. You can also email us tips at [email protected]. In-game reports are best as it includes important information that players can't traditionally see (account details, play behavior information, etc), but where it's not possible the email is sufficient for us to kick off some research!

Just to play counterpoint:

Blizz doesn't need to "collect info" they have the info for the last 10 years. They could spend what...ten or twenty bucks to buy a bot account and get all that info in minutes. Its a cop out.
This assumption is that bots haven't evolved in the 11 years we've been investigating/breaking them. There are a few botting companies who would strongly disagree with that assessment. Also, reverse-engineering a tool doesn't happen in minutes, whether you make the purchase or not. Debugging and reverse-engineering takes time, and then building reporting/detection around that also takes additional time. I can certainly understand your frustration, but I want to make sure it's tempered with realistic expectations.

Bots and cheat programs will continue to exist in any game for as long as there's a market for it: unfortunately, players who buy gold or other RMT services encourage botting and compromised accounts whether they realize it or not. People bot for a variety of reasons, from small-scale boredom to organizations who run gold selling services. As long as those exist, we'll continue to keep weeding out and removing them from the community.

You are certainly welcome to your opinion, but I won't let our actions and efforts be dismissed simply because you feel we're trying to scam or otherwise ignore our playerbase on the issue. Play Nice; Play Fair is one of the 8 core concepts of what we do, and hopefully some day we can convince you of that.

I wish you well in your adventures, and we'll continue to clean up bots for if you choose to return. In the meantime, if you do encounter any cheaters in our games I encourage you to use the reporting methods available so we can take a look at them. (Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Patch Notes
As long as I've been at blizzard (4 years) the patch notes haven't gone live until 6pmish the previous day. this is earlier.
but ultimately, yes, a lot went wrong, which we're fixing for the 7.2 notes (including PTR notes) (Source)
The light of the tunnel is that part of the issue is due to some team restructuring which means future patch notes will be MUCH better
We generally don't make promises but I can 100% promise this will not happen again. (Source)

Weekly Bonus Event - World Quests
Originally Posted by Blizzard (Blue Tracker / Official Forums)
An extra weekly quest and rewards are here.

Get out your best map and plan your route across every part of the Broken Isles, as this is a great time to immerse yourself in World Quests.

This Week
All week, open your map (default hotkey: m) and then select any of the five main Broken Isles zones to consider the World Quests available to you. Hover your mouse over a World Quest on the map to see what tasks are needed complete it, the rewards you’ll receive, and the time remaining that the quest is available to you.

Look for the following all week long:


If you’ve been looking to impress some emissaries, this is the week to do it!

Every Week
The Bonus Events system consists of a rotating schedule of different activities, currently scheduled to run each week beginning on Tuesdays. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar can serve as your one-stop reference for the event schedule. The Adventure Guide also offers a direct link to active Bonus Events, allowing you to easily accept any associated quests.

World Boss - Shar'thos
The Sleeping Corruption is up this week, so you can head to Val'sharah to kill Shar'thos for a chance at item level 860 loot, a Shadow Relic, and a piece of the Fury Warrior hidden artifact appearance.

by Published on 2017-01-10 06:42 AM

PvP Update: 35+ Artifact Traits have been disabled for Legion PvP Season 2, but will be back in Season 3.

Patch 7.1.5 Live This Week
Patch 7.1.5 goes live this week, bringing us class changes, MoP Timewalking, the Brawler's Guild, Micro-Holidays, Artifact Knowledge catch up, new and changed legendary items, and more!

Keep in mind that the Nighthold raid is targeted to open on January 17, 2017 and is not opening this week.


New Icons



New Music




Patch 7.1.5 Official Notes
The official notes have been released and updated several times!



Calculators Updated




New Loading Screens



Artifact Knowledge
Patch 7.1.5 makes catching up on Artifact Knowledge easier for new players and alts!

New Players / Main Character Catch Up

Alt Characters
  • The Artifact Research Compendium items are sold by the Artifact Knowledge researcher in your Order Hall for 1000 x Order Resources.
  • These are BoA items, so you can purchase them on your main character to send to alts.
  • These only allow you to purchase a book with lower Artifact Knowledge than your current Artifact Knowledge level.
  • For example, characters with Artifact Knowledge from 15-19 can purchase Artifact Research Compendium: Volumes I & II, granting their alt Artifact Knowledge 10.


Level Type Name
1Other Artifact Research Synopsis
1Other Artifact Research Compendium: Volumes I-III
1Other Artifact Research Compendium: Volume I
1Other Artifact Research Compendium: Volumes I & II
1Other Artifact Research Compendium: Volumes I-IV


Achievement Changes
Originally Posted by MMO-Champion
Brawler's Guild
World Events

Honor
Player vs. Player

Legacy
  • The First Rule of Brawler's Guild (Season 1 or 2) Name changed from "The First Rule of Brawler's Guild (Season 2)" to "The First Rule of Brawler's Guild (Season 1 or 2)". Get invited to brawl at Bizmo's Brawlpub in the Deeprun Tram during the Draenor campaign.
  • The First Rule of Brawler's Guild (Season 1 or 2) Name changed from "The First Rule of Brawler's Guild (Season 2)" to "The First Rule of Brawler's Guild (Season 1 or 2)". Get invited to brawl at Brawl'gar Arena in The Valley of Honor in Orgrimmar during the Draenor campaign.

Legion
Player vs. Player

Quests

Legion Dungeon
Dungeons & Raids

Promotions
Feats of Strength

Raids
Feats of Strength
  • Ahead of the Curve: Gul'dan Defeat Gul'dan in The Nighthold on Heroic difficulty or higher, before the release of the next tier of content. opening of the Tomb of Sargeras.
  • Ahead of the Curve: Helya (New) Defeat Helya in Trial of Valor on Heroic difficulty or higher, before the opening of the Tomb of Sargeras.
  • Ahead of the Curve: Xavius Defeat Xavius in the Emerald Nightmare on Heroic difficulty or higher, before the release of the next tier of content. opening of the Nighthold.
  • Cutting Edge: Gul'dan Defeat Gul'dan in The Nighthold on Mythic difficulty, before the release of the next tier of content. opening of the Tomb of Sargeras.
  • Cutting Edge: Helya (New) Defeat Helya in Trial of Valor on Mythic difficulty, before the opening of the Tomb of Sargeras.
  • Cutting Edge: Xavius Defeat Xavius in the Emerald Nightmare on Mythic difficulty, before the release of the next tier of content. opening of the Nighthold.



Mists of Pandaria Timewalking
Mists of Pandaria is joining the Timewalking rotation! It offers rewards such as Yu'lei, Daughter of Jade





Micro-Holidays
Patch 7.1.5 adds some new smaller holidays to the game. These last a few days or less and don't reward achievements, items, or any permanent rewards for the most part.


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Patch 7.1.5 brings with it a variety of updates and new content. One of these new additions is what we’re calling micro-holidays. Each one is meant to make the world feel more alive without making players feel like they need to participate for big rewards—while still providing some more variety and fun.

  • Call of the Scarab - January 21-23 - To commemorate the first ringing of the Scarab Gong on January 23, 2006, players will be able to relive a portion of the Ahn’Qiraj gate opening by collecting items for turn-in. The winning faction will then be able to claim bragging rights and have their faction flag hang over the gates until the next Call of the Scarab micro-holiday event.
  • Hatching of the Hippogryphs - February 23 - Those who head to Feralas will be able to bear witness to the yearly hatching of the hippogryphs. You may even make a little friend for the day.
  • March of the Tadpoles - April 5 - Each year, the Winterfin murlocs allow their tadpoles free reign over their village. You can make a difference by adopting your favorite, feeding it, and protecting it from nearby predators.
  • Volunteer Guard Day - April 28 - Step into the shoes of a guard in the major cities with a /salute and you’ll get to serve and protect the city just like them. Stay vigilant and watch out for any invaders.
  • Spring Balloon Festival - May 10-12 - Several of Azeroth’s characters – some of whom you might recognize – are giving tours of Azeroth in their hot air balloons. You’ll enjoy their commentary and interact with other citizens as you take in the scenery.
  • Glowcap Festival - May 27 - Head to Sporeggar in Zangarmarsh, collect some rare mushrooms, and help the sporelings heal the great mushroom, Fshoo. You’ll gain a bit of Sporeggar reputation for helping them out.
  • Thousand Boat Bash - June 6-8 - Thousand Needles is where the biggest bash on boats can be found in Azeroth. It’s a chance to unwind a little, away from the lurking danger of the Burning Legion.
  • Un’goro Madness - August 10-12 - Dinosaurs are running amok in Un’Goro. Help quell the rampage and you’ll be awarded some temporary evolution buffs.

These holidays are just the beginning and we’ll be adding more even beyond the patch so keep an eye on the calendar!

Brawler's Guild
The Brawler's Guild is back, with new fights and rewards!



Nighthold Item Changes
Lots of the Nighthold loot had stats changed in this patch!



New Legendary Items
New Legendary items are coming in Patch 7.1.5!
Originally Posted by MMO-Champion
Shared
  • Archimonde's Hatred Reborn - Gain an absorb shield for 30% of your maximum health for 10 sec. When the shield is consumed or expires, 75% of the damage absorbed is dealt to nearby enemies, split evenly.
  • Velen's Future Sight - Increase all healing done by 15% and causes 50% of overhealing on players to be redistributed to up to 3 nearby injured allies, for 10 sec.
  • Kil'jaeden's Burning Wish - Launch a vortex of destruction that seeks your current enemy. When it reaches the target, it explodes, dealing a critical strike to all enemies within 10 yds for 407,610 Fire damage.

Death Knight
  • Death March - Death Strike and Death Coil reduce the remaining cooldown of Defile by 2.0 sec.
  • Skullflower's Haemostasis - Blood Boil increases the damage and healing of your next Death Strike by 20%. Stacks up to 5 times.
  • Consort's Cold Core - Sindragosa's Fury has 50% reduced cooldown and Freezes all enemies hit for 3 sec.

Demon Hunter
  • Delusions of Grandeur - The remaining cooldown on Metamorphosis is reduced by 1 sec for every 30 Fury you spend.
  • Spirit of the Darkness Flame - Your Fiery Brand now heals you for 100% of the damage done and each enemy hit by your Sigil of Flame increases the instant damage of your next Fiery Brand by 15%, stacking up to 15 times.

Druid
  • Oakheart's Puny Quods - Barkskin instantly grants 45 Rage plus an additional 15 Rage over 3 sec.
  • Lady and the Child - Moonfire deals 20% increased damage and also hits another nearby enemy within 20 yds of the target.
  • Fiery Red Maimers - After using Ashamane's Frenzy, your next Maim deals 500% increased damage and hits 2 additional enemies near the target.
  • X'oni's Caress - Allies protected by your Ironbark also receive 75% of the healing from each of your active Rejuvenations.

Hunter
  • The Mantle of Command - Dire Frenzy gains 1 additional charges.
  • Butcher's Bone Apron - Mongoose Bite increases the damage of your next Butchery by 10%. Stacks up to 10 times.
  • MKII Gyroscopic Stabilizer - Your Aimed Shot grants you gyroscopic stabilization, increasing the critical strike chance of your next Aimed Shot by 15% and making it castable while moving.

Mage
  • Gravity Spiral - Evocation gains 1 additional charges.
  • Ice Time - Your Frozen Orb explodes into a Frost Nova that deals [ 1 + 600% of Spell Power ] damage.
  • Pyrotex Ignition Cloth - Phoenix Flames reduces the remaining cooldown on Combustion by 6 sec.

Monk
  • The Emperor's Capacitor - Chi spenders increase the damage of your next Crackling Jade Lightning by 50% and reduce its cost by 5%, stacking up to 20 times.
  • Shelter of Rin - Sheilun's Gift also heals allies affected by Renewing Mist for 15% of the amount healed.
  • Anvil-Hardened Wristwraps - Each time you dodge or an enemy misses you, the remaining cooldown on your Brews is reduced by 1.0 sec.

Paladin
  • Maraad's Dying Breath - Healing with Light of Dawn causes your next Light of the Martyr to also heal your Beacon of Light. Each ally healed by Light of Dawn increases Light of the Martyr healing by 10%.
  • Saruan's Resolve - Light of the Protector gains 1 additional charge and has 10% reduced cooldown.
  • Ashes to Dust - Enemies hit by your Wake of Ashes take 15% increased damage from you for 6 sec.

Priest
  • Kam Xi'raff - Using Light's Wrath reduces the mana cost of your damaging spells by 75% for 1 sec, increased by 1 sec per ally affected by your Atonement.
  • Rammal's Ulterior Motive - When Prayer of Mending heals, it leaves behind Rammal's Ulterior Motive on the ally for 10 sec, causing the next Flash Heal, Heal, or Holy Word: Serenity you cast on them to be increased by 15%.
  • Zeks Exterminatus - Your Shadow Word: Pain damage has a chance to increase the damage of your next Shadow Word: Death by 25% and make it usable on any target, regardless of health level.

Rogue

Shaman

Warlock
  • Wakener's Loyalty - Each soul shard you spend empowers your Skull of the Man'ari, increasing the damage of your next Thal'kiel's Consumption by 3%.
  • Lessons of Space-Time - While you have a Dimensional Rift open, all of your damage is increased by 10%.
  • Reap and Sow - Reap Souls lasts 1.5 sec longer per soul consumed.

Warrior



Legendary Items Changes
Lots of changes were made to legendary items in this patch, including Sephuz's Secret and Prydaz, Xavaric's Magnum Opus



Private Groups
Patch 7.1.5 adds the ability to list private groups. Only friends and guild members of people already in this group will see it.



WoW Token to Battle.Net Balance
Patch 7.1.5 adds strings that suggest players will be able to redeem WoW Tokens for Battle.Net balance. This would allow you to purchase character services, pets, mounts, and other things for Blizzard games. Keep in mind that there hasn't been any official announcement yet, though this was mentioned at BlizzCon as being something that the team wanted to do.
Originally Posted by MMO-Champion
  • TOKEN_COMPLETE_BALANCE_DESCRIPTION (New) - %s will be added to your Battle.net Balance. You will receive a confirmation email shortly.
  • TOKEN_CONFIRM_BALANCE_DESCRIPTION (New) - %s will be added to your Battle.net Balance.
  • TOKEN_CONSUMABLE_DESCRIPTION_30_DAYS_BALANCE (New) - Use: Adds 30 days of game time to your World of Warcraft account or %s to your Battle.net Balance.
  • TOKEN_FILTER_LABEL - Game Time WoW Token
  • TOKEN_REDEEM_BALANCE_BUTTON_LABEL (New) - %s Battle.net Balance
  • TOKEN_REDEEM_BALANCE_DESCRIPTION (New) - Add %s to your Battle.net Balance?
  • TOKEN_REDEEM_BALANCE_ERROR_CAP_FORMAT (New) - |cffff2020You can't choose this option because your Battle.net Balance (%s) is near or at the maximum.|r
  • TOKEN_REDEEM_BALANCE_FORMAT (New) - Current Balance: |cffffffff%s|r|nNew Balance: |cffffffff%s|r
  • TOKEN_REDEEM_BALANCE_TITLE (New) - Battle.net Balance
  • TUTORIAL_TOKEN_GAME_TIME_STEP_2 - 2. Redeem it for 30 days of game|n time. game|ntime.
  • TUTORIAL_TOKEN_GAME_TIME_STEP_2_BALANCE (New) - 2. Redeem it for 30 days of game|ntime (or %s of Battle.net Balance).



Spell Animation Changes
Mages got Blazing Barrier and Prismatic Barrier and Hunters got new trap animations!





Profession Changes
In addition to the items listed below, Jewelcrafters got six new world quests in Dalaran, all similar to Gemcutter Needed.

Blacksmithing
Many old patterns and some new ones were added in this build. They come from quests or dungeon drops.

Level Type Name
1Blacksmithing Plans Plans: Windforged Rapier
1Blacksmithing Plans Plans: Stormforged Axe
1Blacksmithing Plans Plans: Skyforged Great Axe
1Blacksmithing Plans Plans: Stoneforged Claymore
1Blacksmithing Plans Plans: Lavaforged Warhammer
1Blacksmithing Plans Plans: Great Earthforged Hammer
1Blacksmithing Plans Plans: Blight
1Blacksmithing Plans Plans: Bleakwood Hew
1Blacksmithing Plans Plans: Dawn's Edge
1Blacksmithing Plans Plans: Blazing Rapier
1Blacksmithing Plans Plans: Arcanite Champion
1Blacksmithing Plans Plans: Darkspear
1Blacksmithing Plans Plans: Light Earthforged Blade

Enchanting
Enchanters get some new neck enchants that are inexpensive to craft.

  • Rank 1 can be purchased from a vendor in Farondis.
  • Rank 2 is found on creatures from specific Broken Isles zones after you know the first rank.
  • Rank 3 has a 20% chance to be found in an emissary chest for that zone, after you know the first two ranks.

Name Description Reagents
Mark of the Master Permanently enchants a necklace to increase Mastery by 200. 3 10
Mark of the Versatile Permanently enchants a necklace to increase Versatility by 200. 3 10
Mark of the Quick Permanently enchants a necklace to increase Haste by 200. 3 10
Mark of the Deadly Permanently enchants a necklace to increase Critical Strike by 200. 3 10
Mark of the Master Permanently enchants a necklace to increase Mastery by 200.
2 10
Mark of the Versatile Permanently enchants a necklace to increase Versatility by 200. Reduced materials. 2 10
Mark of the Quick Permanently enchants a necklace to increase Haste by 200. Reduced materials. 2 10
Mark of the Deadly Permanently enchants a necklace to increase Critical Strike by 200. Reduced materials. 2 10
Mark of the Master Permanently enchants a necklace to increase Mastery by 200. Greatly reduced materials. 1 10
Mark of the Versatile Permanently enchants a necklace to increase Versatility by 200. Greatly reduced materials. 1 10
Mark of the Quick Permanently enchants a necklace to increase Haste by 200. Greatly reduced materials. 1 10
Mark of the Deadly Permanently enchants a necklace to increase Critical Strike by 200. Greatly reduced materials. 1 10

Engineering
Engineers get new goggles, a new shoulder enchant, and a Rechargeable Reaves Battery.

  • Boon of the Builder from the Boon of the Builder quest.
  • The containers from the shoulder enchant can contain guns/gun parts, engineering consumables, new goggle recipes, and a special new reagent called Hardened Felglass, used for goggles.
  • The Rechargeable Reaves Battery can be used once every 30 minutes and does not have charges.

Name Description Reagents
Tailored Skullblasters Craft Tailored Skullblasters. 100 2 20 6
Rugged Skullblasters Craft Rugged Skullblasters. 200 2 20 6
Chain Skullblasters Craft Chain Skullblasters. 200 2 20 6
Heavy Skullblasters Craft Heavy Skullblasters. 100 2 20 6
Rechargeable Reaves Battery Craft Rechargeable Reaves Battery. 1 75 15


Secondary Stat Changes
The amount of rating you need per 1% of Critical Strike, Haste, Mastery, and Versatility was changed.

  • Critical Strike - Now requires 400 rating per 1% Critical Strike, up from 350.
  • Haste - Now requires 375 rating per 1% Haste, up from 325.
  • Mastery - Now requires 400 rating per 1 Mastery, up from 350.
  • Versatility - Now requires 475 rating per 1% damage and healing increase, up from 400. Now requires 950 rating per 1% damage taken reduction, up from 800.



Patch 7.1.5 PTR - Jewelry Secondary Stat Increases
The latest build increases secondary stats scaling with item level on jewelry. You can see one example below and check out the stats of your items on the PTR site.

Don't see a chart? Enable javascript!

WoWDB Addon Data Collection
The migration to the new Curse App continues with improved addon management support and guild servers.

Quickly populating the database with new additions is done with the help of many players. The more people that contribute data, the more accurate and quickly we can update the database.

To help out, just click here if you have Curse App already installed.

When you are playing the addon will gather data and save it. When you are done playing, Curse App will see the game close and upload the collected data from the addon.

by Published on 2017-01-06 04:12 PM

Update: Fixes for Storm, Earth, and Fire are coming in Patch 7.1.5!

Patch 7.1.5 Hotfixes, Legion PvP Season 1 Rewards

Patch 7.1.5 Arrives on January 10
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re ringing in the new year with a brand new patch on Tuesday, January 10. Patch 7.1.5 offers a variety of new content, including a new Timewalking event, Micro-Holidays, and the return of the Brawlers’ Guild. Dive into our previews and developer Q&As to learn more about each of them.


Patch 7.1.5 Preview - Mists of Pandaria Timewalking
Join the denizens of Azeroth in a new journey back in time to the days of the lifting of the mists—Timewalking is coming to the islands of Pandaria. [More...]

Patch 7.1.5 Preview: The Return of the Brawler’s Guild
After a quick break to mend some wounds and broken bones, everyone’s favorite fighting series is back. A new set of challenging encounters are coming to town, and it’s up to you to muscle your way past them for glory and prizes. [More...]

Micro-Holidays in Patch 7.1.5
Patch 7.1.5 brings with it a variety of updates and new content. One of these new additions is what we’re calling micro-holidays. Each one is meant to make the world feel more alive without making players feel like they need to participate for big rewards—while still providing some more variety and fun. [More...]

Patch 7.1.5 - Upcoming Storm, Earth, and Fire Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey Windwalkers!

We previously responded to feedback about Serenity feeling mandatory due to bugs with Storm, Earth, and Fire, and we said that we were working on those bugs. Here’s an update on how we’re doing with that.

The following fixes for Storm, Earth, and Fire are coming in Patch 7.1.5:

  • Clones' Fists of Fury now channels faster with Haste, plus an additional 25% faster, to further eliminate any chance of it being clipped due to tight timing.
  • Clones now travel much faster between targets.
  • Clones will no longer target Immune enemies, or crowd-controlled enemies, or enemies you aren’t in combat with.
  • Clones now choose a target within 15 yards of themselves (was 30 yards), to make them more responsive and give you tighter control of them. You may still manually re-target them, or summon them in a location closer to your intended target.
  • Clones will now only re-target when you use an ability that applies Mark of the Crane, and their current target already has Mark of the Crane.
  • If a clone is not in range of their target when an ability is used, they will leap to the target and then use the ability (instead of not using the ability).
  • Clones now inherit your stacks of Transfer the Power when they are summoned. They now generate and benefit from these stacks.
  • Clones now inherit your stacks of Hit Combo when they are summoned (and continue to generate and benefit from it).
  • They now have 100% of your health (was 50%), and they now inherit your Dodge chance.
  • Storm, Earth, and Fire no longer reduces the damage/healing of spells and abilities that the clones do not mirror (such as trinket procs).

We’re committed to making this a fun and functional ability. Please let us know if you find any further bugs with it.

Thank you very much!
by Published on 2017-01-06 01:05 AM

Update (4:00 AM EST): In addition to the changes announced below, the 2 piece and 4 piece set bonuses have been swapped for the following two specs: Beast Mastery Hunter and Arms Warrior. The spell names do not currently reflect this change on the PTR, but the items themselves do.
Update (1:30 AM EST): Added tonight's PTR hotfixes

Blizzard Celebrate 20 Years of Diablo - In-game events in all Blizzard Titles

Our Card Design Competition Returns - Season 5: We're The Millers

Patch 7.1.5 PTR - January 5 Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Raid & Dungeon Abilities



Legion PvP Season 1 Rewards
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Each season, we reward titles to the players at the top of the 3v3 and RBG ladders based on the number of players we consider active in the bracket. For the last few seasons, we have only considered players active if they have a rating above 1000. For Legion Season 1, we made the mistake of also requiring players to have 50 wins to be considered. As a result, far fewer players were considered active than intended. Since rewards are a percentage of this set of people, we ended up giving out too few rewards, which in turn meant that many players received a lower-tier reward than they should have.

Fortunately, we have a plan in place that will allow us to fix the issue and grant rewards based on criteria we've used in previous seasons. Within the next few weeks, we will re-evaluate the ladder from Season 1 and redistribute rewards. When this occurs, you will either receive the same reward you have currently, or, in some cases, a higher-tier reward.

Celebrate 20 Years of Diablo in World of Warcraft!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just when you thought the Burning Legion invasion was the only one, creatures of Sanctuary have started pouring into Azeroth to celebrate 20 years of Diablo.

From now through January 9, players who complete Legion dungeons will spawn a naughty Treasure Goblin. Defeating him will reward some loot and open a portal to a place that has long since only been rumored to exist���the infamous Cow Level. Killing the Cow King* will reward a unique toy and a Feat of Strength. Slaughter enough goblins and you’ll be able to complete a Tome of Town Portal toy or collect a 28-slot Horadric Satchel.


Don’t miss out on this special event!

*While the Cow Level can be visited multiple times, you’ll get just one shot at the Cow King’s loot, so make it cownt count.

Blue Posts
Originally Posted by Blizzard Entertainment
Dungeon Deserter Buff
Because people would queue for a random dungeon then immediately leave if it wasn't the dungeon they wantedm you could literally wait an hour watching tanks join and leave if you were unlucky enough to get a dungeon like oculus.
I think looking at its inception, this is the most common-sense answer. It also previously served as a mechanic against AFKing in dungeons to gain currency such as Justice Points (member?), but we're a bit far down the line from that now.

I think its a good mechanic to prevent tanks/healers from jumping ship for a better group or a different dungeon, and saves the larger majority headaches and longer queue timers.

Wouldn't it be better to run with people who WANT to run the content? If players are jumping ship there's something wrong with how the dungeon is designed compared to the other options. Rewards for Random Dungeons and the Deserter Debuff just masks crappy design choices.
It doesn't really have a one-point answer.

In a perfect world, sure. But there /are/ a set amount of dungeons to run at any certain level range, and if you prefer a set number of them, you can always single queue for those specifically (when it comes to random queueing).

But this problem also exists for players dropping out due to disliking their group, or thinking their group isn't good enough, etc.

Like I said Ornyx it was more of a thing to keep tanks/healers from refusing to do their roles in Cata. While I'm sure it was around earlier I never saw it as a tank. It was Cata where tanks/healers would just sit down and absolutely refuse to do the dungeon.

Now as a geared tank during that time it wasn't a problem. I do think that if a dungeon is going that badly before the first boss we should be allowed to leave once a week.

I also never waited hours for a healer (I mained a tank during Wrath/Cata). I watched DPS queue with a healer and that healer drop and we needed to wait for another healer but in the long run it ended up punishing people who started the dungeon and saw it was going bad.

But then I never saw the other BS that people were going on about at the time - like 'I got kicked from a guild group'. Yeah no. Never been kicked from a guild group but I still lost my privileges to invite. I had a pure DPS toon during the heyday of Cata too and would jump in queue as a tank because of the terrible tanks I saw. Wanted to give DPS something better. But if my tank sucked and dropped - well couldn't just get an invite back as the tank after a certain point.

There are definitely people who try to work the system for their benefit or pleasure, and I've seen the complaints about guild groups, and, while its never happened to me, I can see how that scenario would play out.

Not saying dungeon deserter will always stay the same, but it does serve a purpose even now in Legion. This is something we can always take in feedback on and review if people feel strongly about it either way. (Blue Tracker / Official Forums)

Challenge Warlord: Gold / Items
Then make the items invisible for players that can't buy the items, my eyes hurt from seeing such beauty transmogs being left alone for nobody to buy.
The vendor is there so that players who completed the achievement and have misplaced their rewards (even with the transmog wardrobe, some players still like to hold onto the actual items), or haven't even collected their rewards yet, have a means of obtaining them again.

There are currently no plans to open this gear up to players who didn't complete the achievement. (Blue Tracker / Official Forums)

Paladin Class Fantasy
Why do you feel blessings and auras are fun? I can understand that it feels "nice" to help other players with buff spells, but, in general, they were just niche spells that actually didn't contribute much to meaningful game play (Seals are a different story, I guess). I never thought to myself on my Pally that turning on Retribution or Devotion Aura was going to result in an exciting change besides some passive armor or thorns-like-damage reflect.

The anti-undead themed abilities were cool though, in my opinion. I guess the question there that had to be answered was what happens when there's a zone or dungeon with no undead? Or an entire expansion without undead? Those skills essentially became useless.

The class can mean different things to everyone, so there's no right answer. Not trying to troll here btw, just personally curious on these points.

Also, updated descriptions of each class and spec were provided in the Legion Class Preview series, and you can find the Paladin one here: https://worldofwarcraft.com/en-us/news/19955661

I doubt you'll read this because the thread has gone on for so long, but for the sake of providing feedback, I'll throw my two cents in the ring.

I'm going to base my argument around Paladins and Shamans, but a lot of what I'm going to say could just as easily be applied to other classes and the buffs they used to have.

So, why are Blessings and Auras fun? For the sake of including Shamans in the argument, I'll combine Auras with Totems, but will just call them Auras.

The reason why players enjoyed Paladin auras doesnt come from any one source. Giving someone an extra 2% physical damage reduction with Devotion Aura may not be gamebreaking, but it was there. You could always tell that the Paladin had your back just by looking up at the corner of your screen and seeing that shield icon for Devotion Aura. But that 'hell yeah' feeling from Auras wasnt solely a gameplay function.

When players talk about class fantasy, one of the things I think Blizzard constantly misunderstands isnt just how the class feels to play, it's how the class should play in terms of lore. A Paladin isnt just a Warrior who happens to use the Light. They're a guardian, a divine protector, a shield who stands at the front lines and protects their allies. You'll never find a Paladin sitting in the back with a bow or hurling magic. They wear Plate for a reason, and that reason is because you'll always find them right in the middle of the brawl.

A Paladin is a knight who leads from the front lines, but that isnt what defines them. A Paladin is a righteous crusader who protects the innocent, shields their allies, and takes the brunt of the damage onto themselves. When a group of soldiers see that a Paladin has joined the fight on their side, they get a burst of morale, because now the Paladin is here to save them and suddenly there's hope of winning when there wasn't before.

A Paladin's Auras represented that perfectly. When a Paladin is in a fight, they dont just fight the enemy, they strengthen and rally their allies. Soldiers who were wounded are suddenly brought back from the brink of death when the Paladin lays their hands on them. Soldiers who fled in fear find their courage bolstered. Soldiers who are exhausted find the strength to pick up their swords and march back into the fray. A Paladin brings that sense of duty and courage and hope with their mere presence, and giving Paladins the ability to strengthen their allies through Aura spells was a fun and thematic way of presenting that.

Not to fire shots or start a flamewar, but the reason that Auras were removed werent because players didn't like them, it's because Blizzard didn't like them. Paladin Auras were nerfed several times because Blizzard didn't like how a Paladin's allies were essentially getting free buffs, despite that being an iconic theme of the class. Then when the nerfs were so heavy that the Auras did effectively nothing, they were removed entirely. Players never asked for this. Asking players why they want something back that made the class fun 'because it wasnt good' is a bit disingenuous when Blizzard is the reason they werent good to begin with.

TL;DR Paladins want their Auras back because a Paladin's presence grants strength and hope to their allies. That's what a Paladin does. Taking that away weakens the theme of the class as a whole, and pruning abilities just because they'd be easier to bake into the class is not an improvement of design.

I don't think it's anything close to "shots fired", I think it's a perfectly reasonable explanation.

I feel like the nerfs that came to them were a move in the direction of making it to where bringing a Paladin didn't feel necessary to the group because of the buffs they provided, which is much the same with Shaman totems. Though I understand the sentiment a bit more with Shaman totems (its never felt the same since they were removed in Mists(?)), as I've played my Shaman longer than my Paladin. Even now, the auras are given off at a much reduced range, with different effects for the most part, which isn't so much akin to how it was previously.

My concern there is that there is probably a better and more involved way of bringing that theme of an "inspiring presence" to the battlefield than what auras were/are. Personally, I think the way they are now may not be a good "fantasy" of this, and there are probably improvements that could be made to the overall theme, but I'm not too sure which way they could/might go. This is more the reason I ask why you want it back.

Fun is subjective, sure, but in that vein its good to note that the game's population has very much diversified since the days where auras were as you remember, and there is a much wider audience who might not look at it in the way of "turning on this passive buff really felt like I was inspiring my group and creating a meaningful difference". Its hard to see when looking at the forum community, as most posters here are some of the longest-time players, and don't always represent, I feel, a super wide berth. Creating a skill that lasting and memorable for that greater group seems like a better direction, philosophically, (albeit a harder one) and creating something feels like auras did way back when, but has an impact that adheres to more modern design is something I can see us doing more than just giving auras back as they were. (Blue Tracker / Official Forums)

Developer Communication
Most people are still returning from the holiday break, so the appropriate players needed for this to happen are only just now getting back to work.

We never get a back and forth with the devs. At most, we get a series of calculated press releases that barely scratch the surface of the issues we care about. These amount to "announcements" rather than dialogue. The only blue posters who ever even pretend to have anything resembling a conversation with us are community managers, and those conversations are never substantive because they aren't the ones actually making the decisions that affect our classes.
It it part of our job and the role of a community manager to relay what the developers say and think, as they don't necessarily have time to do it themselves. We don't see it as an issue for us to communicate for them at all (in fact, that's the point), so we disagree with any sentiment surrounding that. This is what Lore has been doing on these forums prior to the break.

Aside from that, before there break, there was a good amount of back-and-forth on numerous topics - maybe not ones you directly care about, but that doesn't change the fact. We are still moving forward with improving our channels for communication, and we are obviously not where we need to be yet, but I do see us getting to a better state before long.

The problem is the barrier between devs and the playerbase. Community managers shouldn't be speaking for the devs or for the playerbase to the other parties. There needs to be a direct line of communication here now more than ever because the majority of specs are just not correct at all. It's not a numbers thing that gets fixed with flat %buffs and nerfs like what we're getting in 7.1.5 for multiple classes/specs, it's mechanical changes that we need to make specs not play and feel like garbage. It's feedback on specs that has been put forth SINCE ALPHA AND BETA that would have made specs play well, but communication has just been nonexistent on Blizzard's end because the devs want the CMs to pick and choose info for them to read. At what point will the devs look at their 2nd or 3rd monitors and READ THESE FORUMS THEMSELVES? When enough people quit the game or a spec has almost no one playing it that they realize that maybe they need to actively listen to the people playing the game?

We're happy that Bliz wants to increase communication, but so far it's just been another of Blizzard's "Soon™"s that we have to suffer through. We want to hear from the class balance devs, not the CMs. We want to hear their reasoning behind changes. We want to understand why the things we say and the feedback we give always fall on deaf ears. We respect the CMs wholeheartedly for being the punching bags that they have become, but when you look at any other game developer they have people from multiple departments engaging with the community, talking about the game, looking at opportunities for improvement, and hyping the players up with news on future outlooks. All we get is Community Managers who have to relay messages and deal with entire forums of angry nerds all day.

I have to disagree with your first note, especially when looking at it from the point of a game as large as WoW is, with teams as large as ours are. We CMs aren't a "barrier", by any means. None of us are reading feedback and saying "Oh, thats stupid, let's not send that over." I think that would be extremely dangerous and false to our roles here. We are simply collating feedback together and handing it off, while the developers work on making changes as they see fit based off of it. Those changes are passed back to us, since most of us specialize in communication, and know when and where to be soft and/or heavy-handed with such things (patch notes vs. forum conversation, for example). On the opposite side, we also do represent the player-base to the developers. Some older titles for community management were called "Community Representatives", and its still very much true for the team today in that our goal should ultimately be to represent the desires of the community to the rest of the development team, while acting as a source of information as to the sentiments of the greater community.

I understand that people may have feedback that they feel they would be resolved by mechanical changes, and that feedback has been sent to the development team and I don't necessarily disagree with the sentiment. But class changes are an iterative design process, with 7.1.5 a part of that overall iteration.

And yes, issues have been mentioned time and time again since Alpha and Beta, and we have, as said previously, slipped up on these things - which is why we've made so many changes with 7.1.5.

You, the person behind the Ornyx account. The other CMs. ANY blue type that posts on these forums. I ask this genuinely, without trying to be catty: what good are you doing? If the answer to dozens of pages of feedback, hundreds of player hours spent testing and calculating and theorycrafting and testing some more, and a list of THOROUGHLY researched bullet points of the main issues with classes or specs, all from people who have spend hundreds if not thousands of hours with their class or spec of choice, is merely just "handed info on Point A to devs, will post back with news. they're aware of complaints"? If THAT'S all you can provide, then....

Why are you here? What good are you doing? Do you honestly think you're helping? Are we supposed to be satisfied with that? Are we supposed to be satisfied with another PR politics handbook reply of "design is iterative"? Are we supposed to be happy that we have ONE relatively active representative talking to us, who can't be bothered to maybe spend an hour researching BM hunters and why the belt nerf is so harmful and what their complaints are?

You know what I want, more than anything else, in regards to WoW? If one experienced, knowledgeable person from every class and spec could have one on one time, in face, personally, with the devs of the game. No Watcher to feed us ex-lawyer bull!@#$ about "we're baking in mandatory talents to add more interesting choices". No Lore to make huge TL;DRs absolutely FULL of ridiculous claims and utterly false facts about Shadow Priest mechanics, and then backpedal completely when this was pointed out. No CMs to feed us canned responses we've heard dozens of times just this expac. Just a few minutes to ask the devs, "what the %^-* were you thinking?" with legendary balance, performance disparities, design oversights, feedback going completely and utterly ignored since ALPHA, and a whole host of other problems.

I'm not trying to insult you or disrespect you, Ornyx. I'm saying: this isn't good enough. It never has been and it never will be and the "communication improvements are an ongoing effort" excuse isn't cutting it anymore.

I would much rather hear from the players directly what their problem is, rather than inferring it myself and possibly being wrong (happens more often than you think). There's nothing wrong with asking questions and admitting we may not know - which is what I did. I understand that generally BM has issues with focus, but I disagree that the belt should be the solution to resolve that issue, and, instead, we should be focused on the design of the spec's given skills to resolve that.

In terms of "what good do we do", a lot of that if its not here is behind the scenes, so it makes sense that you would insinuate that you think we aren't helpful. Aside from having daily conversations with developers, we work on tons of other projects that may or may not ever be attributed to us, from blogs to videos to social media to events to the forums - the list goes on and on. People have asked for us to pop into threads and say "Thanks for the feedback, we are looking into this - its been noted", and that's what we've done in a few places recently as sometimes we have nothing to share (various reasons for that, maybe changes are in the work, maybe we haven't heard back yet, etc. Its super case by case and there's nothing we can ever do or say that can make everyone universally happy).

In regards to your last point, I'd be fine with a system where we could have some sort of class representatives or something that could have those honest conversations with the developers in the open (in fact I created such a system in a previous life). It does help to have that one singular voice to talk to instead of 100,000, heh. But the community agreeing on who that person would be sounds like it would be a very difficult task - maybe something to think on.

I'm not insulted by any of what you said - its true in its own regard. I'm just trying to lay out the ground work and reasons behind some observations. As said, we have had communication failings over the last couple of months, and we are working on addressing that in the now.(Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
Can you please get food buff working in BGs? As a pandaren it bothers me. Also healing potions/ other potions/scrolls maybe?
We've made a few passes on this issue but appreciate any lists of specific items that are no longer working. (holinka)

History - The Stealth Sound
It turns out the sound you hear when a stealthed unit is nearby was originally just a side effect of how the client applied buffs to the unit when it got close enough to you.


Site Navigation