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by Published on 2021-07-19 08:30 PM

Sylvanas Encounter Doesn't End at 50%
Echo have brought Sylvanas down to 49.57% health, confirming that the encounter does not end at 50% health.



According to a hotfix implemented on July 6, it looks like the fight is supposed to end at 45% on Mythic difficulty: Sylvanas
Originally Posted by MMO-Champion
Sylvanas

Effect #1 - TriggerSpellOnHealthBelowPct (1)
  • Value: 50
  • Value: 45 (Mythic Raid)



Echo's Platform Strategy Hotfixed
After coming up with a plan to push for more damage on Sylvanas, Echo's new platform strategy was quickly hotfixed.

In their new strategy, Naowh would go alone on the left platform in the last bridge split and survive tanking the Mawforged Colossus until Jaina teleported everyone to Oribos. This would let the rest 19 players save all their cooldowns for Sylvanas, instead of wasting them on adds.

After about an hour of using this strategy, Blizzard pushed a hotfix that makes the Mawforged Colossus get the Berserk buff after ~45 seconds. In the video below Naowh gets 1-shotted, and since there is no one else nearby, the Mawforged Colossus casts Hymn of the End and quickly wipes the raid.

by Published on 2021-07-19 08:27 PM

Sanctum of Domination Hotfixes Coming with Weekly Reset
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In addition to other hotfixes that we’ll note in the hotfixes update later today, we want to highlight three Sanctum of Domination fixes that we’re currently working on and intend to implement with the weekly reset in each region.

Sanctum of Domination

Painsmith Raznal
  • The damage associated with spike waves now more consistently matches their visual effect.

Guardian of the First Ones
  • The Physical damage portion of Obliterate is now correctly increased by Obliterate’s vulnerability effect, and Obliterate’s vulnerability effect has been increased to 5000% on Heroic and Mythic difficulties.

Kel’Thuzad
  • Soul Shards will no longer despawn if the target of Soul Fracture dies prematurely.

Again, we intend the above changes to go live with the weekly reset in each region.
by Published on 2021-07-19 06:08 PM

Burning Crusade Classic - Same-Faction Battlegrounds
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Over the last few days, we’ve read thousands of pieces of feedback on the same-faction Battleground test, and we’ve been working through what we can do in Burning Crusade Classic to meet as many of our goals as possible.

Some players literally asked for more understanding of our goals, so we’d like to list out the goals we think are most pertinent to the Battleground queue situation:

  • Emulate the design pillars and intentions of original Burning Crusade game systems.
  • Leverage modern tech and design to address modern issues.
  • Make surgical changes to the game to improve the player experience.
  • Address player concerns in ways that capture the spirit of the original design of the game.

We’ve heard a clear majority of players telling us that they preferred same-faction Battlegrounds after our first test. During that test, we saw the benefits of drastically lowered queue times and less unavoidable ganking in the outdoor world. However, there were a significant number of concerns registered on other related topics.

We noticed that players were dismayed when the system occasionally launched an Alliance vs. Alliance Battleground. We reduced the likelihood of that a couple of hours into the test, and we think we can do a little more there.

The quick queues revealed that a noticeable number of players were doing BGs in organized raids. This makes sense; the time it takes to form a premade is time well-invested for those players. But for the large number of players who choose to queue alone, there’s essentially no hope of winning the BG. There are a couple of ways we can try addressing this, and in this next test, we’d like to try restricting groups to a maximum of 5 players in all Battlegrounds. This should have the added benefit of allowing players who are in groups to quest while waiting in queue for Battlegrounds.

A major point of discussion was the perception that the faction a majority of players chose for their main character would see all players switch to it, unless we change the game to either reward the minority faction, punish the majority faction, or prevent players from choosing to play on the majority faction in the first place. As you can see (and has been discussed at great length here and elsewhere), most such changes that might come to mind would conflict with our stated goals above. Still, we’d like to see what happens when we place a reward for the minority faction into the game. Globally, the faction imbalance is small, but the trend over the last few months has been towards a lower BG participation rate among Alliance players.

We’ll plan to run the next test for a week, starting with weekly maintenance (tomorrow, Tuesday, July 20 in this region), by enabling all of the following:

  • Same-faction Battlegrounds will be allowed by the matchmaker.
  • The matchmaker will take a little more time to find an opposite-faction match than it did during the first test.
  • Groups will be restricted to a maximum of 5 players when joining the queue.
  • We’re adding an enlistment bonus for Alliance players who participate.

The enlistment bonus will be a repeatable Level 70 quest offered by the Alliance Brigadier General in any Alliance capital city or Shattrath. The quest rewards a Battleground win with a box of loot that includes an appropriate amount of consumables, crafting materials, and currencies/tokens.

We’re planning to end this test with scheduled weekly maintenance next week (Tuesday, July 27 in this region). We prefer having a clear beginning and end to it so that we can do more comparative analysis and take care as we decide what would be best for the game and players going forward.

We think it’s worth noting upfront that the most impactful part of this test should be the restriction on premades, and we’re going to be highly sensitive to how Battleground PvP feels for both players who usually queue up alone and players who would have otherwise formed raids before queueing. As before, we’re going to open a new thread here when the test begins, and we’ll be looking there for your thoughts on how the test went after you’ve experienced it.

And as always, thank you very much for all of your valuable feedback on the game!
by Published on 2021-07-17 03:18 PM

Race to World First: Sanctum of Domination
Echo has defeated Mythic Kel'Thuzad and is now 9/10 Mythic Sanctum of Domination!





World First Mythic Kel'Thuzad by Echo - Raid Composition

by Published on 2021-07-17 04:29 AM

Patch 9.1 Hotfixes - July 16, 2021
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • Hunter
    • Fixed an issue preventing allies from gaining the secondary duration increase for Aspect of the Cheetah granted by Cheetah's Vigor (Conduit) when using Hunting Pack (PvP Talent).

  • Paladin
    • Fixed an issue where Divine Resonance (Runecarving Power) would not cast Holy Shock while sitting.

  • Warlock
    • Demonology
      • Fel Obelisk (PvP Talent) will now affect all Warlock class spells, including glyphed versions of their summon spells, Summon Vilefiend (Talent), and Call Fel Lord (PvP Talent).

Covenants
  • Soulbinds
    • Necrolord
      • Fixed an issue where Plague Deviser Marileth’s Undulating Maneuvers broke crowd control effects through delayed damage.
    • Night Fae
      • Fixed an issue where Korayn's Hold the Line was taking longer than 5 seconds to trigger.
      • Fixed an issue where Niya's Swift Patrol would disrupt the timing of auto-attacks.

Dungeons and Raids
  • Tazavesh, the Veiled Market
    • Mailroom Mayhem
      • Unstable Goods that are on the ground are no longer automatically picked up when players approach, and instead must be clicked on to pick them up. Unstable Goods that are thrown can still be caught by other players if they're not already carrying Unstable Goods.
        • Developers’ note: Since Tazavesh opened last week, many players have struggled to consistently pick up Unstable Goods. This issue has proven particularly elusive to track down, but we believe we've isolated the cause and are trying out a fairly substantial change to address it.

Items and Rewards
  • Shards of Domination
    • Shard of Zed now only triggers in combat.
    • Shard of Zed now only triggers from class abilities.
      • Developers’ note: This will prevent it from triggering when using many items which are generally inconvenient for it, like Invisibility Potions.
    • Shard of Zed now more smartly filters what targets it attempts to drain life from.

Torghast, Tower of the Damned
  • Anima Powers
    • Druid
      • Fixed an issue where Celestial Spirits (Runecarving Power) could unintentionally reduce the cooldown of Convoke the Spirits (Night Fae Ability) to 0 seconds when equipping multiple Coalesced Spirit Droplet anima powers in Torghast, Tower of the Damned.

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