World of Warcraft News and Raiding Strategies RSS Feed


by Published on 2016-12-13 03:18 PM

Blizzard Publishing Launches, Rhykker's Unhallowed Grenades DH Build

New Hearthstone TV Commercials - December 2016

Spring Balloon Festival
Spring Balloon Festival allows players to take a short balloon ride around a zone.

  • Head to one of the red X markers on the world map to find a balloon.
  • Once there, speak to the pilot and he will let you sign up to ride.
  • Actually taking a ride requires a total of three players, so you will have to wait for more to show up.
  • The ride will take you elsewhere in the zone and play some dialogue along the way.
  • At the end of the ride you are dropped off and the balloon disappears.



World Boss - Withered J'im
DEADLY: Withered J'im is up again this week, rewarding players with Artifact Power and a chance at item level 860 loot.



Legion PvP Season 2 Begins
A new PvP season starts at 8 AM PST today!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Attention all Arena and Battleground competitors! On December 13 at 6 a.m. PST, Legion PvP Season 1 will come to a close. But the battle will pick up just two hours later at 8 a.m. PST, when Legion PvP Season 2 begins!

Season 1 – End of Season Rewards
If you participated in Season 1, in order to ensure you receive the rewards that you’re due, please keep the following in mind:

  • Refrain from transferring your character(s) to another realm or faction until after Legion Season 1 has ended.
  • Legion Season 1 titles and mounts will be awarded approximately two weeks after the season ends.

Season 2 Begins
With Legion Season 2, the maximum number of times you can Prestige will increase from 4 to 8. Furthermore, weekly Rated Quest rewards will increase to the following values:

Last Week's Rating Base Item Level Appearance
0 - 1399 855 Gladiator
1400 - 1599 865 Gladiator
1600 - 1799 875 Gladiator
1800 - 1999 880 Gladiator
2000 - 2199 885 Elite
2200 - 2399 890* Elite
2400+ 900* Elite

*Item levels 890 and 900 above will become available when the Nighthold raid opens.

The item level of PvP gear rewards from Skirmish, Battleground, Arena, and Rated Battlegrounds victories will increase with Season 2, but the transmog look will remain the same as Season 1.

Faction-based Rewards
Don’t forget—end-of-season rewards are based on your faction nowadays. The top 0.5% of Alliance PvPers will be awarded the Gladiator: Legion Season 1 achievement and mount, and the same will go to the top 0.5% of Horde PvPers. If you transfer your character to the other faction, you must have 50 wins after your transfer to receive the reward.

Now get out there and fight to the finish!

Weekly Bonus Event - Legion Dungeons
The Legion Dungeon Event is live this week!


Originally Posted by Blizzard (Blue Tracker / Official Forums)
All week, open Group Finder (default hotkey: i) and then select Dungeon Finder to queue for any Legion dungeon on Normal or Heroic difficulty. Alternately, get a group of veteran dungeoneers together and travel to one of the Legion dungeons on Mythic difficulty:

  • The Arcway
  • Assault on Violet Hold
  • Black Rook Hold
  • Court of Stars
  • Darkheart Thicket
  • Eye of Azshara
  • Karazhan
  • Halls of Valor
  • Maw of Souls
  • Neltharion’s Lair
  • Vault of the Wardens

Look for the following all week long:

  • Archmage Timear near Violet Hold in Dalaran has a quest for you.
    • Quest requirement: Complete 4 Legion dungeons on Mythic difficulty.
    • Rewards: One loot box containing a piece of gear from Heroic difficulty Emerald Nightmare.
  • Passive bonus: The final boss in each dungeon drop additional loot on all difficulties (except Mythic Keystone difficulties).

Sword or Helmet Giveaway
Our friends over at Gamepedia are giving away a Sword or Helmet prop, along with a Elder Scroll! These props will be created by Volpin Props, a company that brings things like Doomhammer to life.



Developer Communication
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Some good feedback here. I'll try to address your points as best I can.

On Twitter: Disagree that it's always the wrong approach, but it's definitely not always the right approach either. 140 characters is a blessing and a curse - it's harder to get a complete point across sometimes, yes, but it also forces things to be presented more concisely, which is great for certain types of feedback. We're not going to stop using Twitter, but we're continuing to learn about when it's not the right platform.

Also just as an aside, every account other than WarcraftDevs should be treated as someone's personal account and not as the correct place to provide feedback or look for answers. That also means that it's completely their choice if they decide to mute or block someone.

On the Q&As: I agree that the experiment in the last one to answer more spec-specific questions didn't go well. I honestly don't think the live Q&As are a good way to answer those questions at all. Even if we were to somehow narrow it down to only "legitimate" questions (aside: what criteria determine "legitimate" anyway?), there's far more to answer than we can possibly fit into one Q&A, so we're always going to leave something out.

Secondly, it's important to remember that not everyone follows fansites closely, or saw the BlizzCon panels, or even the other Q&As. AK alt catchup is a great example - despite all of the other places we talked about what's happening in 7.1.5, it was still one of the most-asked questions. I'm glad that you had already heard about it, but clearly a lot of others had not, which made it absolutely worth answering.

I do agree, though, that the Q&As work best when we either stick to broader topics, or focus the entire thing specifically on one topic (like we did with the Professions, PvP, etc. Q&As a few months ago). As a whole, it's a format we're still experimenting with. I can't promise they'll all be great, but I can promise that we'll learn from when they aren't.

On Interviews: Mostly agree, although it depends on the interviewer. You're not likely to see the hard-hitting questions coming from a major gaming publication, but you might from a community site, podcast, etc. Personally, I actually think we need a lot more interviews with those community sites, especially those that focus on more niche playstyles - it's a great way to get answers to those people without "wasting" everyone else's time.

On the forums: I actually completely agree with you here. Our forum presence sucks. It's a big issue that we're working to fix. That's part of why I'm here, posting this, and will continue to be around these forums as much as I can. Resolving this issue will take some time - if it can ever be completely resolved - but we're working on it.

It's worth mentioning that part of the issue - the general lack of dev posts - has been because they've been focusing as much of their time as possible into working on the game. Part of trying to keep patches coming at a good cadence means we need all hands on deck to get the work done, which means less time for the dev team to spend on the forums. That in turn means that, when the devs do get time for the forums, they spend the vast majority of it just reading, so they can absorb as much feedback as possible. So, the community team (including myself, but many others as well) need to step in to fill that gap, in a way that doesn't make you go "Ooh, a blue post! Ugh, it's just a CM." We haven't been, but we're going to.

On Reddit: I also like AMAs, and agree with your thoughts here. I do think that there are some topics where they might work much better than the Q&As, and while I don't want to say what those are for fear of over-promising, it's a cool idea that I'll circulate around.

On Patch Notes: I think a lot of the issues with patch notes are actually symptoms of some of the above issues. The designers' notes are definitely a good addition, but those are intended as little snippets of explanation for the player who doesn't really keep up with fansites, interviews, forums (well, when there's posts on them), etc. It shouldn't, whenever possible, be the first place that the person reading this thread heard about something, unless it really only needs a couple sentences to explain. If we need to give more detail, we should be doing that ahead of time and just referencing that explanation in the patch notes.

We've also heard loud and clear that you guys want PTR Patch Notes back. It's a tough situation for us to solve, though I don't think it's an unsolvable one. The PTR, especially under Legion's development structure, is much more experimental and incomplete than it's been in the past. Having official patch notes makes each individual change - any of which could be reverted at any point - feel a lot more "final" than they really are.

Our approach for 7.1.5, then, was "let's focus on what it'll be when it's done" - that was clearly the wrong choice. Official PTR Patch Notes might not be the answer we need, but we definitely need a way to keep you more informed of what's happening, especially for class changes. Even something as simple as "Class Notes for PTR Build ABCXYZ" might fill the gap.

At any rate, thanks for this - it's given us a lot to think about. I know there's a big difference between saying we'll do better and actually doing better, but threads like this really help us actually improve things.

I have an idea for your Q&A that should get you the questions that people want answered most

Make a thread about the Q&A first and specifically state that the most upvoted questions in this thread will be adressed/responded to in the Q&A when it happens. Do this everytime you have a Q&A, that should help people get the questions they want to see and hopefully the answers they want to see

We briefly debated this early on but decided against it, for a few reasons:

1) We don't always have an answer for something - if a highly-upvoted question is going to get "I don't know" or "We're not sure yet" as an answer, is that acceptable?

2) Sometimes the answer lies in something we're not ready to talk about yet; for example, if "When will you add Demon Hunters" got a ton of upvotes prior to Legion's announcement, how do we handle that? Do we dodge the question (which says just as much as answering it)? Do we lie and say we have no such plans? There really isn't a good outcome there.

3) It's pretty easily abused - if I want my question to be answered, it makes sense for me to ask all of my friends/guildmates/etc to upvote my question and downvote others, even if they don't care about the answer.

4) It heavily favors playstyles or classes with the highest overall representation; it's likely for there to be entire aspects of the game we never talk about again just because there are going to be fewer people upvoting those questions.

Because of the above (and probably a couple other reasons I can't recall right now), we decided that our best approach was to just ignore upvotes/downvotes entirely.

Yes, not only is it acceptable to say, 'We don't know," or "We aren't sure yet," but that kind of transparency is absolutely necessary for quality feedback and communication. Those are great jumping off points to get good feedback from the community. Of course, hopefully you would give us more than just those statements. Hopefully, you would explain why you haven't been able to come to a decision yet, what you perceive to be the pros and cons, and why it is so difficult to make that particular call and then MAYBE the community could help you actually make the decision.

Even if our feedback won't help make the decision easier, understanding your thought process will make it easier to accept the decision once it is made.

To be clear: I agree that "we don't know yet" can be a good thing to say. I don't think a time-limited Q&A is the right place to do that - would rather spend that time on a question we actually have an answer for.

Blue Posts
Originally Posted by Blizzard Entertainment
Tab Targeting Changes
So, in 7.1, we actually reverted the tab targeting logic back to what it was prior to Patch 7.0. It should be functioning now exactly like it did during Warlords. I've personally found it much more reliable; if you're still having issues with it, did you have similar issues during Warlords? (Blue Tracker / Official Forums)

Reputation Catch-Up for Alts
We talked about this idea briefly on the Q&A the other day, but I'm interested in hearing more feedback. What do you feel you need access to that's locked behind a reputation for your alt? Most of the "big" unlocks - e.g. World Quests, access to Suramar dungeons - are now account-wide.

So, let me clarify my thoughts a bit, and why I asked for specifics:

Quite often, we see feedback that focuses on the solution instead of the problem. That's not a bad thing (in fact, it's quite natural and in many ways polite for someone who's trying to be helpful to suggest a fix for a problem), it's just that it occasionally means we have trouble tracking down what the actual core issue is that's causing you to present that solution.

Looking specifically at this topic: many of you are suggesting the MoP-style rep tokens as "the right fix." And maybe it is! But if we were to implement something like that, we need to know what it's fixing, because we might have a better way to solve the same problem. Or maybe we don't see it as a problem at all.

To use a dumb analogy, because I love analogies: say your roof has a leak, and every time it rains, water drips down through your ceiling and your carpet gets wet. You could keep a pot nearby that you put under the drip when it rains - that'd certainly solve the issue of damp carpet - but it's kind of inconvenient, and the leak is still there. It'd be a much better solution to fix the roof, so the leak stops happening entirely.

Or, you know, maybe you're actually in a gazebo and the carpet is supposed to get wet because it's weather-resistant and... okay, so this analogy isn't perfect. But hopefully I at least illustrated why I asked for specifics: maybe the solution is that the thing you want via rep should just be account-wide. Maybe it's already supposed to be account-wide, but there's a bug. Or maybe having to gain the reputation on your alt is an intended part of playing a second character.

This is mostly just me musing - there's some great info in this thread already that we can definitely talk about - but I thought it might be interesting or helpful to clarify. (Blue Tracker / Official Forums)

Hearthstone - New TV Commercials
Blizzard has a new Hearthstone TV commercial.

by Published on 2016-12-12 07:45 AM

New PTR Patch Notes - 2.4.3.42336

Popular Decks of the Week for December 11

Mythic+ 20 Darkheart Thicket
Members of Serenity and FatSharkYes completed a Mythic+ 20 Darkheart Thicket run within the time limit! Congratulations to them.



Patch 7.1.5 - Volunteer Guard Day
Volunteer Guard Day allows you to help defend your faction's city and take on the appearance of a guard.

  • Approach any guard in your faction's city and /salute them
    • Alliance: Stormwind, Ironforge, Darnassus, The Exodar, Stormshield
    • Horde: Orgrimmar, Thunder Bluff, Undercity, Silvermoon, or Warspear
  • You will take on the appearance of the guard you interacted with, along with a 24H Volunteer City Guard buff.
  • While you have the buff, City Invaders will spawn when you are in town and attack you. Defeat them to increase your kill count.
  • Killing 10 attackers adds the "Defender of X" to your buff, 50 for "Heroic Defender", and 250 for "Mythic Defender". This doesn't appear to have any actual effect.
  • This buff persists through death and changing of zones, but will be lost when entering an instance.
  • You can get the buff back again by saluting a guard. Losing the buff will not reset your kill counter.



Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
probably a silly question. But will my honor talents reset at the end of season? Will I have to grind them again?
Honor talents will not be reset. There will, however, be new Prestige levels to earn! (WarcraftDevs)

Are the Prestige PvP mounts going away with the season?
Nope! The current Prestige mounts will still be obtainable in Season 2. (WarcraftDevs)

Someone said that in PvP only the first 34 weap ranks unlocked count, not the bonus ranks but don't see that in blue post? T or F?
This is correct. Ranks 35+ do not apply in PvP instances. (WarcraftDevs)

When you switch factions, is it 50 wins in the bracket you want the title in or 50 wins in either 2v2 3v3 or RBGs
50 wins in the specific bracket. (WarcraftDevs)

Will your current prestige rank reset, or will you just continue prestiging the new levels?
Prestige ranks will not reset. If you're already at max Prestige, you'll be able to immediately move on to the new ranks. (WarcraftDevs)

Lore
Can Fel Magic be used to Heal as well as Corrupt? Like Shivarra Priestesses who Heal?
definitely. If your a fel based creature. Otherwise it's going to leave a mark. (Alex_Afrasiabi)

Death Knights: what makes you feel like a DK? Do you consider yourself kind of evil? Would you raise a soul against its will? (Muffinus)

Priests: how does shadow fit in with the Light for you? Are shadow priests corrupted? What IS discipline? (Muffinus)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
How do you think players should provide feedback on games that’s useful for developers? Do you find player change suggestions useful, or should they focus more on explaining their problems instead?
So there is this (somewhat insulting) maxim that gets floated around that players are supposedly great at identifying problems and terrible at suggesting solutions. I don’t like repeating it, because it has this unhelpful implication that players are stupid.

Players aren’t stupid. They just don’t know the whole code base. I don’t know the whole code base. The tech director probably doesn’t know the whole code base.

Usually, the actual issue is that in software development, it’s often really hard for people not intimately familiar with a specific part of the code to predict how easy or hard an idea will be to implement. You get better at it of course, but I’ve been doing this for almost 20 years now, and I still get surprised when solution X takes 4 months to implement and nearly-identical solution Y takes 10 minutes.

Players are about as far removed from the code base as one can be, so often the solutions they come up with aren’t feasible, sometimes for very pedantic reasons.

There are other reasons the suggestion won’t work. Maybe it just feels wildly inconsistent to the rest of the game. Maybe it would cause a lot of bugs. Maybe it would be easy to exploit. Maybe it would cause weird player behavior.

So, yes, strictly speaking if you want to be as efficient as possible in your feedback, focus on explaining the problem. State the problem very clearly. Don’t assume the reader, even a dev, understands your shorthand. You might end up talking about two totally different things. Then state the consequences for the problem. That’s it. Suggestions on how to fix it are probably most useful as a way for us to reverse engineer what the specific problem is, but again, it’s more efficient just to state that clearly in the first place.

As an aside, I’ll risk making another sweeping generalization here and opine that player feedback is nearly always too long. There must be this other maxim somewhere that the length of a post is somehow proportional to the strength of the post, but that’s just not true in my experience. Players love bullets. Posts with lots of bullets get upvoted, as if the writer must certainly be an authority on a topic if they can come up with so many things that are busted or so many reasons why something being busted is bad. But longer isn’t automatically better. Longer is automatically less efficient however. You are probably burying your good stuff in a sea of words.

We are busy. You don’t want to make us digest a wall of text just to distill out the really critical information. You want to write like Hemingway: use just enough words to get your point across, and no more. (Source)



Geek Shopping Guide
Our friends at Gamepedia have put together a shopping guide for the holidays.



Dark Legacy Comics #563
DLC #563 has been released!

by Published on 2016-12-11 07:45 AM

New PTR Patch Notes - 2.4.3.42336

Weekend Wacky Wild Decks

All Artifact Weapon Traits Complete
Congratulations to Cerli (EU-The Maelstrom) for being the first to finish earning all of the Artifact Weapon traits! This was accomplished by chain running Mythic+ dungeons, allowing Cerli to farm up the 65,256,330 Artifact Power required.



Patch 7.1.5 - Hatching of the Hippogryphs
Hatching of the Hippogryphs is a micro-holiday that allows players to witness the hatching of hippogryphs in Feralas.

  • This event takes place in the Frayfeather Highlands in Feralas.
  • You can stand near an egg for a short while to keep it warm so that it hatches.
  • Once an egg hatches, you have a baby hippogryph on your shoulder for one day.
  • You can kill Lorthalium to obtain a Spectral Feather, which will keep your hippogryph around for five days.



Patch 7.1.5 - March of the Tadpoles
March of the Tadpoles is a micro-holiday that sends you to Borean Tundra to an area with baby murlocs.




Patch 7.1.5 - Love is in the Air Updates
Patch 7.1.5 brings updates to the Love is in the Air holiday!




Upcoming Raid Testing - December 13
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Tuesday, December 13, we will be conducting focused raid tests of Heroic Nighthold bosses.

Remember that Heroic difficulty scales for groups between 10 and 30 players, so feel free to assemble and bring a group of any size within that range.

Tuesday, December 13

Elisande – Heroic Nighthold
13:30 PST (16:30 EST, 22:30 CET)

Gul'dan – Heroic Nighthold
15:00 PST (18:00 EST, 24:00 CET)

As always, this testing schedule is very fluid and subject to the realities of a PTR environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Blue Posts
Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
We definitely understand that Marksmanship Hunters were used to a version of Vulnerable on live that was, for all practical purposes, full uptime (i.e. it could be up for every or virtually every Aimed Shot). Skilled players will still be able to have a great majority of their Aimed Shots affected by Vulnerable even in 7.1.5, albeit with a higher demand on focus management and good use of Windburst. That is intended, even if it involves losing a degree of comfort in essentially never being without a Vulnerable when you want it. The debuff is less diluted and has more significance when it requires that sort of attention, and it is not without payoff: the damage of an Aimed Shot with Vulnerable is significantly higher than in 7.1, and can be further increased with the new Patient Sniper. The ability to use Piercing Shot with Vulnerable (and potentially Patient Sniper) is an example of a new option allowing a very strong burst.

While the fundamental mechanic driving it is a proc, the proc rate is quite high, and our goal is to make sure it is the sort of randomness that provides variation to a rotation while allowing responsive gameplay and room for mastery. The ability to wait on a Hunter's Mark while pooling focus to get full value from the Vulnerable will be more important than before. Windburst, as well as the talent options Sidewinders and Sentinel, allow on-demand Vulnerables as a resource to deal with situations where you have focus but not a Mark (or simply to make sure you have one for a key burst moment without having to react to a proc). Finally, removing the Vulnerable requirement for Marked Shot to do strong damage removes a reliance on multiple rapid procs and/or Sidewinders in order to use consistent buffed Marked Shots.

As the PTR goes on, we welcome feedback on what problems turn up when you try to put this into practice, but I wanted to explain a bit more what our expectation was. (Blue Tracker / Official Forums)

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Cheat Death at 6 minutes is ridiculous... At the very least they need to make it reset on death, or no one is going to use it.
It does.

To say a bit more on the 7.1.5 changes to various “cheat death” effects, including Cheat Death, Cauterize, Purgatory, and Last Resort: firstly, the cooldown increase is not the only change—the cooldowns (specifically, the cooldown-enforcing debuffs) will now clear on death. So if you Cheat Death early in a dungeon, yes, you should avoid dying again for the next 6 minutes. However, in the event you do die (or the group wipes), you will return to combat with Cheat Death once again available.

More broadly, we examined the value of these effects as a whole and concluded they are too easily available. When Cheat Death was first added as a deep Subtlety talent (before the change to modern talent rows), its power and cooldown reflected the significant investment into that tree. In the current game, not only is its opportunity cost much lower, but, taking a look at the gameplay of healing and survivability challenges, the power level of such a frequent extra life is very high. For example, Rebirth has a 10 minute cooldown, and is a distinctively powerful ability that significantly contributes to a class’s perceived power in dungeons. Reincarnation has a 30 minute cooldown, and is far from being meaningless or forgotten. If we were adding Cheat Death and its ilk today and evaluating its power, there would be little justification for a cooldown as short as 2 minutes. Preventing a death that might otherwise have scuttled the entire current attempt at a dungeon or raid boss has more value than that.

On Last Resort in particular, we are aware that Vengeance Demon Hunters felt somewhat reliant on this to avoid deaths to unexpected burst damage, and we will be monitoring whether they need other changes to compensate (for example, they have increased health on PTR, increased baseline damage reduction, and a stronger Metamorphosis effect). And on Purgatory, its cooldown was increased the least because it conditional, and it was also made more reliable: the effect will now always last for 3 seconds regardless of whether you momentarily go above 0 HP during that window. (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
One problem that Destruction Warlock had was a number of talent rows with very obvious "single-target" vs. "AoE" talent picks. This has clear downsides--a requirement to swap talents often (and as a corollary, a feeling of being significantly crippled when not using the ideal talent loadout for a given situation). Clearly, it's a DPS loss single-target to say you can no longer have both Eradication and Reverse Entropy, and a DPS loss in some AoE situations to say you can no longer have both Cataclysm and Fire and Brimstone. But making that swap, and then making sure throughout PTR that Destruction DPS remains reasonably consistent with live, will leave the spec more well-rounded and not as pigeonholed by talent choices in a given situation. PTR already has buffs to Doomguard and Imp damage that help with numbers in all situations, as well as buffs to various talents to help futher improve flexibility. (Blue Tracker / Official Forums)

Sword or Helmet Giveaway
Our friends over at Gamepedia are giving away a Sword or Helmet prop, along with a Elder Scroll! These props will be created by Volpin Props, a company that brings things like Doomhammer to life.

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

New PTR Patch Notes - 2.4.3.42336

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
Classes
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)

PvP
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!


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