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by Published on 2017-03-19 11:17 PM

Trinity Series Winner, Stats

Patch 7.2 - Unlocking Artifact Traits
Patch 7.2 brings new Artifact Traits for everyone, along with higher Artifact Knowledge ranks. Unlocking these traits is done by completing a series of quests, with several different versions that depend on your role.

The quest series starts by asking you to unlock all of the traits on your Artifact weapon. After this is done, you head to the Broken Shore to investigate, finding some kind of object. You bring this object back to the Council of Six in Dalaran and then head off on your role's specific quest line.

At the end of the quest line, you return to Dalaran and the Council empowers your Artifact weapon, unlocking the new traits. You can see these new traits in our Artifact Calculator.




BlizzCon 2017 Contests – Mixing Things Up
Originally Posted by Blizzard (Blue Tracker)
Greetings, cosplayers, moviemakers, and artists! BlizzCon 2017 is official, and some of you are already eager to get started on your contest creations—but before you set that creativity to full blast, we just wanted to have a quick chat.

After 10 years of BlizzCon—and 10 years of contests—we’re taking a fresh look at our approach to BlizzCon contests. We’re considering some new approaches to how we handle things, and are taking another look at our contests’ structure and format at the show. Ultimately, our goal is to celebrate and showcase you guys the best way possible.

What does this mean for our contestants, you ask? Right now, nothing. Right now we can tell you the Costume Contest is still incoming, so feel free to start crafting away! In the coming weeks however, we will be announcing a few tweaks, and just wanted to give you all a heads up as soon as possible.

Thank you again for continuing to make BlizzCon so very special with all your incredible talents. It’s all of your who make BlizzCon something we look forward to year after year, and can’t wait to see what you create this year!

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Any words yet on if hunters is getting more stable slots in 7.2? Or maybe a way to unlock more?
Not in 7.2 (Muffinus)

Art
Can we hope for epicness with Turalyon and a unique model for him ?
you tell us what you think when you see him. My opinion = hell yes! (Alex_Afrasiabi)

Suramar's story might be the BEST WoW's ever been. These characters should definitely remain relevant.
we agree with you! (Alex_Afrasiabi)

PvP
What is the average item level scaled to in PVP War Games? *Tournament mode enabled
In Patch 7.1.5, it's 850.In Patch 7.2, it's 900. (WarcraftDevs)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
With that recent tire fire that was that Reddit post, you sure have some thick skin, Ben Brode mentioned that being sorta the face of a game opens you up to brunt of the community’s attacks when people asked why him and Yong Woo didn’t do more designer insights. Do you feel it’s important for a dev to have thick skin when dealing with this stuff.
I don’t think you can be a good game designer if you have thin skin. You have to subject your ideas to the crucible of review, whether that happens internally or after players see your design.

I do think you can be a good game designer if you have thick skin, but don’t have thick enough skin to open yourself up to direct communication with players. Some of my favorite games have been made by people that can barely stand to have a conversation with other humans, let alone open themselves up to the internet.

But if you’re going to go that route, you just have to be really, really good at what you do. You need a purity of vision or an ability to foresee problems that just isn’t that common in developers. I don’t have that. Way back at Ensemble, when we weren’t sure if design A or design B made more sense, I said “Let’s just ask players what they think.”

You don’t have to ask up front. You can launch a feature, monitor the response, and then iterate on that feature. But you have to get that feedback at some point. Lead Champion Designer Riot Scruffy the other day said something like “Even when you’ve really thought about it, tested and iterated, your chance of nailing a great design is about 70%. So you have to be prepared to iterate based on player feedback. You have to leave time for the follow-up work.”

(I also don’t mean to imply that asking players on Reddit or forums is the only way we gather feedback.)

Now, I don’t subscribe to the idea that players should just be able to say whatever the hell they want to, and developers should just suck it up because that’s their job. I value communication, and communication is easier if you treat each other like human beings. But I also recognize that players get emotional or frustrated, and I recognize that the power dynamic between passionate player and developer who just doesn’t get it can exacerbate that frustration.

But there are limits.

I don’t block a lot of players on Twitter, but I do block them. I don’t answer stupidly rude questions, except to make a point of the fact that they aren’t going to actually bring me to tears. Sorry.

I’ve had weird phone calls in the middle of the night. I’ve had death threats. I've had Blizzard security offer to monitor my house. I’ve had designers who had to work with the FBI on threats. I’m also an upper class, straight, white dude, and I know developers who aren’t who have gotten much, much worse from players. There’s no reason for that. We all love games. That already gives us a lot in common.

I try and remind players all the time that your communication is going to be more effective if you’re professional about it, because then you’re actually talking about the problem and not venting about how neglected you feel. If you have a job or go to school, you probably have coworkers or teachers you disagree with that you still have to treat like human beings. Developers deserve the same respect. I know it might score you internet points to attack someone in an over the top matter. You’re better than that. Resist the urge. (Source)



Poll - Un'Goro Madness
Did you you take part in the recent Un'Goro Madness micro-holiday?



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Dark Legacy Comics #576
DLC #576 has been released!

by Published on 2017-03-17 07:55 PM

March 17 Hotfixes: Tichondrius had his health reduced by 10% on Normal difficulty. Other bugfixes.

Un'Goro Madness, Drape of Shame Nerf, Upcoming Dev Q&A, Blue Posts, Tweets, WowCraft

Patch 7.2 PTR - Build 23780
A small surprise PTR build hit this afternoon. This is the first Patch 7.2 build marked as a Release Candidate.



Calculators Updated




New Icons



Achievement Changes
Originally Posted by MMO-Champion
Player vs. Player
Feats of Strength
  • Fearless Elite Reach 2000 in any Rated PvP Bracket during Legion Season 2 10 points.



Spell Changes
Originally Posted by MMO-Champion
Warlock (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
PvP Talents
  • Call Fel Lord Summon a fel lord to guard the location for 30 15 sec. Any enemy that comes within 6 yards will suffer high damage and be stunned for 1 sec. Demonology Warlock - Tier 5 PvP Talent. 2 Soul Shard. 40 yd range. Instant. 1.5 min cooldown.

Item Effects
  • Aegisjalmur, the Armguards of Awe Any attack which would kill you instead triggers a Shield of Vengeance at 100% 200% of the normal amount then reduces you to 1 health. Cannot occur more often than once per 3 min.
  • Food Fusion Combine the two halves of the Suramar Surf and Turf recipe. 1.5 sec cast.Reagents: Recipe: Turf.
  • Food Fusion Combine the two halves of the Suramar Surf and Turf recipe. 1.5 sec cast.Reagents: Recipe: Surf.
  • Lunar Glide Uplifting Trance increases your Vivify healing by an additional 20% 10% and causes it to heal 1 additional target.
  • Sephuz's Secret Gain 10% increased movement speed and 3% 2% Haste. Successfully applying a loss of control effect to an enemy, interrupting an enemy, or dispelling any target increases this effect to 70% increased movement speed and 25% Haste for 10 sec. This increase may occur once every 30 sec.
  • Tak'theritrix's Command Dark Transformation also empowers your Gargoyle and Army of the Dead for 20 30 sec, increasing their damage by 30%.



Artifact Powers
Originally Posted by MMO-Champion
Monk (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Windwalker
  • Thunderfist (Rank 1) Strike of the Windlord grants you a stack of Thunderfist for each enemy struck. Thuderfist discharges upon melee strikes, dealing [ 200% of AP ] Nature damage. [ 500% of AP ] Nature damage.

Priest (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Holy
  • Cosmic Ripple (Rank 1) When Holy Word: Serenity or Holy Word: Sanctify finish their cooldown, you emit a burst of light that heals up to 5 injured targets for [ 200% of Spell Power ]. [ 120% of Spell Power ].



Heroes of the Storm - Primal Flamesaber Promotion Extended
You've got a little bit longer to earn that Primal Flamesaber mount!
Originally Posted by Blizzard (Blue Tracker)
Update: For Azeroth! Event Temporarily Returns

Our recent “For Azeroth!” in-game event that concluded on Tuesday, March 14, came to an end a few hours earlier than we told you it would. As a result, a number of players who were still racing to unlock their mounts weren’t able to finish the quest in time, and we’d like to make it up to you. We’ve decided to extend the quest by a few days so that everyone has time to complete their games and claim their rewards.


We’ve re-enabled the “For Azeroth!” event quest starting today, March 17, through Sunday, March 26. Any progress you earned prior to the quest’s original March 14 end-date will remain intact.
by Published on 2017-03-17 04:17 PM

The Heroes event that rewards the Primal Flamesaber WoW mount has been extended!

First Look at Patch 2.5.0

Un'Goro, Heroic Brawl, PAX East ONOG, Global Games - Value Town #113

Un'Goro Madness
Un'Goro Madness allows players to defeat group bosses in Un'Goro Crater to obtain temporary buffs from Dino Mojo. Open your map to see the locations of the bosses that are currently up.

  • Adaptation - Become strong, like a dinosaur.
    • Sharp Claws - Damage increased by 3%
    • Bony Carapace - Damage taken decreased by ?%
    • Lightning Speed - Movement speed increased by 3%
    • Massive - Size increased by 4%
  • The buffs listed above stack up to 20 times. Afterwards, you gain stacks of:
    • Awesome - Awesomeness increased by 10%
  • This buff persists through death and lasts for 3 days.



Patch 7.2 - Drape of Shame Nerf
Drape of Shame will have the effect halved in Patch 7.2.


Originally Posted by Blizzard (Blue Tracker / Official Forums)
We've been talking about this one quite a lot. Having a significantly out-of-band item existing on live is always a dilemma. We either nerf it and deflate the players who had the excitement of getting it (or even worse, actively invested a lot of time and effort into getting it), or leave it in place potentially distorting future behavior. And the longer we wait, the worse it gets. So deciding usually relies on the judgment of whether the situation will taper off if we leave it alone (due to higher-level items eventually becoming available), or will get worse somehow.

In the case of Drape of Shame, the base Mythic version would potentially have been acceptable to leave alone once it was live. But the imminent arrival of Mythic Keystone Karazhan was a clear way that this particular problem would rise to a new level if we left it alone. So it was better to make a change now, even at the risk of disappointing some players who have it (they have still gotten to enjoy it for some time throughout the current tier), to avoid re-creating the same problem anew in the next tier.

North American Qualifier Cup Clarification
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re still working out the final details needed for the official announcement of the first North American Qualifier Cup, but there’s an important clarification we wanted to share with you now.

The bracket seeding for this first cup will be determined by your end of season rating for Legion PvP Season 2. Remember that there is no rating requirement to sign up, so regardless of the rating your team achieves overall, all teams will still be eligible to compete in the Cup.

Stay tuned for more information - we’ll see you in the Arena!

Live Developer Q&A – Submit Your Questions
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Join us live on Twitch.tv/Warcraft Thursday, March 23, at 11:00 a.m. PDT, as we sit down with Game Designer Ryan Shwayder for our next live developer Q&A where he’ll be answering your patch 7.2 content related questions. Learn more before you return to the Broken Shore!

You can submit your questions here in this thread or on Twitter by using the hashtag #LegionQA.

As a reminder, please keep your questions short (40 words or less) so that we can get to as many questions as possible. We look forward to you joining us live on Thursday!

Blue Posts
Originally Posted by Blizzard Entertainment
Tank Balance in the Nighthold
The situation around Nighthold, tank balance, and magical damage has spawned a lot of discussion for us in recent weeks, ranging from immediate balance concerns to philosophical issues of how magic damage should be used. We do feel that the damage profile in Nighthold caused tanks to be less balanced than we'd like on a handful of encounters.

Abilities like Spell Reflection and Empower Wards are no worse than Mark of Ursol, when fighting a boss that does an occasional large magic attack that threatens to cause a killing spike. In fact, Mark of Ursol is usually weaker, because you trade one activation of Ironfur for it, whereas there's no similar downside to activating Empower Wards. The time this situation is flipped on its head is an encounter like Krosus, who somewhat rarely does a white autoattack but stacks a heavy consistent magical DoT. In this scenario, Mark of Ursol is essentially a free no-cooldown anti-magic "cooldown", and we see this as the largest cause of the current behavior of Guardians in Nighthold.

For the long run, a lot of the feedback on this forum has correctly identified some of the challenges and tradeoffs in how this should be addressed. We do want tanks to have variance in how well they handle different situations, but we also want interesting encounters like Krosus and Etraeus that challenge them on unusual axes, all while not making it feel overly bad for a raid group attempting something with the "wrong" tank. That's something we're going to continue to revise for future tiers of content, but of course that more philosophical discussion won't affect Nighthold.

For the short term, we are not adjusting Guardians in the 7.2 patch because 1) we avoid imposing significant nerfs at this point in a tier to a spec that many people have gotten comfortable completing the content with, and 2) the solution is likely not just a numbers change, but more fundamentally rethinking Mark of Ursol. With that context, the buffs to Protection and Vengeance aren't intended to bring them up to the level of current Guardian, but are intentionally small adjustments to help people who are trying to finish Nighthold now.

As people's focus turns more to Tomb in upcoming months, we welcome any discussion about to what extent people see similar problems arising there, and whether further class changes (beyond reexamining Mark of Ursol) are warranted for long-term balance outside of the specific context of Nighthold.

Something I wasn't clear enough about above: re-evaluating Mark of Ursol would still be before Tomb of Sargeras. Other broad class tuning based on PTR testing and other data closer to that point would also take place as usual, at the start of the new raid. But that's one concrete item we can already mention. (Blue Tracker / Official Forums)

Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Windwalker Scaling and Weapon DPS
It is an astute observation that Windwalker has very little scaling with its weapon DPS. It's not something we have a short-term fix for, and we recognize the problem relating to relic choice. Longer-term, it's probably best for us to reevaluate the difference between weapondamage-based attacks and AP-based attacks entirely, and what purpose it serves.

To be clear, being focused mostly on AP-based attacks doesn't impair your overall scaling with ilvl--your AP still increases in the correct proportion as you upgrade all of your items. It just means that weapons make up less of the pie (and armor fills up more of it) for Windwalker compared to other specs. It would be nicer to clean this all up so that weapons were consistently important on all specs, and so that we didn't run into things like the relic choice issue. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Holy Paladin Playstyle
Something that I've thought about quite a bit recently has to do with the way Holy Paladins heal versus how Discipline Priests heal. This isn't a post to complain about one or the other, but possibly (hopefully) get some design insight on Holy Paladin specifically.

Holy Paladin was, to my understanding, designed to be more of "Melee healer" in Legion than it ever has been before. This is due to the removal of Denounce, the addition of their new Mastery (Mastery is what makes them heal for more due to proximity, correct?), and the fact that their mastery increases their armor by 30%.

With these things in mind, wouldn't it have made sense to redesign Holy Paladin with a "heal through damage" play style as well? I understand the desire to keep it a "niche play style" with Disc Priest, but I believe it would have been both very cool to make Holy Paladin heal through damage generated via melee and simultaneously fit the class fantasy of the heavily armored bearer of The Light. Personally, I would have been much more gungho to play my Paladin at the launch of Legion had this been the case.

Is there any chance that we might be able to get some insight on why this wasn't the determined play style for Holy Paladins in Legion?

Primarily because we don't want to force people into a playstyle (baseline, without talents) where they have to both target friendly targets to heal and enemy targets to damage, and frequently swap between them. Discipline is built very specifically for people who want that, and is good place to have it because 1) the class has Holy as an alternative and 2) Discipline has historically had a component of that, so a lot of players who want it are already there. But it's a playstyle that's both unusual and complex, and it's not likely to be baked into the core functionality of 2 out of 6 healing specs.

Beacon of the Saviour from Legion Alpha, for example, would have been an amazing addition to support the melee healer playstyle.
That was the original intent of that talent, and we know some people liked it. We didn't remove it because the concept is totally bad, but that particular design had rotational impacts we weren't happy with (it encouraged a fully all-in DPS rotation, rather than a healer playstyle that got buffs of some sort from DPS abilities). Augmenting your healing through attacks is still something there's room for on the spec when we have the right time and place for it.

In general, where healers do get healing benefits from damage abilities, we're avoiding the classic "smart heal for X% of the damage you deal." We'd rather you still do your healing primarily through making decisions about casting healing spells. That doesn't have to be a strict rule--Avenging Crusader and Way of the Crane are neat designs and could potentially be in PvE as well--but it's one thing we think about. (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Reap Souls
This should not affect Mythic Dungeon bosses--only the start of a raid encounter and the start of an entire Mythic Keystone dungeon. Dungeon runs themselves are meant to be a continuous challenge of combat where managing resources before/after a boss is part of the gameplay.

We're going to monitor whether Affliction needs an overall buff to account for this (even in a patch with few class changes). We still believe it's better to not have the variance between the first attempt at a boss with 12 saved souls, and all future attempts where you feel like you've lost your one chance to do your best damage. Avoiding that sort of pressure is a reason we've generally tried to become more standardized about clearing resources at the start of an encounter for all classes. If the encounter follows a consistent set of rules every time, the spec can be tuned around that behavior, including a spec that, for example, has slower rampup. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Should players be holding on to rep tokens or rep reward bags from order hall missions for upcoming 7.2 Paragon reputation?
There's no reason to do that. Existing reputation tokens will not grant rep beyond exalted. (WarcraftDevs)

WowCraft - Episode 34: TRAMpled
Another episode of WowCraft has been released!


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