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by Published on 2017-06-23 07:45 PM

Writhing Essences - Heroic Dungeon Reward Hotfix
You will now get 5 x Writhing Essence from your first Heroic Legion dungeon every day.

WoW Developer AMA
Several of the developers will be answering questions today on the WoW subreddit.
Originally Posted by Blizzard Entertainment
Are we likely to see the cap on the amount of legendaries we can equip raised during the expansion?
We’ve talked about granting the ability to wear 3 Legion Legendaries as part of the reward for the Argus questline in 7.3. It’s not really something that the game needs one way or the other, but it would be cool. We’ve also talked about (mostly jokingly) about removing the Legion Legendary limit entirely in the week(s) before 8.0 launch, and letting people go wild west with them. That’s probably not going to happen due to power level reasons, as it would be a very jarring when you level from 119 to 120 and suddenly all 12+ of your legendaries you have equipped turn off. (Source)

How do you feel trinket design has been so far in legion, specifically for casters? How do you balance trinket strength in each raid, is making raid trinkets the best available a priority?

Among the warlock community we have been constantly disappointed by the trinket options in raids so far, EN offered little in the way of strong trinkets as was expected for an initial tier, Nighthold brought whispers and metronome which were both uncontrollable haste procs of different magnitudes and 3 different aoe proc trinkets that were almost universally useless among all casters. ToS brings marginally better options, however 2 of them are on-use single target-focused trinkets and one is an on-use stat buff meaning they cannot be used simultaneously since there’s a 20s cooldown after using a trinket. The result of this is that by and large we’ll be using one of the on-use trinkets and whispers/arcano/stat trinket for single target and two of the older trinkets for multi-target / aoe since none of the ToS options are particularly strong. Granted, we tend to exaggerate relatively minor differences in damage, but the amount of nearly-useless raid trinkets this entire expansion has been really disheartening.

There's two parts to this, and I think its important to separate them: trinket design, and trinket balance. Overall, we're pleased with the variety of trinket designs we've provided in Legion. There's a breadth of complexity available, interesting mechanics to play with and explore from encounter to encounter, and we like trinkets feeling closely associated with the bosses who drop them.

Trinket balance is never going to be perfect, and some of that is deliberate in our designs that have different gameplay impact. Switching between trinkets that are better for some fights and not others is a design goal, which is quickly made more complex by spec-specific quirks like cooldown alignment.

We do agree it's tough to make a comparison between two different trinkets, both because the trinkets often do complex things and because it's not easy to get two trinkets of the same item level. We'd like to improve that readability, and reduce the impact of class-specific mechanics like Battle Cry as the dominant factor of which trinket is best in a given situation.

We are also very reluctant to change trinkets once players have them, which contributes to the perception of imbalance. If you spent 5 bonus rolls or wrangled a deal with a guildmate to get your Draught of Souls or Unstable Arcanocrystal, it’s going to feel really bad if we nerf it. We’ve applied a light touch to trinket tuning this expansion to avoid undermining that investment. (Source)


PvP Balance
PvP talents are neat and seem to be doing a good job balancing PvP however have you guys ever thought of making some of them regular talents to spice up the pve balancing for some classes.
We’re very happy with the strategic tradeoffs that PVP talents afford, and in cases where one is particularly cool (Death’s Embrace springs to mind) we have made them into regular talents.

If there are particular PVP talents you really love, let us know! (Source)

How hard is it to balance class/spec fantasy with creating meaningful and fun game play? We've seen definite strides in Class fantasy for a lot of specs but I would argue that some miss their mark for the sake of gameplay or vice versa. Can you comment on any potential changes coming down the pike to improve player experience or class fantasy for those not currently up to par?
Some are certainly harder to pull off than others, but our best successes come when a spec's kit is clear and we can focus both aesthetics and mechanics into the same end goal that flows pretty naturally. I think our recent work on subtlety was a great example of how a clear vision (planning, patient, focused ninja) can make everything flow from that core.

I think on the flip side, something like explosive trap is a great example of really awesome fantasy, but doesn't really deliver fulfilling gameplay in practice. Which makes it difficult when a spec has a main theme around damaging traps. The upside though, is that we get to see what parts of the spec do feel natural and work well in both flavor and gameplay, like Dragonsfire Grenade.

Legion brought lots of opportunity to deliver a more focused identity to each spec, and invariably some found their footing better than others. We're always iterating and looking to make changes we believe in. (Source)

When Ghostcrawler was apart of the dev team he often did, "Watercoooler talks" to discuss class changes and the ideas of what was going on with each spec. It gave the community some insight on what you guys had planned and what your specific goals were.

Will we ever see the return of that?

Definitely something we're still open to. Lately we've been leaning more in favor of responding to specific concerns (such as what you'll see on the Class Development forums). That's definitely left something of a void in terms of sharing overall design philosophy, though. It's something we'd like to address.

Worth noting that that sort of thing isn't always branded as a "Dev Watercooler" - for example, early on in Legion development, we did a series of blog posts that explained our overall philosophy for each class (at least at the time - some have changed since). They weren't called Watercoolers, but did have the same general content. (Source)

Monk/Priest/Paladin - This could be a really dated question, but what was the reasoning for shifting Mistweavers away from healing on damage done? I thought it was cause y'all didn't want a healer to rely on damage, but we see this now in Discipline Priests and, to a degree, Holy Paladins. Thanks!
Designing alternate playstyles of a spec that differ too much from the standard baseline spec can be highly contentious. I think it’s certainly possible for us to design an alternate spec playstyle that works, and is fun/balanced with iteration time. However, we often get into trouble when we stray too far from the spec’s standard playstyle if a large portion of the playerbase vehemently dislikes the alternate playstyle. That’s a problem for us even if a similarly large portion of the playerbase enjoys the alternate playstyle. So usually what we end up with is a talent or two that supports the alternate playstyle, but we end up tuning them to be weak so that the contentious playstyle doesn’t become the norm. That’s how we’ve operated in the past, but we’re not entirely happy with the situation. I think when we put playstyles/rotations into the game, we should be happy enough with them to stand behind them and say – if this playstyle ever becomes the norm, we are okay with it. That probably means we should rein in how off-the-wall some of these playstyles are, while maintaining as much difference as possible.

Discipline Priests were completely redesigned from the ground up to be this damage-dealing Healer spec. Everything from talents and artifacts supports it. That's probably the kind of comprehensive spec direction that's required to make a healer into a true damage-dealing healer spec that is enjoyable to hopefully a large portion of players who play the spec. Additionally, Priests have two healing specs, so it was the correct class to add this alternate damage-dealing healer spec.

There’s also the question of – what’s the benefit of this alternate playstyle? In the case of Fistweaving or Melee Holy Paladin, is it they get to do more HPS than normal ranged Holy Paladins? I think the answer is probably not, because then very quickly the only way to play the spec (according to the community) will probably be to be a Melee Holy Paladin, which we don’t necessarily want. Probably they just get to deal more damage, which is something that won't often feel required. (Source)

Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
As Unholy DK im currently feeling forced to use Convergence of Fates because it makes Apocalypse sync perfectly with Dark Transformation and Dark Arbiter. It will be such a huge QoL change if you guys reduce the cooldown of Apocalypse down to 1 min. It will be matching perfectly with DT/DA/Garg and army once you have 4p T20. Otherwise you need to use COF or delay Appoc/DA which does not feel fun at all. This change will also make CoF trinket less desirable and people will use Tomb trinkets. What do you guys think about this?
As /u/Seph_WoW mentioned, the cooldowns of abilities are tied primarily to how powerful and impactful the individual ability feels. For something like Apocalypse, we’re happy with 90sec window because it allows the ghouls room to breathe(well, shamble) and chomp on the brains of your foes without being up all of the time. If we tied all cooldowns to the same refresh rates, we’d essentially be removing any sort of meaningful choice (just press them all together always), and each individual button that’s in that synchronized window loses its identity because you’re just in The Cooldown Zone.

We’re definitely aware that Convergence is a very powerful effect that is highly valued by a number of specs, and we’re monitoring the impact it has on gameplay. (Source)

Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
What happened to the major rework for DH that was supposed to happen on the 7.2.5 ptr?
At the time we announced the rework, it was early in the process and the details were still being fleshed out. As we tried different things (talent tree rearrangements, new abilities, etc.) none of the changes clicked in quite the same way that the Live class did. This time around we didn't find anything that was significantly more awesome, but we've pocketed a couple individual ideas that felt like they had potential, and might revisit them in the future. (Source)

Do you feel you have successfully targeted your design ideas for demon hunters in a way that addresses both the class fantasy in a manner consistent with lore, and by play style, allowing the player to really feel like a demon hunter, as you originally envisioned them to play?

I remember in an interview where a designer was quoted as saying that demon hunters didn't really come together as a class until the sound design was added in (the gutteral growls and yells while in combat), and I have to wonder, do you class designers feel like the sound of the demon hunter class is really one of it's defining features?

Finally, I was wondering if the statement that there will never be a third demon hunter spec is set in stone, or more "for this expansion"? Is there a possibility that a 3rd demon hunter spec will ever appear in game, maybe in a later expansion down the line?

A class really only comes together when all of the pieces lock into place. Imagine blade dance without its unique animation, or Metamorphosis without dissolving into a custom demonic model, or all of the character customizations unique to the class that deliver on the fantasy.

Demon Hunters are all about their constant struggle with the demon within, fast, furious, and voracious. They live up to that charge.

Regarding a third spec, nothing is ever off the table, but we will only release content that feels right for the game, and for Legion it made more sense to deliver two focused specs that fit within Demon Hunter lore, rather than delivering 3 specs that were more watered down. (Source)

7.2.5 was a huge step in the right direction, Spirit Bomb works well as a flip of the playstyle for smoother damage intake at the cost of less burst healing, but causes many traits/set bonuses to be undervalued.
We'll be keeping a close eye on Spirit Bomb's performance during Tomb of Sargeras progression. This ability is doing a lot of things, and getting it to shine in one area without overshadowing others has been challenging. As it stands, Spirit Bomb probably pushes Soul Cleave of the rotation a bit more than we'd like. (Source)

Our Artifact Ability works decently with with Spirit Bomb, but provides remarkably low defensive benefit compared to every other tank spec. Any chance of improvements here?
The changes to overcapping Soul Fragments made Soul Carver easier to use. We're unlikely to make significant changes to it this far into an expansion, but there might be room to improve it (spitballing here, lasts longer and spawns more Souls) if Vengeance needs a defensive buff at some point. (Source)

Last Resort is solid for progression, but the lack of any passive benefit makes it feel like an incredibly poor choice any time it doesn't proc. Could we see a small (i.e. 5%) stat passive attached to it?
Cheat Death effects are extremely powerful, both psychologically and in terms of tangible gameplay benefit. The comfort provided by knowing that you have a Get Out Of Jail Free card has a lot of value, and we like the talent being focused on that. (Source)

The self-cast portion of Concentrated Sigils has been a macro function now since 7.1, possible to combine its extension bonus with Quickened (Maybe call it Sigil Mastery) and replace the talent?
We're really happy with the choice offered by Concentrated Sigils. Two extra seconds of Silence in particular has a visceral impact in dungeons and PvP content, but the cost of always having to place the effects on yourself is high. We've found that players either love or hate Concentrated, and that's a really good spot for a talent.

Additionally, as awesome as the @player macro functionality is, it isn't something that every player knows about. Concentrated Sigils is a great way to help new Demon Hunters become comfortable with the utility provided by Sigils, without being burdened by the placement requirements. (Source)

Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Are we ever going to get diferent tree forms for resto druids? Or maybe even seasonal tree forms just like the ancient tree battle pet. Also, I remember reading somewhere that the flower/plant for Efflorescence was going to be changeable or changed into a different plant. If I was wrong maybe can we get glyphs to change them?

I feel like these couple options for us resto druids will help a bit more with the fantasy immersion of the game while we heal

Great idea! We'll look into that when we get to our next round of cosmetic glyphs. (Source)

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Marksmanship question here. Is there any chance of Lone Wolf being made base-line and changed to how it worked in WoD? You can use a pet at any time, but you lose the buff while your pet is out. This would free up the first talent row to have a meaningful choice instead of every MM Hunter picking Lone Wolf.
Marksmanship during Legion almost made it to live completely pet-less, as a way to separate their identity more into ranger/sniper so that Beastmaster could have more heft as the ranged pet spec. Beastmaster however landed in a place of having ALLTHEPETS! so the core ranged hunter with a pet was lost in the shuffle and thus Lone Wolf was brought back.

Looking back, I think that losing the pet completely from the spec probably feels like a bridge too far for hunters, even though there is definitely space for the Legolas/Robin Hood archetype in our favorite gun and bow slingers. Honestly I really like your suggestion because it maintains the spec's identity while allowing us to still go into the ranger direction. I call my pet when I'm really in trouble, or just when I'm out for a stroll in the world. (Source)

Could you tell us anything about your ideas behind Fury of the Eagle (fote). As it stands, while good in cleave, it's being used to fish for procs in single target instead of feeling like an impactful part of our rotation. Possible change to do slightly more damage if it only hits 1 target?
Fury of the Eagle is intended to be a satisfying payoff for getting to high stacks of Mongoose Fury (and doubly so in AOE situations). It's always on our radar when buttons aren't performing as intended, but at the same time we don't mind when players find unexpected uses like fishing for procs as long as it's not creating degenerate gameplay. (Source)

First Question, is there any plan to update Hunter pets? Right now, most hunters carry some mix of Quilen (for brez), Core Hound (for Bloodlust), and then either a turtle for tanking or a Devilsaur for PVP.
We don’t have any solid plans currently, but I fully agree that we’re not in a great place right now. I would love to improve the situation. With the power of Battle Rez (Quilen) and Bloodlust (Core Hound), I don’t think I’ve used a different pet on my BM Hunter alt in PvE in a long time.

What is the future of BM Hunters?
I think BM Hunters aren’t far from being in a good place. Adding a 2nd charge to Dire Frenzy went a long ways, because I think the future of BM in 8.0 will be Dire Frenzy baseline, with the gameplay of maintaining Dire Frenzy stacks being one of the core parts of the rotation. Another missing part is giving Cobra Shot a reason to exist outside of Bestial Wrath with Killer Cobra. In general, it’s better when spammed spells either push another resource forward (e.g. combo points for Rogues/Feral) or have some procs/triggers attached to them (e.g. Cobra Shot during Bestial Wrath with Killer Cobra, Fireball/Frostbolt procs Hot Streak/Fingers/Brain Freeze for Mages, Shadowbolt generates Soul Shards for Demo). It gives those spells a feeling of a reason to exist. Current thinking – I want to try something like Cobra Shot reduced Kill Command cooldown by 1 second baseline or something along that vein. Right now Cobra Shot admittedly feels a little bit just like you’re bleeding off your resource simply because you don’t want it to cap and be wasted. (Source)

Beast Mastery recently had its Dire Beast legendary, which increased the amount of charges from 1 to 2 baked into the spec because it smoothed out the rotation so much. Currently, Shadow has the same issue with Mangaza's Madness, which smooths out the rotation and dominates single targets scenarios. In a raid like Tomb, Mangaza's Madness is proven to be the best legendary for most (currenty 7/9) encounters. Can we have that QoL change for Shadow too?
I don’t want people to overestimate the likelihood of baking talents (or other bonuses, like artifact traits or legendaries) into baseline specs. It’s a necessary, but not nearly sufficient, condition that the talent is very popular. The cost is high: we’re adding an ability or passive to the spec, which we can’t do willy-nilly. The analysis is not so much about whether the talent is popular (we hope to always have many popular talents), nor is it about whether the talent is fun to use or makes the rotation feel better (that is also the hope for all talents). It’s about whether the best version of the baseline spec, looking ahead to the future (when lots of other things might be changed or added to the game) is one that’s based on having that talent as a major element. Is it one of the handful of things that is so important to the central spec concept that it should be there, independently of any current happenstance situation where it’s tuned too high, or interacts with some artifact trait, or somesuch.

Mantle of Command was an example. Mantle of Command was too strong for a legendary, which is a problem, but one that could have been solved in a variety of ways. The fact that a legendary is somewhat overpowered and popular on live shouldn’t much affect our decisions about what’s the best version of the spec in the distant future. What caused us to change it was a long discussion that “2 charges of Dire Frenzy” was, in our current estimation, most likely to be the best future model of the spec.

A converse example is Instructor’s Fourth Lesson. It has been strong and popular throughout the expansion. But I think that few people, all other things being equal, want the version of Unholy where 1-3 Wounds randomly disappear unpredictably and often. It makes your rotation harder to control and narrows your ability to pool Wounds. Making it baseline would likely be shortsighted, and would be one further obstacle towards refining the Unholy spec in the future.

We have added lots of cool bonuses to every spec in talents, traits, and legendaries in Legion, because the specs have room for cool things to be added. It’s important to maintain that space going forward, and resist the urge to permanently use up some of a spec’s complexity budget except where it’s necessary to do so. (Source)

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Mage: A common theme across all Mages in Legion is the proliferation of 2 or 3 charge spells. As players ask for more spells to be added to this list, what considerations are taken by the dev team to determine whether or not to add multiple charges?
The answer is really – case by case. Is it really worth it? It’s very easy to add charges to a cooldown spell. It generally “gives the button more gameplay” because you don’t need to always push it on cooldown to get maximum use out of it. You’re very astute in making the observation that adding charges to spells has a cost, and that’s a cost on the complexity of the class. There’s no hard rule for this. We add charges to spells for a large variety of reasons. Subtlety got a 2nd charge on Shadowstep because we think Sub should be the most mobile Rogue spec. Dire Beast/Dire Frenzy got a 2nd charge because there’s much better gameplay in maximizing your Dire Frenzy stacks when the spell has 2 charges. Fire Blast has charges because it’s not a button we want you to push on cooldown – you should push it when you get one crit and are heating up.

Frost: Icicles (Frost's Mastery) benefits a small part of Frost's kit. Over Legion, this has swung back and forth between wanting as little Mastery as possible and as much Mastery as possible. What are the plans to make Mastery more attractive in general, without causing degenerate gameplay such as ignoring Ice Lances?
Correct tuning windows for things can often be threading a needle between “So strong it distorts the rotation and possibly pushes something else out of the rotation” and “so weak it doesn’t get used”. Also the tuning window changes based on the tuning and existence of other talents, set bonuses, legendaries, and trinkets. Also it changes as the expansion goes on. Also many more factors I’m sure. Answer is – sometimes we just have to react to the changing landscape. Retuning things multiple times is somethings just what ends up being needed and thus, we’ll continue to do.

Frost: The new Flurry and Winter's Chill mechanic has led to multiple awkward mechanics that resulted in changes. Players abused the travel time to Shatter spells cast prior to it, or cast multiple Ice Lances within the debuff window. How does the dev team feel about how Winter's Chill has panned out? What are the takeaways from its addition?

The big thing we’re happy with is how good Frost feels when you land a Frostbolt/Ebonbolt -> Brain Freeze’d Flurry -> Ice Lance combo. We currently think that part is good enough for the spec that we’re willing to live with for now the things we’re unhappy with as long as we think we can address them in the future. Things we’re not happy with: 1) playing around travel times of missiles, which can vary based on boss distance (I don't think combo even works against a Ragnaros-sized boss), timing, and lag 2) Shimmer can be used as a DPS increase 3) how to correctly execute the shatter combo is incredibly non-obvious to the first time Frost Mage. (Source)

Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Many Brewmasters view the tier 20 set bonuses as a very essential part of the Brewmaster kit for being able to deal with challenging content after the changes made in 7.2.5. A lot of Brewmasters also feel that the bulk of the 7.2.5 Brewmaster nerfs were to compensate for how strong the tier 20 set bonuses are. What plans, if any, are in place to address the Brewmaster dependency on the tier 20 set bonuses when tier 21 comes out?
When we make set bonuses, the goal for them is not to remove all weaknesses from whatever spec the bonus is for. While the set bonuses certainly do provide some power increase to your role, and have sometimes made playing the spec more forgiving, we don't start the creation of them by thinking "What problem does have that I should fix?", we instead like to think "what is a cool thing that does, and is there room to add something on to that?".

We don't create them with the intention of them greatly transforming your gameplay or adding significant complication to your rotation. Sometimes you get a reason to press a button that is used infrequently, others it just increases the damage of a button you already press a lot.

The changes to Brewmaster in 7.2.5 were not because of their new set bonuses. Ideally when a new tier set comes out, whatever new set bonuses are there are cool and exciting and compelling enough to get you to want to use the new bonuses. (Source)

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Surrender to Madness is obviously a very polarizing ability. Some people love it, some people hate it; its severely overpowered or drastically underpowered. Can you speak to its intended role in the shadow priest's kit and how successfully you feel you have achieved that role?
It was definitely an experimental talent--and overall that's something we feel we should keep trying to do. It's too early to know the future direction of it: keep the current version and focus only on balancing it (which is unusually challenging for a talent, but that itself is not something to shy away from), or decide that most of its value was novelty that will have worn off after a time.

The reason that experimental talents are important is we will find out what aspects of them work. We should push ourselves to keep exploring the space of what talents can do, the chance of death--sort of the ultimate drawback that a talent could have--is a good sign that we're doing that. I'd say the bigger problems with Surrender are 1) the accelerating haste getting to a point where it is far too finicky or even uncomfortable to play, 2) the way the death drawback currently works heavily limits the times at which you can use the ability. My gut right now that we should see if there's a way to address those in the future, but Shadow would be a little less cool if the concept goes away entirely. (Source)

Are you guys happy with the removal of spirit and how it has effected legion for healers?

How happy are you guys with Innervate/Wisdom particularly with how potent they are? It was mentioned how you guys are happy with the utility they bring. But maybe they are a tad too strong? Having one healer be able to expend so much more mana than another makes the other 4 healers feel worse. Similar to how disc priests ate up the healers others could do reducing other healers enjoyment.

Making mana matter more consistently to healing required making mana dymanics more stable across an expansion. The progress of secondary stats across an expansion increases the pace of play for all specs, but for healers it simply did so far too much. From a gameplay perspective that is--healing became increasingly spiky and spammy, and the underlying reason for that was that content was tuned around healers that were increasing able to cast whatever they wanted nonstop. The goal for healers should be the same as other specs: stat increases across an expansion after how you play, but are within acceptable bounds of pacing at both the start and the end.

Innervate and Wisdom: abilities that characters can use to support other characters are a class part of RPGs. We like having them, and if anything we think they've too much been ironed out from WoW. Yes, they introduce potential tension and social debate about how to use them--but it's not clear why that's anything other than a good thing. (Source)

Do you feel that the changes made to the spec in 7.2.5 have been successful overall ? Disc is still very much being played as an AOE damage burst healer, the only difference being that now it is much harder to achievee a high number of atonements, and makes the 'Evangalism' talent mandatory.

Whilst the spec definitely feels less mana starved now, (and better in 5 man content) I personally have made the shift to holy, purely for an easier playstyle. So, I was wondering whether you feel that the changes made have had an overall positive impact on how Disc works in a raid.

On a related note, how do you feel about the criticism that
evangalism and a recharge on Radiance make the spec feel much more 'Resto-Druidy', for lack of a better term ? One the one hand, I'm very happy that such a niche spec with a fairly limited player base got such big attention and TLC from the Devs, but also, that perhaps we've suffered a little homogenisation as a result.

With the patch a week old, it is probably too early for a realistic postmortem of the changes. We're certainly happy about how it looked as it went out the door.

Evangelism certainly was a bit counter to the stated goal of eliminating burst potential, but that was okay. 1) Heavy burst is part of what the spec's been in Legion, and completely undoing it is a huge change midstream. If it's balanced and the spec is working smoothly, that's okay. 2) It's a cool and powerful concept that really fits how the spec plays and what it tries to do. We're only too happy to add those things when the idea is there and we have the opportunity. The Disc burst using the level 100 talent with a clear purpose and function is still better in many ways than the one based on PW:Radiance spam.

I don't think anyone should be too surprised by some convergent evolution between Disc Priest and Resto Druid. The heart of each spec has a very similar mindset--apply an effect on various targets that does healing on the timescale of the next ~15s. The specs play differently enough that nobody's going to confuse one for the other, but basic concepts like "abilities that care about how many buffs you have applied" are natural supplements to both of those specs' core mechanics, and of course we'll use them for both. Whether something works well and is fun on a particular spec is more important than trying to avoid some similarities. (Source)

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
First, what led to the decision to put a 25 sec CD on Toxic Blade for Assassination?
The cooldown was derived from the debuff duration. I think a cooldown about 3x the debuff duration plays well in terms of – it’s not up so much that it’s forgettable, but it’s not so rare that it would have to be a very high damage bonus, which often causes distortive effects on rotations and priorities. For the debuff duration, at a base/simple level, I wanted a window just long enough for you to do a Toxic Blade -> 5-6 pt point Envenom -> get back to 5-6 combo points -> Envenom combo without clipping Envenom uptime. I know in many circumstances you can get in more than 2 Envenoms with the correct items and other cooldowns available, and that's fine too. Figuring out optimal ways to use abilities given other factors is great, but at a naive level it's good for the use case for an ability to seem understandable at first glance.

In terms of “these buttons don’t line up cooldown-wise”, we want cooldowns to not line up. When buttons have the same cooldown, it becomes no-brainer to push them at the same time. Is it really more or less complexity when cooldowns sync up compared to when cooldowns don’t sync up? I don’t think that it’s a good thing that I haven’t pushed either Nemesis or Chaos Blades on my Havoc DH alt since I hit lvl 110. Instead, I hit my macro that casts both at once, because there’s rarely a case that I need to use the buttons separately.

How do the designers feel about Poison Bomb?
Poison Bomb as a random proc is okay, but it definitely has too high of a swing on final damage output. Poison Bomb can easily vary your damage on a pull by 15%, which is far too much for a single artifact trait/talent/etc.

When we changed Poison Bomb from RPPM to flat proc chance on combo points spent, we gained the ability for it to proc on Rupture and removed the incentive to spam low-CP finishers, but ended up with too random of an ability.

I like Poison Bomb as a passive proc, but would want to adjust its RNG to a different version. In 7.2.5, we used a version of random proc chance we call Deck of Cards for several proc legendaries (e.g. Chaos Theory, many of the healer legendaries). The way it works is: Chaos Theory reads “Blade Dance has a 10% chance to grant you Chaos Blades for 6 sec.” But it’s far from a simple random 10% chance on casting Blade Dance. Instead, we track its randomness with a deck of cards. In this case, it’s a deck of 20 cards (outcomes) where 2 of the outcomes are True/Proc and 18 of the outcomes are False/Don’t Proc. So on your first 20 casts of Blade Dance, this will proc exactly 2 times (10% proc chance), but the distribution of those 2 procs are random and can happen at any point within those 20 casts of Blade Dance. This is a kind of controlled randomness that I like, and I want to use for more procs in the future, including Poison Bomb. The goal would be: in a 2-3 minute window, the distribution of the procs is random, but the total proc percent remains consistent.

Current future plan for Poison Bomb is to probably put it on an AOE talent row for Assassination along with (pick from) Death from Above, Crimson Tempest, Venom Rush. We’ll see, we’re still a while away from 8.0.

Are there any plans to address the problems Assassination has with target-swapping?
Honestly, target-swapping will probably remain a weakness of Assassination as long as it retains the Poison/Bleed gameplay, which we think is working well on most fronts. It’s fine for specs to have some weaknesses, as long as the spec isn’t completely useless in a specific damage profile area of the game (namely Single Target and AOE, sometimes burst damage windows). I don’t think there are many cases in current raids where frequent target swapping is crucial to success. Even on things like Eyes on Gul’dan or Maiden on Fallen Avatar, when target swapping is needed, I think Assassination can still pull its own weight in terms of burst damage to high-priority short-duration targets.

Do you plan to take a look at the Convergence of Fates trinket?
Current plan (which may change) is probably to nerf Convergence of Fates around the time Argus raid opens. That’ll be more than long enough time for CoF to remain extremely strong for many specs. (Source)

Grappling Hook is a great ability allowing players to deal with movements in raid pretty well. However, Acrobatic Strikes' power is too good not to use, especially when using Blade Flurry. How would you feel about making Grappling Hook a baseline ability like shadowstep?
Grappling Hook is a great and powerful ability (when you don't fall through the world). However, saying Acrobatic Strikes' power is "too good not to use" really isn't saying much. That can be said about many things that are both strong and feel great to use. I don't have a decision on Grappling Hook baseline at the moment, but it's definitely not off the table that Outlaw gets it baseline as their Shadowstep.

As of right now, players need to track Shadow Techniques using information not presented in game (either in the tooltip, or a UI element, or anything of the sort) in order to maximize DPS. Would it be possible to add two buffs to the game that move some of the internal state into external state? Specifically, it'd be useful for addon authors if we had two buffs, one of which indicates that the internal counter for shadow techniques is at three, so the next melee hit has a 50% chance of proccing Shadow Techniques; and a buff that indicates that the internal counter for shadow techniques is at four, so the next melee hit as a 100% chance of proccing Shadow Techniques.
Certainly a possibility. I can look into it.

Early on in development of patch 7.2.5 there was mention of introducing a talent for assassination to give us some control over our burst AOE (poison bomb). What were the reasons for going away from this and any chance the idea could come back? Maybe as an alternative on the 90 tier? Especially as Exsanguinate and Toxic Blade pretty much serves the same purpose.
That was definitely a possibility at the time and is still in the cards for the future, but for the current layout of the talent tree, I wanted a talent to compete with Exsanguinate – a single target talent. In terms of talent rows, we want to actively move towards a world where talent rows are no longer Single Target vs. AOE talents but rather Single Target vs. Single Target or AOE vs AOE talent. That makes for more interesting choices on a talent row and reduces the need for me to wait while people are hearthing and asking for summons in the middle of raid.

Additionally, while Toxic Blade and Exsanguinate "serve the same purpose" in that they're single-target talents, their gameplay and theme is distinct enough from one other.

Current future plan for Poison Bomb in 8.0 is to probably put it on an AOE talent row for Assassination along with (pick from) Death from Above, Crimson Tempest, Venom Rush. (Source)

Sub rogue - 7.2.5 definitely brought some improvements, thank you. However, I have to point out that sub is now the lone spec with a positional requirement that is problematic in both PVE and PvP. Would you ever consider just changing it to Stab, and allowing it from any position? Failing that, it seems that removing gouge from sub, which facilitated re-positioning, was a huge mistake. Perhaps it can return?
Gloomblade is an excellent talent option (and very popular in 7.2.5!) for PvP Subtlety Rogues that want to ignore the positional requirements of Backstab. Backstab with its positional requirement continues to reinforce the class fantasy of the hidden Rogue attacking from unexpected angles.

(We also didn't think 'Facestab' was a great rename for 'Backstab') (Source)

Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Any chance of Earth Shock getting an animation that makes it feel as epic as Chaos Bolt or Pyroblast?
Earth Shock is definitely on our list of visuals to address (Source)

As of Legion we had a lot of improvements with targeted spells like Warriors Heroic Leap, but often times as a Shaman, targeted totems still feel very limited and prone to having "No Path Available" a lot of times, is this an intentional design choice or just a limitation that could have improvements in the future?

We'll take another look at our totem placement rules, especially now that we have an increased number of totems that are spawned on your reticle. I share your frustration with trying to throw totems in situations such as from the top of Blade's Edge Arena bridge to the floor. (Source)

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Why do Demonology Warlocks have to repeatedly use Demonic Empowerment for each new summon? It feels very tedious to many players and have been unhappy with it since it's inception.

Since Destruction Warlocks are back to a very similar place they were in back with WoD, why were they tampered with in the first place? It felt like (to myself at least) someone wanted to fix what wasn't broken.

Demonic Empowerment is a good case study in what does and doesn't make an ability feel good from a purely mechanical perspective (putting aside visual feedback, which is equally important). The feeling that you just have to use it every time makes it less interesting and less rewarding when you use it, than an ability that has more choice around how it works. One thing we discuss sometimes is--an ability having a cost, cooldown, or other limitation is actually a key part of what makes it feel like it matters when you press it. The initial version of DE that had charges (I don't remember if this made it to Legion alpha) was better-conceived in that respect, but didn't work out for other reasons.

Consuming a cost/resource/proc etc., even though it's a downside on its face, is actually one of the key ways that pressing a button makes you feel like you "did something." A recent example is Rockbiter vs. Boulderfist. Boulderfist was a talent replacing Rockbiter, with the only difference being that it had charges. As it worked out, you pressed Boulderfist roughly as often as you pressed Rockbiter--that is, the rotation was virtually indistinguishable between the two. But the feedback was that Boulderfist was much more satisfying to use. (Source)

Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
As a main warrior for many years, the most fun I've ever had with the class was in the start of WoD with the Gladiator talent. It was a blast to play and I was super sad that it was removed.

Have you discussed it internally? Will it make a comeback?

That’s an excellent question, walkingtheriver.

We agree that Gladiator stance delivered on an awesome fantasy (who doesn’t want to be Spartacus?), but ultimately it muddled what Protection was about and led to player confusion when grouping with or playing against Prot Warriors. As a result, there currently there aren’t plans to bring it back in talent form right now. We’re cognizant of the fact that sword-and-board damage dealer isn’t represented, but packaging it as a sub-spec that co-opted the existing tank fantasy wasn’t the right way of delivering it. (Source)

Warrior - Can you please remove or alter the "Defensive Stance" equipped shield? We all hate it. It ruins transmogs. It completely goes against Arms class fantasy (2h weapon). With the spinning shields as well, the whole thing is way too busy. PLEASE remove the equipped shield.
This is definitely the dilemma of old favorite versus new hotness, and we have players on both sides of the fence regarding which way Defensive Stance should be portrayed. The equipped shield is definitely starting to show its age though, so I think this change is inevitable. (Source)

The Arms rework has been received positively by most, myself included. However, Focused Rage is effectively dead and a non competitive option. It also offered a much faster paced game play and the visceral component of larger mortal strikes, especially combined with executioner's precision. Even if you have the new legendary ring to allow you to take the old trinity of talents, it does not play even remotely the same and the damage is lackluster to boot. The new arms model simply can not cast the ability often enough to matter. Any plans to address and bring back that gameplay for those who enjoyed it?
The fast pace of the Focused Rage playstyle is something I think serves Arms better when it is a moment, rather than an always-on state (as it tended to devolve into at higher gear levels). Being able to build a huge Mortal Strike by utilizing Deadly Calm and Focused Rage was exciting, and the ability to ride that influx of Rage all the way down to the next Battle Cry was not as awesome, because it weakened the highlight moment in comparison. Figuring out how to bring back that feeling, whether its through Focused Rage or another design, is something we'll definitely be keeping in mind for the future. (Source)

Can you guys help to address some Fury Warrior execute concerns when wearing tier 20? Without tier 19 pieces, our enrage uptime during execute phase is very low, which causes us to generate less rage, and leads to less juggernaut stacks also. We pretty much all have to rely on convergence of fates from nighthold in order to help a little with this rage generation and enrage issue. In execute phase now, we pretty much have to rely on BT critting in order to enrage, and now that we don't get an additional source to boost this crit chance, it can be difficult.

Is it also possible to give odyn's champion the same treatment as rage of the valarjar to proc from both rampages and executes? Odyns champ will never proc during execute phase unless you're using massacre or using the massacre ring, which is a bit weak atm.

I think the tunnel mechanic of juggernaut stacks is a fun mini game to play, but there should be a big pay off in damage when we execute it correctly. Currently we don't see that unless the raid afks and watches us get to over 40+ stacks and then execute with a BC window. A lot of this is just the damage ramp takes too long, and we ramp up even slower if we don't have the rage to keep building stacks and are not enraged while doing so.

The initial goal for Juggernaut was to create an exciting ramp into crazy damage at the end of a fight, but it ended up overwhelming the entirety of Execute phase. Additionally, 99 stacks is probably too high; the dream of getting to max stacks is never realized in actual gameplay, leading to some disappointment.

Enrage uptime and other rotational considerations don't have room to breathe with Juggernaut in the mix. The buff to an 8 sec duration gives a little more leeway, making it less likely that Juggernaut will fall off during periods of high movement, but Ayala's Stone Heart presents a potential issue that stops us from pushing Juggernaut's duration any higher.

We're also looking at the strength of Frothing Berserker relative to Massacre. Massacre does wonders to alleviate the stress from Juggernaut, and bringing Frothing Berserker down a bit (and compensating Fury's overall damage) to make Massacre a viable choice is something we'll talk about. (Source)

Any plans to take a look at protection warrior artifact ability? Feels very underwelming compared to say Guardian ability.

Being able to move during the ability or at least being immune to knockbacks during channel would go a long way to helping it fit in more than niche encounter abilities.

We discussed a lot of different implementations for Neltharion's Fury, but in the end we felt like the focus should be on the shield, and it's relation to Neltharion. There's something cool about standing your ground as the tank, and the power within the Artifact breathing Shadowflame on your enemies.

It is difficult to directly compare the two abilities to each other, as in different situations they may be stronger or weaker than the other one, but they are both powerful tanking tools. We decided that part of the mastery of using the ability would involve knowing when a good and safe time to activate Neltharion's Fury would be. (Source)

Heroic Kil'jaeden Kill Video
Congratulations to Nurfed for their Heroic Kil'jaeden kill.

FinalBossTV #144 - Unholy/Frost Death Knights
FinalBossTV focused on Unholy and Frost Death Knights this week.

Overwatch Developer Update
Another Overwatch Developer update has been released!

by Published on 2017-06-22 06:11 PM

First Look at New Diablo 3 Zones in Patch 2.6

Card Pack Changes Coming - No More Duplicate Legendaries

Patch 7.2.5 Hotfixes - June 22
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Dungeons and Raids
  • Tomb of Sargeras
    • Sisters of the Moon
      • Sisters of the Moon can now be hit by melee attacks from farther away.

  • Fixed a bug that prevented players from receiving credit for the quests "Torch Tossing" and "More Torch Tossing".

Player versus Player
  • Fixed a bug that prevented the "3v3 Weekly Quest" from properly awarding an elite gladiator item when the player had a previous week's PVP rating of 1900+.
  • Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
    • Demonic Gateway's debuff will now show the correct duration remaining when the Warlock has the Gateway Mastery honor talent.

  • For “Unsettled Power”, Writhing Essences now drop as a currency, instead of a quest item. Entering your Class Hall or Dalaran will convert your existing progress to the new currency.

Midsummer Fire Festival Live
Midsummer Fire Festival is live once again and runs through July 5th. Check out Icy Veins for a full guide. This year there have been some changes:

Level Type Name Model Viewer
850Back Icebound Cloak
850Back Shroud of Winter's Chill
850Back The Frost Lord's Battle Shroud
850Back The Frost Lord's War Cloak
850Back Cloak of the Frigid Winds

Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Midsummer Fire Festival is back, bringing new bonfires and achievements, a downright irresponsible toy, and an elemental pet that will keep you warm on those long, dark nights of your campaign against the Burning Legion.

What’s New?
Wrath of the Frost Lord—If you’re over level 60 and have battled Frost Lord Ahune in recent years, you may have noticed he’s been feeling a little weak and sorry for himself. To make things interesting, this year we prescribed bed rest until the festival and helped him out with a power boost. He’s feeling much, much better. Unfortunately for you.

Feel the Burn—This year, there’s a new toy for you to misbehave with: a Set of Matches. The toy is available from your familiar, fair-of-face, friendly, flirty, Fire Festival vendors for 50 Burning Blossoms. (Try saying that after too much Fiery Festival Brew.) When you purchase the toy, we highly recommend you find a Kevlar jacket and an isolated spot for your first go. For reasons.

An Elemental Friend—You can also get your (hopefully gloved) hands on a new pet: the Igneous Flameling. This cute elemental has a set of skills that will light up your pet battles. It boasts Burn, Conflagrate, Flame Breath, and…actually, we couldn’t get close enough to complete our research. All we know is you’re gonna need a bigger pet cage. And we need new eyebrows.

Praise the Fire!—Last but not least, the Flame Wardens have constructed additional bonfires! New bonfires have been lit across Draenor and the Broken Isles. Search them out to honor or desecrate, and get the new achievement attached to both. The PvP in you will need to be strong, as capital city bonfires become battlefields for faction pride. Who said you can’t fight fire with fire?

Man your bonfires, champions! The heat is on!

Join Us for a Developer AMA on Friday, June 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Join us on Friday, June 23 starting at 1:00 pm PDT (4:00 pm EDT) on the World of Warcraft subreddit where members of the World of Warcraft development team will be answering your questions on class design, item design, Artifacts, and PvP balance.

To participate, just head over to We’ll be answering as many of your questions as we can, including the ongoing goals for class design and balance in the Legion expansion, the approach to classes and honor talents in PvP, and how it all ties in with Artifacts, Legendaries, and other items.

We’ll be digging in to your questions until approximately 3:00 pm PDT, so don’t miss out!

Blue Tweets
Originally Posted by Blizzard Entertainment
Mythic+ not awarding Writing Essence, bug?
This is not a bug. (Source)

Is it intended that Writhing Essences don't roll over when handing in the quest? I just handed it in at 55 and now have 0.
Yes, this is intended. This is due to a limitation of how quests function. We agree it isn’t an ideal design, and are investigating possible improvements. (Source)

Blue Posts
Originally Posted by Blizzard Entertainment
Inky Black Potion Visual Change
The change you're seeing was not intended and it's being looked into.

I'll provide an update when I have one! (Blue Tracker / Official Forums)

Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Feral Druid Feedback/Suggestions - 7.2.5
Something that's on our radar is how constrained the rotation is with both Jagged Wounds and Savage Roar. The lowest-priority finisher (Ferocious Bite) gets pushed out too much with the combination of those two talents, which also currently happen to be too favored for DPS purposes. Both of those talents likely have too much of an impact on the pacing of the spec's rotation (for what a talent should do). In both cases we should probably reduce the talent's impact on pacing (that is, on GCD/resource usage) and either A) increase its DPS in some pacing-neutral fashion, or B) let the talent value sink if it's currently dominating its row, and counterbuff the spec some other way.

This is a broader issue that we've started looking at more often since 7.0, when the number and complexity of spec-specific rotation-modifying talents/bonuses increased dramatically. Problems like having too many or too few open GCDs, or resource starvation/flooding, spring up a lot more often when 5 rows of talents + legendaries/traits can be potentially moved in and out of the same rotation. And because talents already have a tuning constraint (they need to be DPS-balanced within their row), the pacing effect can't always be easily tuned on its own. I'd expect a more common trend of talents having a simple added effect that boosts DPS so the talent can be tuned without introducing an overly large pacing swing (seen already with many recent redesigns: Soul of the Forest, Legacy of the Void, Boulderfist, Reverse Entropy, and so forth). (Official Forums)

Overwatch Patch in a Minute
Another Overwatch patch has been released! This patch includes the Horizon Lunar Colony map, McCree, Reaper, Roadhog, and other changes.

Twitch Prime - Blizzard Loot
Twitch Prime members are getting an Overwatch Golden Loot Box containing a guaranteed legendary item. Over the coming months, Twitch Prime members will receive 10 additional loot boxes containing more in-game goodies. Similar promotions will begin in August for Heroes of the Storm and in September for Hearthstone.

by Published on 2017-06-21 05:29 PM

Another Chance at Tickets for BlizzCon 2017 - July 5th
Originally Posted by Blizzard (Blue Tracker)
Good news, adventurers! We’re excited to announce that this year, BlizzCon is expanding into a brand-new hall in the Anaheim Convention Center…which means we now have some more tickets available for BlizzCon 2017.

If you didn’t get a ticket in the first two sales, get ready for another shot! Our third set of BlizzCon tickets will go on sale:

Wednesday, July 5 at 7:00 p.m. PT

This third ticket sale will once again be hosted by, and tickets are priced at $199 each (plus applicable taxes and fees). This sale will work just like our previous two, but if you’d like more info, check out the BlizzCon Ticket page and Badge Information page for all the details.

Blizzard Entertainment’s two-day gaming convention and community celebration returns to the Anaheim Convention Center on November 3 and 4 for a weekend full of hands-on gaming, in-depth developer panels, incredible esports competition, and more.

Virtual Ticket – Coming Soon!
If you can’t make it to the show in person, you’ll still have a chance to join the celebration from home with the BlizzCon Virtual Ticket, which will provide live streaming coverage to viewers around the world. Stay tuned for more details.

Check out the BlizzCon Event Info page for lots more information on prepping for the show and the upcoming ticket sales.

Look for more information on the events and activities at BlizzCon as the show approaches. We’ll see you in November!


Q: Why are more tickets on sale?
A: Until recently, we weren’t sure if the new hall at the Anaheim Convention Center would be ready in time for BlizzCon. Once we confirmed it would be, we worked quickly to determine how we’d use the space and how many more people we could accommodate while preserving the awesomeness of the BlizzCon experience.

Q: Why don’t you sell even more tickets? More people can fit in the convention center, right?
A: We truly want everyone to have a great time at BlizzCon, and part of that is making sure we strike the right balance between the content—our stages, events, demos, and so on—and the number of live attendees. Having too many people packed into the convention center would detract from the experience of being able to mingle with newfound friends and catch all the panels and esports events that you’d like. We’re excited that we’ll have access to a new hall, and we’re looking forward to making BlizzCon an unforgettable experience for everyone who attends.

Patch 7.2.5 Hotfixes - June 20
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Death Knight
  • Unholy
    • Dark Arbiter's Val'kyr Strike is no longer subject to melee avoidance.

  • Zen Pilgrimage should correctly return you to your previous location when cast from Peak of Serenity or Wandering Isle.
  • Mistweaver
    • The second stack of Thunder Focus Tea (with Focused Thunder talent) now correctly affects Essence Font.

Player versus Player
  • Death Knight
    • Unholy
      • The proc rate of Crypt Fever has been reduced by 30%.

  • Warlock
    • Affliction
      • The proc rate of Nightfall has been reduced by 40%.
by Published on 2017-06-20 07:03 PM

Kil'jaeden Defeat Cinematic
Congratulations to Serendipity (US-Korgath) for their Kil'jaeden kill!

Kil'jaeden Defeated - Argus Skybox
Congratulations to Cute Anime Girls for killing Kil'jaeden. Argus appeared in the sky for them after they got the kill!

by Published on 2017-06-20 05:17 PM

Necromancer Release Date and Price Revealed

Forgotten Torch was a Major Mechanic in League of Explorers

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

Legendary Item Upgrades
With the Tomb of Sargeras release, you can upgrade your legendary items to item level 970 by completing another collection quest.

Patch 7.2.5 Hotfixes - June 19
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Chromie Scenario
  • Fixed an issue in which the quest to complete the Deaths of Chromie scenario didn’t always give credit.
  • Chromie should become unresponsive much less often.

  • Heroic Leap, Infernal Strike, and Metamorphosis will no longer sometimes consume their cooldown without moving.

Class tuning changes below will take effect with scheduled maintenance in each region.

Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Vengeance
    • Damage of all abilities reduced by 5%.
    • Spirit Bomb damage reduced by 33%.

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Hunters should no longer see Ban-Lu, Grandmaster's companion when tracking beasts.
  • Survival
    • Damage of all abilities increased by 3%.

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Arcane
    • Damage of all abilities increased by 3%.
  • Fire
    • Damage of all abilities increased by 3%.

Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Brewmaster
    • Stagger now has 40% effectiveness against Magic damage (was 50%).
  • Mistweaver
    • The global cooldown from Refreshing Jade Wind is correctly reduced by haste.

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Retribution
    • Damage of all abilities increased 3.5%

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Discipline
    • Evangelism now has a duration of 6 seconds (was 7 seconds).

Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Elemental
    • Damage of all abilities increased by 3%.
    • Smoldering Heart proc chance is now 10% per 100 Maelstrom spent (was 20%).

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Affliction
    • Damage of all abilities reduced by 5%.
  • Destruction
    • Damage of all abilities reduced by 5%.

Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Arms
    • Trauma can no longer Critically Strike.
    • Damage of all abilities reduced by 4%.

Dungeons and Raids
  • The Nighthold
    • Gul’dan
      • Fixed a bug causing Soul Fragment of Azzinoth to inadvertently retain threat on a target after Enslave Demon breaks.

  • Insignia of Ravenholdt should now work correctly with Toxic Blade.
  • Darkmoon Deck: Promises now provides mana reduction that scales like a secondary stat.
  • Darkmoon Deck: Immortality now provides armor that scales like a secondary stat.
    • Developers’ notes: The power of these trinkets at item level 900 is identical to their previous scaling value, and will be stronger than before at lower item levels.

Player versus Player
  • Hunter
    • Marksmanship
      • T.N.T. (Honor Talent) will correctly only apply Concussive Shot to targets hit by Bursting Shot.

  • Warlock
    • Affliction
      • Demonic Gateway's debuff will now show the correct duration remaining when the Warlock has Gateway Mastery.

  • Inscription
    • Technique: Glyph of Angels is again obtainable from Mists of Pandaria creatures.

  • Fixed a bug where "In the Blink of an Eye" was not granted to players upon completion of "Illidari Allies" or equivalent.

  • Fixed a bug in the Cavern of Consumption that would erroneously teleport players back to the entrance of the cavern.

Blue Tweets
Originally Posted by Blizzard Entertainment
I know blizz are stubborn but you must realise faction arena titles was a huge mistake. Has there been any positive feedback?
Quite the contrary, it is having the desired effect. For example, in NA the cutoff difference between each faction is very close.
What Im noticing is top players just camp an alt of their main class "2nd druid" on the easier faction. Even a 50 point difference is big.
Probably a few but not the majority. Likewise we were told "everyone switches and switches back" but in reality, it wasn't the case for most (holinka)
On Eu it feels kind of weird since for example last season people on horde got r1 with 100 Rating lower than alliance.
We expect that gap to continue to shrink over time. (holinka)

what is blizzard trying to achieve then if its having its desired effect? A 3000 rated alliance player missing r1 and a 2900 horde gets it?
Our intent is to distribute our best PvP players as evenly as possible between both factions as that benefits the game as a whole. (holinka)
With each season since the change to faction based titles, we have seen that distribution improve. (holinka)
No it doesn't, the most beneficial is when all of the best PvP players play 1 faction so they can all play with eachother.
We fundamentally disagree on that point. (holinka)

is there anyway to track 150 wins after faction changing 2 times? i xfered horde played there then went back. @WarcraftDevs
There isn't really and admit that it's a problem we need to correct for the future. (holinka)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
What is the best approach to rebalancing a particular ability/champion/class/etc. - to do one large, comprehensive balance pass over one update, or several smaller, incremental balance passes over many updates?
All things being equal, I would advocate that it’s better to do it once. Touching something in many updates just increases the chance of introducing bugs, makes it feel like balance is unresolved (and therefore perhaps not worth players’ time to invest in mastering it), and can also get really wearying for players who play that character.

However, overdoing a change has all of these risks and even more. Overshooting a target and then having to revert changes adds to the sense that game balance isn’t anywhere approaching stable and can feel ever crappier to players who love that character than slowly creeping towards a target.

It’s one of those Price is Right deals - get as close as you can without going over.

Now sometimes we’ll run into a situation where small +3% changes don’t have a meaningful impact. In those cases, it’s entirely possible that we don’t even have a sense for the order of magnitude. We’re tuning the dial by 3% when really it’s going to take a 50% buff or nerf to solve the problem. That clearly could take a really long time.

If this seems to be happening, I would advocate for making a massive change - double the number or whatever. You will likely overshoot your target, perhaps by a lot, but at least you’ll know where the endpoints of your continuum are so you can try to get things somewhere in the middle. This tactic works much better for internal testing where you can explain your goals (finding the extremes) than foisting it on players who have to suffer even more balance problems just so you can get your shit together. (Source)

Weekly Bonus Event - Battlegrounds
Originally Posted by Blizzard (Blue Tracker / Official Forums)
A new weekly quest and rewards are here—steel yourself for Battleground combat!

Seven Days on the Battlegrounds
All this week, heading to the Battlegrounds will net you some extra Honor along with bonus loot for completing this week’s quest. To enter the fray, open Group Finder (default hotkey: I) and then select the Player vs. Player tab. Next choose Casual, select Random Battlegrounds, and hit the Join Battle button—you’ll be matched up with other players and sent to one of the 11 battlegrounds.

Weekly Quest
Before you get started, Archmage Timear near Violet Hold in Dalaran has a quest for you. Win four random Battlegrounds, and you’ll be rewarded with 5 Marks of Honor, a Badge of Honor (1000 Honor), and a Glory of the Melee Artifact Power token (base 500 AP).

Battleground Buff
This week you gain 50% more Honor in Battlegrounds.

A New Event 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.

Diablo 3 - Rise of the Necromancer Pack Arrives June 27!
The Necromancer is almost here! Check out Diablofans for builds and more details.

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