World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2016-08-25 02:32 AM

Wizard vs Belial Fanart, Wizard Builds Highlight - Tal Rasha & Firebirds Solo / Group Setups

11 New Cards Released with The Menagerie Tomorrow!

Samuro Easter Egg, Auriel Price Reduction & Spellbreaker Johanna, SolidJake's Bloodlust

Sombra ARG - A Moment In Crime has Updated

Artifact Knowledge and Artifact Power Reward Scaling
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The fact that Artifact Power rewards from quests and treasures now scale with Knowledge is not a bug.

We started off the design of the system thinking along the exact same lines as many of the posters in this thread: We figured that we should make sure that one-time AP rewards did not scale, or else the "right" answer might be to delay completing key quests or collecting any treasures until you had higher Knowledge. And that didn't sound like much fun.

So we spent the first half of beta with all repeatable AP sources (world quests, item drops, missions, etc.) scaling, and all story quests and treasures flat. We added multipliers to things like Suramar or Order Campaign quests that tried to incorporate a likely expected Knowledge level at the point where players would get to that content. So, for example, finishing the third chapter of the Suramar campaign awarded a flat 10k Artifact Power, since by that point we expected players to likely have a ~14x multiplier from being around Knowledge Level 12, and we wanted to make sure that the reward still felt meaningful to that player.

But as we were actually playtesting extensively and getting into endgame ourselves and going through the Artifact Power and Knowledge progressions, we realized two things:

  • Artifact Power isn't a limited resource. There's always more available. There are world quests popping up every few hours, dungeons that can be repeatedly run, and so forth. And regardless of what we did with one-time sources, the vast majority of a player's AP over the course of the expansion would come from repeatable sources.
  • Even trying to account for an expected "par" Knowledge level, any time you came across a non-scaling reward that was aimed at someone with a lower Knowledge level, it felt pretty bad. Stumbling across a zone side-quest you'd missed and getting 100 AP from it when you needed 70k for your next trait felt like a waste of time. Opening a treasure to get 25 AP when you needed 300k for your next trait felt insulting. The system we'd set up actually encouraged trying to front-load all your AP while it still mattered (e.g. doing a full world tour to collect every treasure possible while still at Knowledge Level 1, since if you waited they'd no longer be worth the time relative to other activities).

So we started changing it. The first step was making treasures and level-up quests scale. That helped, but we still found that someone who delayed doing much in Suramar beyond the initial Friendly unlock, and instead focused on other content (dungeons, world quests, etc.), found all the rewards in the zone incredibly underwhelming once they got around to doing those quests. So just over a month ago, we also converted those rewards to be scaling sources.

Now, we haven't had a new client build since then, so community sites and datamining likely still show the values of the old items. That Suramar Chapter 3 capstone reward mentioned above is not a 10k AP item that gets multiplied by Artifact Power - that'd be pretty crazy. It's now just a 750 AP base item, which will give around 10k AP when you get there if you've been keeping up with your Knowledge.

It's not necessarily intuitive, since at first glance it seems like an obvious flaw in our system that if you wait until Knowledge Level 20 (a month and a half longer) to complete that quest, it'd give over 70k AP instead of 10k. Aren't you "wasting" 60k AP if you don't do that? The key here is that everything is relative. That Suramar quest capstone reward is equal to ~5 world quests. It'll be equal to 5 world quests if you do it ASAP; it'll be equal to 5 world quests if you do it two months later. And it'll contribute roughly the same amount towards whatever trait you're working on at the time.

Finally, it's also worth noting that the biggest one-time sources of AP are the Order Hall campaign, and the Suramar campaign. From a pure min-max perspective (probably the mindset most associated with the competitive raider), you really don't want to delay turning in either of those. The former leads to unlocking your third Artifact relic slot; the latter unlocks additional repeatable sources of AP (new world quests) and eventually access to the two Mythic dungeons, for an extra two Mythic clears each week.

tl;dr: Just get Artifact Power when you find it, as you find it. Enjoy the rewards and the immediate benefit, and you aren't hurting yourself in the long run.

Patch 7.0.3 Hotfixes - August 24
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Demon Speed now properly works in Battlegrounds and Arenas.
  • Haste now properly reduces the cooldown of Throw Glaive.
  • Consuming a Soul Fragment should no longer cancel Glide.
  • Demon Hunters can now learn and use Leather-Agility goggles from Engineering.

Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Starfall no longer stops dealing damage when striking a target that is immune to AOE.

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Stampede should ignore targets that are immune to AOE.

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Arcane Orb can no longer be used while silenced.
  • The Dense Ice version of Ice Barrier can now be properly refreshed, even when the shield is undamaged.

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Driven to Madness now only works outside Voidform and will not activate on periodic effects.
  • Body and Mind should not be castable while the Priest is silenced.

Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • The Arms Warrior talent Trauma should consistently apply via Whirlwind, even from maximum range.
  • Hamstring no longer activates Opportunity Strikes.

  • The new graveyard outside of Caverns of Time should now function properly while the Tanaris invasion is active.
  • Stage 4 bosses should be doing a bit less melee damage per hit.
  • Fixed a bug that was preventing some lower-level event reward armor from gaining item level upgrades when Warforged.

Blue Posts
Originally Posted by Blizzard Entertainment
Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Recent Druid Changes
Guardian is overall in a good space, but Mastery scaling has been a bit out of control while Haste has been underwhelming. The main defensive value of Haste for Guardian Druids is to proc more Ironfurs and Frenzied Regenerations - something we want to bring more into focus.

Last night we decreased the health and healing received from Nature's Guardian to 4% (from 8%) and adjusted the mastery amount accordingly, and, to compensate for this, we've increased the amount of armor granted by Ironfur up to 100% (from 75%). You should see more of an impact from haste affecting Ironfur now, and stacking Mastery will be a less effective tactic going forward.

  • Nature’s Guardian now increases health and healing received by 4% (was 8%). The Mastery amount has also been reduced accordingly.
  • Ironfur now increases Armor by 100% (was 75%).

Edit: The hotfix notes have been updated with these changes.

Apologies for the delay here and thanks for all of your feedback - we've been working to confirm that this change was not intended. The Attack Power change on the Guardian Druid Mastery is, indeed, a bug, and will be corrected in the near future.

I'll update this thread once we have more details related to this fix. (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Hunter Feedback
Hey guys!

Trying to round up some class feedback to throw back over to the development team. If anyone has made collated lists on the state of the various specs, with examples of the skills and abilities players are having issue with that would be awesome to see!

Otherwise, please use this thread to help me collate information from the greater Hunter community and explain why certain changes have impacted your engagement and desire to play the class.

One of the primary issues I see being mentioned is the current state of Beast Mastery revolving around "only three buttons" when following guides from sites like Icy-Veins, so know that I've noted that in my feedback already.

I am interested to hear why less buttons impacts your engagement and enjoyment of the class overall, and what you see as the problem with any of those skills.

*Excuse any ignorance I may have with the Hunter class here. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
But are the tokens class specific? Or is it 1 item same for everyone?
Legion tier tokens use the same groupings as those found in Hellfire Citadel, with Demon Hunters on Conqueror. (WarcraftDevs)

eg if I go to attack the boss, a hunter barrage or fire Mage ignite just one shots. Im not saying turn off PvP
Definitely a new problem with scaling events that should be fun to level on + PvP. Lots of potential solutions here. Thoughts? (Muffinus)

Watch Illidan Come to Life in This Time-lapse Video
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Take a virtual journey to Taiwan to watch a truly impressive glow-in-the-dark Illidan mural come to life in this time-lapse video.

You can also learn more about the neighboring statue of Arthas in the Forging a Hero video.
by Published on 2016-08-23 04:22 PM

Update: Additional Guardian hotfixes were added
Update: All six invasion areas are up at once now.
Update: Another part of the pre-expansion quest line is now live in the US and EU!

Gamescom Developer Interview, Legion World Quests Preview, Blue Posts, DLC #548

Legion Dungeons and Raids Schedule
Originally Posted by Blizzard (Blue Tracker / Official Forums)
When it comes to dungeons and raids in World of Warcraft: Legion, launch on August 30 is just the beginning. Here’s a list of dates to look forward to as Azeroth fights off a demonic invasion.

  • Tuesday, August 30–When Legion is live, dungeons will immediately be available on Normal and Heroic difficulties. Mythic dungeon difficulty will be available after the weekly dungeon reset time.
  • Tuesday, September 20–The Emerald Nightmare Raid dungeon opens on Normal and Heroic difficulties. Mythic Keystones will begin dropping which will allow increased challenge and rewards from Mythic dungeons.
  • Tuesday, September 27–Mythic difficulty for the Emerald Nightmare Raid dungeon opens. The first wing of Raid Finder difficulty for Emerald Nightmare opens.
  • Tuesday, October 11–Raid Finder Wing 2 of Emerald Nightmare opens.
  • Tuesday, October 25–Raid Finder Wing 3 of Emerald Nightmare opens.

We look forward to seeing you in the Broken Isles!

Patch 7.0.3 Hotfixes - August 22
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Rune of Razorice now correctly increases the damage of some previously unaffected Frost abilities.
  • Blood
    • Blood Boil's damage has been reduced by 39%.
  • Unholy
    • Clawing Shadows damage has been changed to 130% weapon damage (was 150% Attack Power) and now requires facing the target.

Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Havoc
    • Demon Blades now generates 12-20 Fury (was 15-20).

Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Guardian
    • Nature’s Guardian now increases health and healing received by 4% (was 8%). The Mastery amount has also been reduced accordingly.
    • Ironfur now increases Armor by 100% (was 75%).
  • Balance
    • Blessing of Elune now increases Astral Power generation by 25% (was 40%).
    • Blessing of An'she now grants 2 Astral Power every 3 seconds (was 2 Astral Power every 2.5 seconds).
    • Lunar Strike now generates 12 Astral Power (was 10).
    • Mastery: Starlight bonus has been increased to 2%/point (was 1.75%).
    • Moonfire and Sunfire DoT damage has been decreased to 50% per tick (was 55%).
    • Shooting Stars gives 4 Astral Power (was 5).
    • Solar Wrath now generates 8 Astral Power (was 6).
    • Developer's Note: We shifted some Astral Power generation from the level 90 talent row into the baseline spec. This both improves gameplay sub level 90 and reduces reliance on these talents at max level.

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Arcane
    • Arcane Blast mana cost has been decreased to 3.0% base mana (was 3.2%).
  • Fire
    • Cinderstorm will no longer consume additional stacks of Ice Floes when damage occurs.
    • Fire Mage critical strike chance has been increased by 5%.
    • Critical Mass multiplier has been decreased to 1.1 (was 1.3).
    • Developer's Note: We shifted some critical strike chance from a multiplier on gear to a flat bonus. This brings the value of critical strike for Fire closer to other stats and also limits the very high amounts of critical strike chance that can be reached with certain gear.

Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Mistweaver
    • Renewing Mist mana cost increased to 3.0% base mana (was 2.8%).
    • Mastery: Gust of Mist now heals for 10% per Spell Point (was 8.5%).

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Paladin
    • Divine Steed can no longer be used while Hexed.
    • Holy: Rule of Law now correctly effects Bestow Faith and Holy Prism.
    • Rule of Law now has a short cooldown to prevent the accidental use of both charges.

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Discipline
    • Penance mana cost has been reduced to 2.8% base mana (was 3%).
    • Mastery: Absolution now gives 1.5% per point (was 1.4%).
  • Holy
    • Body and Mind is no longer castable while Silenced.

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Death from Above will no longer refund excess combo points if the player is using Anticipation.
  • Assassination
    • Envenom damage has been increased to 60% Attack Power per point (was 50%).
    • Deadly Poison instant damage has been increased to 17% Attack Power (was 14.2%).
    • Rupture damage has been decreased to 25% Attack Power (was 30%).
    • Agonizing Poison now stacks 5 times (was 4).
    • Developer's Note: We shifted some damage from Rupture into poison affects to increase the significance of poisons in the rotation and help poison-oriented talents better compete with bleed-oriented talents.

Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Enhancement
    • Windfury base proc rate has been increased to 10% (was 5%.)
    • Rockbiter damage has been increased to 155% Attack Power (was 135%).
    • Lightning Bolt (Enhancement) damage has been increased to 30% Spell Power (was 25%).
    • Earthen Spike debuff damage has been increased to 15% (was 10%).
    • Developer's Note: We increased Maelstrom generation slightly, by making Windfury proc more often.
  • Elemental
    • Storm Elemental Wind Gust now generates 10 Maelstrom per cast (was 8).
    • Frost Shock damage has been increased slightly to 56% (was 52%).
    • Liquid Magma Totem damage has been increased to 80% (was 70%)).

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Destruction
    • Havoc now duplicates Channel Demonfire bolts cast on other targets.

Demon Invasions
  • Fixed a bug causing several creatures and/or their abilities to not scale properly to player level.
by Published on 2016-08-19 06:37 PM

Update: Tier tokens will drop from Group Loot / Master loot, Personal loot awards the armor piece itself.

Azeroth Armory: Forging Warglaive

Gamescom Developer Q&A
Our friends at FatBossTV had the chance to sit down with WatcherDev and talk about Patch 7.1 and Legion!

Patch 7.1
  • Patch 7.1 has three major pieces: Karazhan, a small raid, and additional quests in Suramar.
  • We will get a lot more detail on Patch 7.1 after Legion launches.
  • Patch 7.1 was announced now to underscore the team's commitment to patch content as part of Legion.
  • Karazhan is a Mythic dungeon (not Mythic+) with a weekly lockout.
  • Karazhan is a long enough dungeon that some people might do part of it one night and then come back to finish it another night.
  • Patch 6.2.3 was a pretty successful patch for what it was, mostly a systems patch that revitalized existing content and gave players a reason to revisit stuff.

New Dungeons
  • The old dungeon structure didn't give the team a good way to add dungeons that fit into the existing ecosystem of dungeons without stepping on the old ones.
  • When ZA and ZG were introduced, they gave better loot than the older dungeons, so people went from running a diverse set of dungeons to running just the troll dungeons.
  • With Mythic+ dungeons and Warforged/Titanforged gear in dungeons the team can add new dungeons that have a higher baseline difficulty and rewards that coexist the existing dungeons.

Raid Release Schedule
  • There will be a blog post coming out in the next few days that has the full raid release schedule.
  • The schedule will be similar to previous expansions, where everything is closed for the first three weeks, then Normal and Heroic Nightmare open, the PvP season begins, and Mythic keystones become available
  • Nighthold is an early 2017 raid, towards the very beginning of 2017.
  • In Warlords, it felt like Foundry came out too soon in relation to Highmaul for a lot of guilds and raid groups. The top end raiders were ready for it, but tons of other players were still working on it. Foundry came out and they felt rushed into that.

Mythic+ Dungeons
  • The world first type raiders will be playing a lot the first few weeks of raiding. Instead of doing five split clears they may end up doing lots of Mythic+ dungeons, which isn't the end of the world.
  • The average group will probably play through all of the Mythic keystones in the group and that is it. That might take 12 - 15 dungeon runs, which is longer than most guilds raid in a week.
  • It would be easy to add a hard weekly lockout on Mythic keystones to prevent people from farming them for loot, but that would lead to people logging in on Tuesday, doing their Mythic run for the week, and being done.
  • With keystones, if you log in later in the week and have a fresh keystone ready to go, people will be lining up to run the dungeon with you.
  • Currently rewards cap out at Mythic+ 10, which rewards gear that is roughly on par with Heroic Nightmare gear. The real reward comes from the weekly chest, rewarding the mythic raid gear.

Legendary Items
  • There is a little bit of tuning still to be done on the legendary items that are outliers.
  • There will still be some items that are the best and some that are the worst.
  • The legendary items are a chance to try out interesting effects that aren't just a damage throughput increase.
  • If you are someone that never sets foot in a raid zone, getting a legendary item should still be exciting for you.
  • There are some legendary items that are amazing in a raid over a long fight that aren't as useful for a player that is just soloing in the world. A more utility related legendary might be a huge deal for that player.
  • There are plans to add more legendary items as the expansion progresses.
  • The team decided not to start out with a system that allowed you to target a specific legendary item.
  • As more are added, there will be some threshold at which there are so many out there that it feels like you can't reasonably expect to get any of the specific ones you want. At that point being able to target certain legendary items will make sense.

Artifact Weapons
  • The team will avoid nerfing a spec from being a little too good to the worst so that you don't feel that all of your Artifact progression was a waste.
  • Artifacts are something that will continue to grow and evolve so that Artifact Power matters for the entirety of Legion.
  • Classes are balanced against each other without Artifacts or Legendary items. The Artifacts and Legendary items are then balanced against each other separately.

Melee vs Ranged
  • In Mythic+ dungeons melee do really well thanks to their cleave and mobility compared to casters that have to stand still.
  • Melee may be a little stronger in Mythic+ dungeons while ranged are a little stronger in raids, which is fine as long as the gap isn't too large.
  • The team doesn't want to solve the melee vs ranged problem by making life boring for melee and making raid mechanics that don't target them at all.
  • The community doesn't do a great job when something is 1% better and they claim it is the only viable option and everything else is garbage.

Ability Pruning
  • You prune a plant to guide its growth in new directions that are hopefully more aesthetically pleasing. It is removing stuff to make room to add new stuff.
  • One of the themes of Legion class design is to emphasize strengths and weaknesses of classes.
  • A lot of the things that were removed were removed after looking back at classes over the years where the class designers had taken the easy route. The team was coming up with a new set of abilities for an expansion or needed new talents and asked themselves what that class needed. If a class wasn't very mobile, they gave them a talent row with mobility options. Players thought this was amazing and what they always wanted, but that led to a lot of homogenization.
  • In a world where no one has weaknesses there are also no strengths.
  • In Legion there is now room to add interesting utility, especially for specs that feel like they don't bring much beyond their throughput.
  • Bring the player, not the class was a reaction to the hyper regimented raid structure of Burning Crusade where buffs were party based and synergy was more important than anything else.
  • The team would like to get back to a place where if you are a PuG leader, you are looking at your raid comp and saying, "We could really use a Hunter, let's look for a good hunter", rather than "Let's look for any ranged DPS, especially the flavor of the month that is 2% better and thus is the only viable one". Obviously this isn't the case literally right now, but it is what the team is thinking about and would like to move towards over the course of patches and future content.

Expansion Launches
  • There is a lot that has been done by the server team and how the world is designed that will make the Legion launch smoother than the Warlords launch.
  • Zones scale in level so the population will be distributed across the different zones.
  • Under heavy load there will also be multiple versions of the same zone on the same server to make sure that server performance is okay and gameplay feels good.
  • One of the things that caused problems for servers at Warlords launch, especially on the Horde side, was the Spyglass that was needed to start the Horde Garrison. It was only usable by one player at a time, which caused a bit of a bottleneck.
  • The team hotfixed the Spyglass to be usable by multiple players at a time, but something went wrong with the hofix and then no one could use the Spyglass!
  • Horde players in North America were all stuck there for a few hours until the team could fix it, resulting in a big clump of players all hitting the garrison at the same time, making server problems much worse.
  • Everyone on the server was doing Frostfire at the same time, resulting in a laggy zone and even more players building up there, making things even worse.

Raid Structure and Rewards
  • The current raid structure didn't change this expansion because there isn't a huge problem to fix. All of the raid structure changes in previous expansions were targeted at solving a particular problem.
  • Classic to Burning Crusade changed because the logistics of 40 man raiding were overwhelming for a lot of guilds, players were a cog in the giant raid machine. "Your job is to dispel this one person and that is your only job in this giant 40 player group". It was fun for the raid leader to plan all of that out but less fun for the players.
  • The introduction of 10 player raiding allowed the team to let more types of players and groups experience the content.
  • Flexible raiding is probably the best raid structure the team has done and is working well.
  • Three difficulties plus Raid Finder means that there is a raid difficulty for all of the different groups. Normal for friends, family, and PuGs. Heroic for guilds that are formed for the purpose of raiding, Mythic for the extremely hardcore players.
  • Mythic needed a fixed size so that tuning could be done in a way that is satisfying.
  • Being able to split the raid into groups that could go off and do a mechanic and assuming that the raid had one of every class was part of the encounters that the team wanted to design for Mythic, so the 20 player size felt like the right number. A smaller group size such as 15 players might have also worked, but that would have been tougher for the groups that were already at 25.
  • The team was worried that LFR was growing too much in prominence in some ways, so they wanted to make sure that players were doing regular group raiding didn't also feel obligated to do lots of Raid Finder to complement that. The team probably overdid this in Warlords by removing Tier sets from Raid Finder, so they are coming back to Raid Finder in Legion.
  • Most of the players that are raiding competitively will already have set pieces before that Raid Finder wing opens, so they won't feel obligated to go and do it when it opens.
  • If you have been really unlucky and want your set bonus, this gives you another chance to go and get that last piece.

Warcraft Movie - Additional Scene
An additional scene that wasn't in the theater release of the Warcraft Movie was posted today! Duncan Jones confirmed that this is one of the extra scenes on the DVD that releases on September 27th.

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