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by Published on 2018-12-16 02:13 AM

Update: The multi-person capability is a special perk just for your established Hivemind group (the 5 people you last completed it with). If you want to link with different people, you can! Just complete it again with a new group.

The Hivemind Mount Solved
The Secret Finding Discord has figured out the Hivemind Mount! Check out the full guide on Warcraft Secrets.


You will need a group of at least five players to acquire The Hivemind. There are many pugs going in LFG. You should all have the same warmode setting while working on the puzzle together.

Step 1 - Purchase and equip the Talisman of True Treasure Tracking. This is obtained from Griftah in Shattrath. Keep this equipped for the entire puzzle.

Step 2 - Acquire the colored crystal monocles.
  • Note: Players have reported that your party only needs one of each monocle, but each one should be held by a different player. According to these reports you do not have to acquire any of these monocles personally to unlock The Hivemind. It is possible to join a group of four players who have these monocles already, and join them at the Suramar Beams step.


Red Crystal Monocle - complete the trading game puzzle in Vash’jir. You will need 2380 gold for this step.


Green Crystal Monocle - complete the Skyreach puzzle.
  • At the end of the Skyreach dungeon, you can interact with the Basic Instructions banner.
  • Interact with the small glowing orb on the console and colored lights will appear in the distance.
  • Use the console to perform the following sequence: Right - Up - Down - Up - Right - Right - Up - Left - Down - Up - Left - Down
  • A chest will appear at the top of the console, loot the Green Crystal Monocle.


Yellow Crystal Monocle - complete the Halls of Origination puzzle.
  • Enter the Halls of Origination and take the stairs on the right. When you’ve reached the elevator jump down to interact with the Stellar Refraction device.
  • Click each constellation that appears to change the colors of other constellations nearby. Once they are all the same color, the chest will spawn containing the Yellow Crystal Monocle.
  • An addon has been developed to help solve this puzzle.
  • Note that you can invite players to your party after the puzzle has been solved, and they too can loot the chest containing the monocle.


Blue Crystal Monocle - complete the letter puzzle.
  • You will need to read letters located all over Azeroth.
  • Letter #1 - Shattrath at 65,69 behind Griftah.
  • Letter #2 - Highmountain at 57.41, 27.91 on top a wood crate.
  • Letter #3 - Karazhan raid on a chair in Medivh's Chambers.
  • Letter #4 - Razorfen Downs at the end of the instance on a table.
  • Letter #5 - Mount Hyjal at 44.41, 46.65 at the top of the tree.
  • Letter #6 - Icecrown at 70.73, 73.35 near the border of Crystalsong Forest.
  • Letter #7 - Townlong Steppes at 37.7, 63 near the base of the structure.
  • Go to Borean Tundra to the top of The Nexus and loot the Gift from Ms. Graham at 27.45, 27.12 to acquire the Blue Crystal Monocle.

Step 3 - Disabling the Suramar Beams.
  • In Suramar at 41, 69.5 there are four colored beams, one for each monocle.
  • There are also 4 withered NPCs that correspond to each beam / monocle.
  • Rikei (red) located at 71.86, 62.57
  • Blom’an (blue) located at 46.89, 28.61.
  • Giluzui (green) located at 19.95, 46.39.
  • Yorilan (yellow) located at 43.58, 81.82.
  • Each member of your party must be at a different withered, equipped with the corresponding colored monocle. Equipping the monocle will make the withered hostile to you. The remaining player will stand by the doorway with the colored beams.
  • Bringing the withered down to 1% HP will cause it to cast Draw Energy. This will cause that withered’s color beam to briefly be removed from the doorway.
  • The 4 members of your group handling the withered must carefully time bringing the NPCs down to 1%, while the fifth player stands near the doorway, waiting to go in.
  • Once all beams are down, the 5th player must quickly get to the dresser and interact with the Lost Cat Toy.
  • This will cause the player to be teleported out and take damage. Make note of the amount of damage taken, as this is required to complete the next step.


Step 4 - Lady Chaton in the Court of Stars
  • Take the entire group to Lady Chaton in the Court of Stars. There are numerous manakittens that can be pet. Each time you pet a kitten it gets a stack of Purring for 15 seconds.
  • The damage the 5th player in your party took when getting teleported out of the Suramar room is the number of stacks you must apply to different cats.
  • The order of the cats compared to the damage taken is Fluffy, Shadow, Mew, Ash and Bella. For example, if the player in your group took 15904 damage then you would need 1 stack on Fluffy, 5 stacks on Shadow, 9 stacks on Mew, 0 stacks on Ash and 4 stacks on Bella.
  • If the damage taken was only 4 digits long, ignore Fluffy.
  • If the damage taken was only 3 digits long, Ignore Fluffy and Shadow.
  • Make sure to start with the cat that has the highest stacks needed, as the stacks quickly drop after 15 seconds.
  • Once all necessary cats have their required stacks, an orb will appear. Click it to be teleported to the next puzzle.


Step 5 - The Jumping Puzzle
  • All five players will need to get to the other side of the room through the jumping puzzle.
  • Assign each player in your group a position, from 1 to 5, and follow this jumping guide. Note that some players report their solution being slightly different.
  • With all five players across, walk up to the door together. When all players are at the door it can be opened.


Final Step - The Arcane Crossing
  • Stand about 4-5 steps from top of the stairs.
  • The objective is to get all five players over to the other side, by riding the lightlock disc.
  • Nobody can cross solo. There is a single combination of 3 players within your group that can cross together. The rest will cross in pairs of two.
  • One person is capable of crossing with any other player. Think of them as the "anchor" player.
  • Mark each player in the raid with an icon. Through trial and error, send two people at a time onto the disc.
  • When a pair makes it across, one of them is the anchor. Do some more trial and error to figure out which one it is.
  • Once you have identified the person who can cross with anyone (the anchor), you must now identify the group of three people that can cross together. This will be the only group of three capable of crossing at the same time. It will consist of the anchor player + two other members in your group. Call this the "trio". Use trial and error again.
  • Once you have identified the trio that can cross together, you are nearly complete.
  • The anchor player will always stay on the disc, and only come off in the final step.
  • With the trio on the disc, drop one of the two non-anchor players off at the finish. You now have two people on the disc. (anchor + one member of the trio)
  • Drop the other member of the trio back off at the start, and pick up another regular group member. Take them to the finish, where they will get off, and the member of the trio who was at the finish will get back on.
  • Both of these members will ride on the disc back to the start, and pick up the third member of the trio. Ride back to the finish, and drop a member of the trio off at the finish. You now have two members at the finish (one member of the trio, one regular member).
  • The anchor and remaining member of the trio ride back to the start where the remaining member of the trio will hop off the disc, and pickup the other regular member of your party. Drop this person off at the finish, and pick up the member of the trio who was waiting at the finish. You should now have both "regular" members at the finish, the anchor and one trio member on the disc, and one trio member at the start.
  • Ride the disc once more to the start, and pick up the last remaining of the trio. All three of you ride to the finish, and hop off at the same time. Approach the door as a group, and open it.
  • Surrounding The Hivemind are five shadowy pools. Each member must stand in a different pool and click on The Hivemind.
  • Once all players channel their spell at the same time, the mount will be yours!
by Published on 2018-12-15 01:16 AM

Elixir of Tongues Live, Upcoming Tuning, Q&A Feedback, A Message From Heroes Team

AWC and MDI Competitive Rulings
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The World of Warcraft Arena World Championship (AWC) and Mythic Dungeon Invitational (MDI) programs operate via official rulesets, which were established in order to set expectations around the rules of tournament play and structure, player eligibility, points, prizes, sponsorships, and player conduct. All players accept these rules in order to participate in our tournaments and are expected to abide by them at all times.

We take all violations seriously. This page will be updated as new competitive rulings are issued.

  • Simon "Boetar" Heinks
  • 2018 AWC Ruleset
  • 6.1(a) - Misconduct outside tournament venue
  • Suspension (01/01/2019 - 12/31/2019)

Patch 8.1 Hotfixes - December 14, 2018
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • Hunter (Forums / Skills / Talent Calculator)
    • Marksmanship
      • Double Tap will no longer be immediately consumed for no benefit if it is activated while channeling Rapid Fire.

Dungeons and Raids
  • Grievous should no longer stack to 2 on the first periodic.
  • Increasing damage of Bursting to 7% per tick (was 5%).

  • Atal’Dazar
    • Removed Infested from several stationary enemies in the instance.

  • Kings’ Rest
    • Adjusted spawns of Teeming in the instance immediately before and after the Golden Serpent.
    • Animated Guardian’s Released Inhibitors only increases Melee haste.
    • Lowered duration of King A’akul’s Hidden Blade to 4 seconds (was 8 seconds.
    • Lowered Embalming Fluid DoT duration to 6 seconds (was 10 seconds).
    • Lowered Golden Serpent’s Animated Gold health by 75%.
    • Lowered Guard Captain Atu’s Axe Barrage to 6 seconds (was 10 seconds).
    • Queen Patlaa’s Dark Shot changed. It now takes 1.5 seconds to land.
    • Reduced Spectral Berserker Severing Blade damage by 25%.
    • Seneschal M’bara is now level 120 and is susceptible to crowd control.
    • Spectral Berserker is now level 120 and is susceptible to crowd control.

  • Motherlode
    • Adjusted spawns of Teeming in the instance.
    • Reduced Venture Co. Mastermind Leech Globule healing by 50%
    • Increased Feckless Assistant Transfiguration Serum recast to 20 seconds (was 10 seconds).
    • Reduced Weapon Testers Echo Blade damage by 50%.
    • Reduced damage of Venture Co. Earthshaper’s Rock Lance by 25%.
    • Reduced Recast of Earthshaper’s Earth Shield to 20 seconds (was 10 seconds).
    • Wanton Sapper casts Final Blast at 10% health (was at 20%).

  • Sethrallis
    • Increased recast of Healing Wave cast by Charged Dust Devil to 16 seconds (was 10 seconds).
    • Reduced duration of Sandswept Marksman Neurotoxin to 4 seconds (was 8 seconds).
    • Faithless Tender’s Greater Heal is now single target.
    • Reduced melee damage of Faithless Conscript by 70%.
    • Increased respawn of Faithless Conscripts to 50 seconds (was 60 seconds).

  • Shrine of the Storm
    • Lowered damage of Temple Attendant’s Wash Away by 25%.
    • Wash Away no longer hits pets and guardians.
    • Runecarver Sorn’s Carve Flesh initial damage reduced by 75%, but is now increased by 70% per tick.
    • Increased recast on Drowned Depthbringer’s Rip Mind to 16 seconds (was 8 seconds).
    • Removed Infested from the Living Current before Aqu’sirr.

  • Siege of Boralus
    • Reduced damage of Blacktar Bomber’s Burning Tar initial damage by 50% and Fire Bomb by 25%.
    • Adjusted spawns of Teeming and Infested in the instance.
    • Increased cast time of Ashvane Commander’s Bolstering Shout to 5 seconds (was 3 seconds).
    • Reduced Hadal Darkfathom’s Break Water unavoidable damage by 25%.
    • Reduced range on Bilge Rat Demolisher Terrifying Roar to 10 yards (was 30 yards), and added a precast visual.

  • Tol Dagor
    • The Sand Queen’s Buzzing Drone no longer melees, but casts Itchy Bite much more frequently.
    • Ashvane Marine’s Suppression Fire initial damage removed, but periodic damage immediately deals damage.
    • Overseer Korgus Incendariy Rounds no longer stacks.
    • Heavy Cannon’s Cannon Blast damage should now scale with the Keystone Level of the dungeon.

  • The Underrot
    • Increased recast on Devout Blood Priest abilities.
    • Reduced Fanatical Headhunter Barbed Spear duration to 4 seconds (was 8 seconds).
    • Reduced duration of Warcry to 8 seconds (was 30 seconds).
    • Elder Leaxa will now only spawn one Blood Mirror clone.

  • Waycrest Manor
    • Deathtouched Slaver is now susceptible to Stun.
    • Maddened Survivalist Freezing Trap is now Magic.

  • Uldir
    • Fixed a bug with the way Fetid Devourer uses his walk. No time to talk.

Island Expeditions
  • Resolved an issue in Jorundall that could cause the Southsea Pirate invasion to spawn a pirate ship in Fatigue waters.

Items
  • Players are now able to purchase Elixir of Tongues from Lizzi Liverzapper. Using and applying the potion will allow players to be able to understand the opposite faction.
  • Captain's Signet of Command is now item level 395 (was 380) to match its Horde counterpart.
  • Scouting Maps should again show up on the Honorbound and 7th Legion vendors and display the Pathfinder requirement to buy it if you do not have that achievement yet.
  • Fixed an issue where Cloak of the Restless Tribes was not scaling properly after exiting a Timewalking dungeon.

Player versus Player
  • Monk
    • Wind Waker will put a spell visual on the Monk when an ally triggers it.

  • Paladin
    • Ultimate Retribution will now cancel when Divine Shield or Blessing of Protection is applied.

World Quests
  • It is now raining additional mana for the Nazmir Assault World Quests "It's Raining Mana" and "Untapped Potential".
by Published on 2018-12-14 11:04 PM

Hivemind Update: Some Monocles have been found.

Season 15 End/Season 16 Start Dates

Rastakhan's Rumble Legendary Cards Worth Your Dust

A Message From Production Director Kaéo Milker

Overwatch Winter Wonderland Patch - Skins, Nerfs & Buffs

Elixir of Tongues Hotfix Live
The Elixir of Tongues is now for sale on Fizzi Liverzapper.



Upcoming Tuning Adjustments - December 18
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With scheduled maintenance next week on 19 December, we’re focusing on shoring up a couple of specs that fell a little behind with Tides of Vengeance:

Druid (Forums / Skills / Talent Calculator)
Feral
  • Damage of all abilities increased by 7%.

Mage (Forums / Skills / Talent Calculator)
Frost
  • Damage of all spells increased by 3%.

Both of these adjustments will apply to PvP activities as well.

Developer Q&A Feedback
Originally Posted by Blizzard Entertainment
I know he more then likely didn’t word it right but…It honestly sounds like they only take analysis data into consideration and not their player base…
Which would actually explained a ton about the sate of the current game, class design, and how poor of a state BFA launched…
That Q&A was hard to watch


I guess you’d be surprised just how much we do read and do listen but that doesn’t mean we do knee-jerk reactions to whatever someone says. We do miss things and do make mistakes, we are still human (unfortunately?), but we do try to consider the implications that changes will have for all player types. We, the World of Warcraft community, are a mass of individuals and not a hive mind. (Blue Tracker / Official Forums)

If you have additional questions or topics to discuss feel free to share those. If there were specific questions you felt weren’t important, please specify those. Keep in mind that what you are wanting answered and what is important to you can easily be different to others… many others. (Blue Tracker / Official Forums)

A Message From Heroes Production Director Kaéo Milker
Originally Posted by Blizzard (Blue Tracker)
Yesterday, we announced a difficult decision—the HGC will not be returning in 2019 and we’ll be transitioning some Heroes of the Storm developers to our other game teams. While our extended Blizzard family working on World of Warcraft, Hearthstone, Overwatch, and our unannounced projects will be getting an influx of much-needed, extremely talented Heroes devs to help them achieve their goals, it also means that we’ll need to change the cadence of support for Heroes going forward.

So, I’m sad. I’m sad because I love this team and this game that we’ve built together, with all of you, and this past year has been such a great one for Heroes of the Storm. The HGC had its best year yet and I was so looking forward to the 2019 season. On the game side, we’ve had a steady stream of some of the most sought-after heroes, amazing themed events, and impactful reworks. We also made meaningful progress on improving core systems and features across the game. We truly hit our stride in 2018, so I’m disappointed that some of the exciting plans we had for 2019 will have to change.

But all is not lost. The team that remains dedicated to Heroes of the Storm is a veritable Who’s Who of developers who have been driving every facet of the game from the very beginning—from people you know and have seen speak publicly about the game for years, to those who have poured their hearts into it from behind the scenes. In short, we’re continuing to develop the game with an incredible team that has the experience and passion required to support Heroes of the Storm well into the future.

The Heroes of the Storm team and I also have a unique opportunity to rethink things and reprioritize. Because now more than ever, our charge is to focus on taking care of you, our players, and to channel all our energy into keeping the game dynamic and fun. This means we’re still committed to regular hero reworks, themed events, and even new heroes. We’re setting our sights on the new goals and timelines for what we want to do with the game from here on out and we’re eager to share those plans as soon as they’re finalized.

So, I’m also excited. I’m excited for my teammates to bring their hard-won experience from making this game to the other teams at Blizzard to help their games be even better. And I’m especially excited for Heroes of the Storm to continue evolving with a renewed focus and purity of purpose.

Thank you for joining us on the journey so far, and please bear with us through these changes. Your feedback is as critical as ever, and continues to guide our priorities and decisions while helping us be better along the way.

Thank you,
Kaéo
by Published on 2018-12-14 06:54 PM

Developer Q&A - Ion Hazzikostas
Ion Hazzikostas answered Tides of Vengeance questions today. The next Q&A is coming in early January to talk about Story and Lore.



Communication
  • Patch notes were thorough, but not complete.
  • Profession requirements on crafted gear wasn't an intended change in the form it took.
  • Patch 8.0 crafted gear didn't have the profession requirement like previous expansions, this was fixed as being a bug without the entire team being involved. This was fixed as soon as the team realized what happened.
  • Going forward, in Season 2 crafted gear will have the profession requirement.
  • Some changes would clutter the notes, like belt clipping or typos.
  • Some changes were missed, such as Stealth detection on Underrot mobs. This change was made a while back, and the team forgot by the time the notes were being created.
  • Going forward, the team will try to ensure the notes are more complete.
  • One of the challenges for the WoW team has been evolving their processes as the team size grew. It used to be 5-6 people working on a certain feature, so everyone was aware of what was going on. This is no longer the case, as more people that are spread out are involved with the game.
  • The team wants to provide more reasoning in hotfix or patch notes when changes are made. They have been trying to do that for class changes, but will do it for more things in the future.

Cross-Faction Communication
  • There was a change that broke an addon that allowed players to talk cross-faction for RP reasons.
  • Cross-Faction communication has the potential for toxicity, but it's very different when there is consent. If you are friends with someone or in a community, you can talk to them.
  • The team didn't mean to break the addon, but can't restore the functionality.
  • The team is looking at adding the Elixir of Tongues, allowing you to understand the opposite faction for an amount of time.
  • This Elixir should go out in a hotfix this weekend or early next week.

Deleting Mythic+ Keys
  • This was a quick change that wasn't fully thought out on the team's part. It was hotfixed in at the start of the season.
  • Deleting keystones caused some bugs and led to emerging social issues, where players would cherry pick what seemed like the easier dungeons.
  • Since Burning Crusade, the team has tried to point players at different dungeons. Remember the Mechanar problem? It wasn't the most fun, but it was the best place to go and farm badges.
  • Some Affixes will make some dungeons easier than others, but the goal is for most dungeons to be similarly difficult.

Mythic+ Changes
  • The team made many changes over the months to make dungeons less punishing.
  • Hopefully at the start of next week, another large set of changes is coming focusing on trash packs and abilities.
  • It feels like now there are a lot more pulls that offer challenges than in Legion. The team wanted to get away from AoE stun, cleave, and move on being the solution to all trash pulls.
  • In the past few days, the team got some more logs and analytics for dungeons. They had lots of good analytics on boss encounters, but not as much visibility on what was going on between bosses.
  • The team can see the most lethal trash mobs, which stretches of dungeons take the longest to get through, what areas are deadly, where difficulty changes too much with Teeming. Removing Infested from lieutenant mobs and some trash mobs are some of the changes coming.
  • A lot of the changes that go into a patch were made months ago, sometimes before the team has seen much gameplay in the Mythic+ dungeons.
  • The team balances hotfixing the live game and working on the next patch.

Mythic+ PuG Experience
  • High end Mythic Keystones are meant for coordinated groups.
  • What can the team do to improve the integrated voice chat experience?
  • The first time around, the voice chat integration was not great.
  • This time around, voice chat should be much better and a good solution for PuGs.
  • Are players not aware that they can use the in-game voice chat for their PuG?
  • Do players just not want to use voice chat at all?

Mythic+ and Azerite Trait Timing
  • Cutting Uldir short at this point would be too soon. It's a healthy tier and guilds are still progressing through it.
  • Three months for the first raid tier would be too short.
  • In-game rewards from Mythic+ progress in parallel with raiding.
  • When a new Mythic+ season starts, the item level cap goes up, so it would invalidate Uldir, current PvP gear, and some of the new raid.
  • New raid tier, Mythic+ and PvP seasons all will happen at the same time.
  • The new Azerite traits are tied into the new gear so that people won't have to go and replace existing gear to get the new traits.

Titan Residuum
  • There may not be a way to add a repeatable source that won't lead to the community trying to endlessly grind it.
  • The system was designed to solve only getting Azerite from your weekly chest.
  • In a raid you can bonus roll or focus on specific bosses.
  • The system that has been set up gives you a piece of gear every 2.5 weeks or so.
  • The current setup is one of the most efficient and lucrative systems for getting Azerite gear.
  • The team wants to see how the current system plays out before making changes.
  • Previous in-game currencies were hard capped or a new currency was introduced for the next season.
  • The team will continue to inflate the prices as new seasons start, so each successive season of gear will cost ~10x more than the previous one.
  • It will keep taking you ~2.5 weeks to get another piece of gear in Season 2.
  • If you buy nothing and wait for the new raid, you might get a small head start.

Artifact Knowledge
  • This is the same way it worked in Legion. When Legion came out, the cap was 25, then raised to 40 in Patch 7.2.
  • In BfA, Knowledge is paced to match available content and the needs.
  • Season 2 will come out and Knowledge will resume increasing then.
  • If Knowledge kept increasing until then, there would be a bigger gap. Players that kept farming would be able to unlock all the powers right away.
  • When Battle for Azeroth launched, the team planned for 15 weeks of Knowledge, it happened to line up with the patch.
  • The same thing will happen next season, there will be a pause before Season 3.
  • The team forgot to tell players about this at the start of Battle for Azeroth.

Heart of Azeroth
  • The team has plans to make the Heart of Azeroth more engaging.
  • On the story side, this was initially a B plot. It wasn't essential like the Legion Artifact weapon was. This will change with Rise of Azshara and beyond.
  • A neck is less visible than a weapon, but the team didn't want to use the weapon slot all expansion again.
  • The team has a lot of work to do on the Azerite system side. Deeper and more interesting.
  • There is one central flaw. On one hand, AP should be relevant and you should have goals to work towards.
  • AP in Legion gave you something to progress towards. What felt best was when you had a new gold medal talent to work towards, giving you a power boost. The desire for AP and the appeal of your artifact weapon faded after getting the gold traits.
  • The system works best when there are exciting goals to chase.
  • It feels really bad if you get a new piece of armor and the powers on it are locked.
  • All you have to look forward to is utility abilities.
  • As the team looks ahead, they want to significantly change how they are approaching the system.
  • This will be the last tier that you'll have to unlock the powers on. Moving forward, they will probably be unlocked, giving you armor that presents choice.
  • The team will shift AP to the Heart itself, allowing you to make choices about permanent powers, potentially active abilities. More to share in the future!

Warfronts
  • Arathi Warfront is going to stay at the current item levels.
  • Darkshore Warfront will have rewards bumped up 15 item levels once Season 2 starts.
  • If you want, you can go back for alts, cosmetic things, or achievements.
  • World Quest rewards will go up based on the item level ceiling. This is just keeping the outdoor world relevant, but is based on gear you got from other sources.
  • Warfronts are like raids, this is the one for each tier, and they don't change.
  • Heroic Warfronts might make an old Warfront relevant again for a tier.
  • The team looked at the rotation rate, but in Patch 8.1 there are now two Warfronts. Every week or two you'll have a new Warfront to contribute to.
  • The team is trying to balance giving players a chance to play a Warfront with the rotation speed.
  • If you could do Warfronts more frequently, the rewards couldn't be as good.

War Mode
  • War Mode faction bonuses are region wide. Every weekly reset the system looks at participation in War Mode during the previous week and will adjust the bonuses.
  • Early on, War Mode participation was better, but some bugs and quirks caused players to turn it off.
  • In the last couple of days, players have been brought together by Assaults.

Island Expeditions
  • Rewards from Island Expeditions will continue to evolve over the expansion.
  • It's likely the team will use the vendor to allow you to target more right before the expansion is over so players that are missing a few items can get them.

Vicious Saddles
  • In Season 2, you'll have your progress bar towards the season mount, but this time the bar will reset and go to a Vicious Saddle. You can keep doing this throughout the season.

Class Design
  • The team is never truly satisfied with the state of class design.
  • At a macro level, there was a change 8 years ago in how class design worked.
  • For the first few years, every expansion kept providing more spells and talents. Action bars started to hit their limits.
  • It was no longer clear what classes needed, as they had all of the tools they needed.
  • Getting new stuff is cool and exciting, and something big was lost when the team pulled away from that.
  • There are effectively 36 distinct classes. Years ago the specs weren't as different.
  • In the last couple of expansions, the team went forward with expansion specific systems that gave you abilities. This wasn't as satisfying as the team had hoped.
  • The team is trying to balance short term excitement vs long term sustainability.
  • The pruning was very controversial, so the team took a step back from that in Battle for Azeroth. They actually added a few things back. Currently the team doesn't think they need to simplify any more right now.
  • The team wants classes to not have prohibitive weaknesses that results them in being excluded from groups.
  • It's hard to keep every spec unique.

Legendary Items
  • No legendary items are planned right now, but they could be added where it fits the story and content.

Artifact Pairs and Transmog
  • The team did a lot of work to make Artifact transmog work, but nothing new to share about splitting the pairs right now.

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