WoW Hotfixes - Updated 8 August
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • Hunter
    • Survival
      • [With realm restarts] (4) Set Bonus: Mad Bombardier damage bonus has been reduced to 50% (was 70%).
      • [With realm restarts] Mongoose Bite damage increased by 20%. This change does not apply to PvP.
      • [With realm restarts] Raptor Strike damage increased by 20%. This change does not apply to PvP.
      • [With realm restarts] Serpent Sting damage increased by 20%. This change does not apply to PvP.
      • [With realm restarts] Kill Command damage increased by 20%. This change does not apply to PvP.
      • [With realm restarts] Fixed an issue where Raptor Strike was dealing less damage than intended while Aspect of the Eagle was active.
        • Developers’ note: The Survival Hunter Mad Bombardier 4-piece set bonus is still causing Survival Hunters to over perform in multi-target situations. We’re lowering the effectiveness of the 4-piece bonus while also increasing the damage of your single target abilities to offset this loss of damage against a single target.
  • Warlock
    • Destruction
      • [With realm restarts] Rain of Fire damage reduced by 20%.
      • [With realm restarts] Infernal’s Immolation Aura reduced by 20%.
        • Developers’ note: We’re still seeing Destruction excel in multi-target situations. We’re applying additional changes here to stabilize their throughput when scaling with high target counts.

Dungeons and Raids
  • Mythic+
    • Fixed an issue that caused listed Grimrail Depot and Iron Docks keystones to not appear in the Group Finder UI when searching by keystone level.
    • Affixes
      • Shrouded
        • [With realm restarts] Zul’gamux now casts Blood Barrier less often.
        • [With realm restarts] Zul’gamux has found a new location to hide in Return to Karazhan: Upper.
    • Grimrail Depot
      • [With realm restarts] Grom’kar Far Seer’s Storm Shield can now be purged.
      • [With realm restarts] Grom’kar Cinderseer will no longer cast Lava Wreath.
      • Railmaster Rocketspark
        • [With realm restarts] Borka the Brute’s Mad Dash damage reduced by 30%.
      • Skylord Tovra
        • [With realm restarts] Thunderous Breath initial damage reduced by 25%.
    • Iron Docks
      • Fleshrender Nok’gar
        • [With realm restarts] Dreadfang’s Shredding Swipes should no longer hit players multiple times.
      • Oshir
        • [With realm restarts] Feeding Frenzy now requires Oshir to suffer 5% damage to be interrupted (was 8%).
      • Skulloc
        • [With realm restarts] Skulloc’s melee damage reduced by 15%.
        • [With realm restarts] Koramar will no longer cast Shattering Blade.
    • Return to Karazhan: Lower
      • [With realm restarts] Ghostly Philanthropist will no longer cast Throw Coin.
      • [With realm restarts] Gang Ruffian’s Poisonous Shank damage reduced by 30%.
      • The Opera Hall: Wikket
        • [With realm restarts] Winged Assistant health reduced by 30%.
      • Moroes
        • [With realm restarts] Moroes’ Garrote duration reduced to 1 minute (was permanent).
        • [With realm restarts] Moroes’ Dinner Party effect now increases the damage and attack speed of nearby dinner guests by 50% (was 100%).
    • Return to Karazhan: Upper
      • Shade of Medivh
        • [With realm restarts] Flame Wreath damage reduced by 30%.

Items and Rewards
  • Fixed an issue causing the Great Vault to display the wrong item level for upcoming rewards.

Wrath Classic Feedback and Decisions
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey everybody!
Now that we’ve announced that Wrath of the Lich King Classic will release on September 26th, I want to give you an update on some of the items we’ve been collecting feedback on since our Beta began.

Raid Lockouts
We’ve decided that lockouts should be shared between Heroic and Normal versions of the raid, but NOT between 10/25-player versions of the raid. You’ll be able to do both the 10-player and 25-player version of each raid every lockout period but will have to choose between Normal and Heroic for the raids that offer that choice.

Our original concern was with players feeling “required” to do the same raid multiple times per week in order to “keep up,” but that came more from the original experience of Trial of the Crusader than from Naxxramas. Trial of the Crusader’s original release allowed you to run four different versions of the same content in a single week, all of which provided better loot than anything that had been previously available, which created enormous pressure to run all four versions in order to leapfrog over the Ulduar loot. Making the Normal and Heroic versions of Trial of the Crusader share a lockout does a lot to mitigate that, by cutting the number of weekly runs in half.

Additionally, players have pointed out that in many cases they want to be able to run the 25-player version of the raid with their guild, while pugging the 10-player version. Ultimately, that positive social aspect of having raids of various sizes available each week is compelling to us, and fits our goal of providing a vibrant social ecosystem, for friendships to form and develop in. You might, for example, find yourself pugging 10-player raids with a few of the same people from time to time, and end up inviting them to fill an empty slot on your main raid roster later. By contrast, if you could do both Normal and Heroic in the same week, you’d be incentivized to push your existing group to run them back-to-back, which isn’t the same sort of positive social experience.
This was recently bugged on the Wrath Classic Beta, and both 10/25-player version of Naxxramas appeared to share a lockout, but that was unintended and will be fixed before we launch.

Related to this, we also plan to make any trinkets with both Normal and Heroic versions (such as Death’s Verdict) share a Unique-Equip category, so that you can’t have both versions of the same trinket equipped at the same time. While it was originally possible to do this, it was never intended, and motivated us to create the Unique-Equipped categories back then. Prior to creating the Unique-Equipped categories, we could only prevent characters from wearing two copies of the exact same item.

Race and Faction Change
While it won’t be ready for our launch in September, we have changed our minds on this, and we’re working on adding the Race and Faction change as a paid service in a future patch.

Originally, we planned not to offer Race and Faction change at all, because it felt like it removed some of that fantasy feeling of having dramatically different physical attributes that affect your gameplay. We were also a little worried about players chasing the “flavor of the month” in terms of racial abilities However, we’re convinced by the argument that being able to play with your friends is more important, and that you should be able to bring your accomplishments with you when you do. This turns out to be the same tradeoff provided by transferring between realms, which is already available as a paid service, so it makes sense to make the same decision with respect to Race and Faction change.

In short, this fits our aim to nurture and protect social experiences, so we’ll work on it for an upcoming patch.

Character-Based Mounts and Achievements
As before, we plan to have mounts and achievements be per-character, rather than on the account.
This originally came up in response to our plan to not include Race and Faction change, as a suggested alternative way for players to preserve their accomplishments when re-rolling. Since we’ve been convinced to allow Race and Faction change in an upcoming patch, we’re going to focus our efforts on that, and preserve the original Lich King behavior of keeping mounts and achievement associated with the character that earned them.

LFG Tools
We continue to iterate on the bulletin-board style Looking for Group tool, and we do not have plans to add the Random Dungeon Finder.
For players, this has probably been the hottest topic of discussion since our announcement, and we welcome all the continuing feedback on how to improve the tool and make it better. I know this will be disappointing news for some, but we want to settle this topic before launch so everyone knows what to expect and can plan accordingly.

We remain hopeful that our recent anti-boosting changes, especially on Fresh Start realms, will invigorate the lower-level dungeons around launch. We also expect the LFG tool to help facilitate long-term friendship formation for players who are looking for it.

2v2 Arena Achievements and Titles
We’re going to award achievements and titles for the 2v2 Arena bracket, just like we did in Burning Crusade Classic.

Originally, Wrath of the Lich King dropped achievements and titles from the 2v2 Arena bracket, but due to popular demand, we’re going to preserve them in Wrath Classic. When we originally stopped awarding titles and achievements for 2v2s, it was because 2v2 was difficult to balance. Nowadays, rather than try to make all classes equally capable in all brackets, we want to preserve the existing class balance and celebrate the unique play style for the classes that perform well in each bracket.

We’ll always continue to listen to feedback on these and all topics. I hope this answers many lingering questions about what the state of things will be when we release.

Thanks, as always, for your interest and support!

What about name changes?
Name changes have been planned all along and will be available at launch.

Any ETA on Pre-patch? Or Fresh servers.
Fresh servers will launch with pre-patch, and we’ll have that date for you in a separate announcement along with other nearby dates for context.
The next couple of months are pretty busy, so we want the schedule to be as clear as possible.

I feel raid lockouts are being over thought. it was ONE raid that had 4 lockouts. ICC had dynamic difficulty and that’s fine, the raids before ToGC had only normal (and hard modes you activate there).
togc should have dynamic difficulty like ICC as opposed to still having 4 but being locked out of 2 of them

To clarify, Ulduar will work as it did originally. We’re not actually adding an additional Difficulty setting to Ulduar, only the hard-modes that it originally had. Since the hard modes are triggered by mechanics on the normal-mode bosses, they’re already part of the same lockout.
As you said, Trial of the Crusader was the only outlier, which is why we’re making a change there.

Is the LFG tool going to teleport us to the dungeon?
No, but once a couple of you arrive, you can use the meeting stone to summon appropriately leveled party members to join you.

ICC was always like this, only TotC is changing, if they implement in in the ICC way it’ll be fine (you can change per boss)
We’d like to let you change between normal/heroic per-boss in both ToC and ICC, but we’re not ready to commit to that yet. We’ll know more as ToC gets closer and we have more time to look at how its built, and how hard it would be to change.
All I’m confirming in this post is that you definitely won’t be able to do both difficulties in the same week, and that you definitely CAN do 10 and 25-player versions in the same week, since that was previously something we were considering doing differently.

Additional Season 4 Class Tuning -- August 10
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With scheduled weekly maintenance (tomorrow, August 9 in this region), we intend to make further adjustments to Survival Hunters and Destruction Warlocks.

Hunter
  • Survival
    • Set Bonus (4): Mad Bombardier damage bonus has been reduced to 50% (was 70%).
    • Mongoose Bite damage increased by 20%. This change does not apply to PvP.
    • Raptor Strike damage increased by 20%. This change does not apply to PvP.
    • Corrected an issue where Raptor Strike was dealing less damage than intended while Aspect of the Eagle was active.
    • Serpent Sting damage increased by 20%. This change does not apply to PvP.
    • Kill Command damage increased by 20%. This change does not apply to PvP.
      • Developers’ notes: The Survival Hunter Mad Bombardier 4-piece set bonus is still causing Survival Hunters to overperform in multi-target situations. We’re lowering the effectiveness of the 4-piece bonus while also increasing the damage of several single target abilities to offset this loss of damage against a single target.

Warlock
  • Destruction
    • Rain of Fire damage reduced by 20%.
    • Immolation Aura (from Infernal) reduced by 20%.
      • Developers’ notes: We’re still seeing Destruction excel in multi-target situations. We’re applying additional changes here to stabilize their throughput when scaling with high target counts.

Season 4 M+ Seasonal Affixes and Dungeons
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Greetings!

We appreciate all the feedback on the Season 4 Mythic+ dungeons that has been made thus far. We’ve made the following adjustments that will be in effect with scheduled weekly maintenance (starting tomorrow, August 9 in this region):

Dungeons and Raids
  • Mythic+
    • Affixes
      • Shrouded
        • Zul’gamux now casts Blood Barrier less often.
        • Zul’gamux has found a new location to hide in Return to Karazhan: Upper.
    • Grimrail Depot
      • Grom’kar Far Seer’s Storm Shield can now be purged.
      • Grom’kar Cinderseer will no longer cast Lava Wreath.
      • Railmaster Rocketspark
        • Borka the Brute’s Mad Dash damage reduced by 30%.
      • Skylord Tovra
        • Thunderous Breath initial damage reduced by 25%.
    • Iron Docks
      • Fleshrender Nok’gar
        • Dreadfang’s Shredding Swipes should no longer hit players multiple times.
      • Oshir
        • Feeding Frenzy now requires Oshir to suffer 5% damage to be interrupted (was 8%).
      • Skulloc
        • Skulloc’s melee damage reduced by 15%.
        • Koramar will no longer cast Shattering Blade.
    • Return to Karazhan: Lower
      • Ghostly Philanthropist will no longer cast Throw Coin.
      • [With realm restarts] Gang Ruffian’s Poisonous Shank damage reduced by 30%.
      • The Opera Hall: Wikket
        • Winged Assistant health reduced by 30%.
      • Moroes
        • Moroes’ Garrote duration reduced to 1 minute (was permanent).
        • Moroes’ Dinner Party effect now increases the damage and attack speed of nearby dinner guests by 50% (was 100%).
    • Return to Karazhan: Upper
      • Shade of Medivh
        • Flame Wreath damage reduced by 30%.
This article was originally published in forum thread: Aug 8 Hotfixes, Wrath Classic Decisions, Season 4 Class Tuning and M+ Affixes started by chaud View original post
Comments 32 Comments
  1. agentsi's Avatar
    The warlock class has been trash most of the expansion in M+, and now that it has one spec that is reasonably good, they're constantly nerfing it. I will never understand the mindset of blizzards balance changes. Sure, Rogues and Mages can have insane aoe, for the last 3 expansions, and they will never nerf it. But if a warlock spec is halfway decent in M+, it gets nerfed until no one plays the spec anymore. utter nonsense
  1. Somic's Avatar
    Quote Originally Posted by Gnosk View Post
    They are ruining wrath classic with changes. Only blizzard could be so stupid to think they could improve it.
    I will admit there are a lot of changes I disagree with when it comes to wotlk classic, but which one on here do you dislike?
  1. roldy27's Avatar
    Quote Originally Posted by agentsi View Post
    The warlock class has been trash most of the expansion in M+, and now that it has one spec that is reasonably good, they're constantly nerfing it. I will never understand the mindset of blizzards balance changes. Sure, Rogues and Mages can have insane aoe, for the last 3 expansions, and they will never nerf it. But if a warlock spec is halfway decent in M+, it gets nerfed until no one plays the spec anymore. utter nonsense
    "Reasonably good", "Half decent" are you for real?

    Destruction has been the definition of a meta spec together with SV for the last half year. I think with the nerfs both those specs have gotten off "easy" to be honest. A lot of the previous meta specs got completely gutted after they had their time to shine. Do I think they should have been gutted? Absolutely not, but if you don't think those specs were overperforming for the last couple months you're absolutely delusional.

    Edit: Also I wouldn't be surprised if after those nerfs we will still see warlocks in the highest keys. Destros AoE is still going to be strong and demo is also still one of the strongest specs in the game right now.
  1. Jorel88's Avatar
    Quote Originally Posted by roldy27 View Post
    "Reasonably good", "Half decent" are you for real?

    Destruction has been the definition of a meta spec together with SV for the last half year. I think with the nerfs both those specs have gotten off "easy" to be honest. A lot of the previous meta specs got completely gutted after they had their time to shine. Do I think they should have been gutted? Absolutely not, but if you don't think those specs were overperforming for the last couple months you're absolutely delusional.

    Edit: Also I wouldn't be surprised if after those nerfs we will still see warlocks in the highest keys. Destros AoE is still going to be strong and demo is also still one of the strongest specs in the game right now.
    Exactly. Demo been strong the majority of the time and still remains strong and hasn’t been nerfed…
  1. kiramon's Avatar
    Race and Faction Change
    While it won’t be ready for our launch in September, we have changed our minds on this, and we’re working on adding the Race and Faction change as a paid service in a future patch.

    Originally, we planned not to offer Race and Faction change at all, because it felt like it removed some of that fantasy feeling of having dramatically different physical attributes that affect your gameplay. We were also a little worried about players chasing the “flavor of the month” in terms of racial abilities However, we’re convinced by the argument that being able to play with your friends is more important, and that you should be able to bring your accomplishments with you when you do. This turns out to be the same tradeoff provided by transferring between realms, which is already available as a paid service, so it makes sense to make the same decision with respect to Race and Faction change.

    In short, this fits our aim to nurture and protect social experiences, so we’ll work on it for an upcoming patch.
    I am totally for race changes, but Lol just call it what it is - didn't want to lose out on the revenue lol
  1. Shinchi Migi's Avatar
    Quote Originally Posted by agentsi View Post
    The warlock class has been trash most of the expansion in M+, and now that it has one spec that is reasonably good, they're constantly nerfing it. I will never understand the mindset of blizzards balance changes. Sure, Rogues and Mages can have insane aoe, for the last 3 expansions, and they will never nerf it. But if a warlock spec is halfway decent in M+, it gets nerfed until no one plays the spec anymore. utter nonsense

    I think this is one of the reasons I left WoW and decided to go some where else. Blizzard can't make up their fucking minds on where a spec should be in terms of DPS. One week they buffing shit. They next week they nerfing the same damn spec by 5% or 10%. It is a up and down roller coaster ride. Ridiculous.
  1. Nalam the Venom's Avatar
    Quote Originally Posted by Dadwen View Post
    None of this also factors into it?
    Mongoose Bite damage increased by 20%.
    Raptor Strike damage increased by 20%.
    Serpent Sting damage increased by 20%.
    Kill Command damage increased by 20%.
    Corrected an issue where Raptor Strike was dealing less damage than intended while Aspect of the Eagle was active.
    Will still be overall less damage even with those.

    They are just compensation, But the overall dmg will be lower due to the 20% nerf on set bonus
  1. agentsi's Avatar
    Quote Originally Posted by roldy27 View Post
    "Reasonably good", "Half decent" are you for real?

    Destruction has been the definition of a meta spec together with SV for the last half year. I think with the nerfs both those specs have gotten off "easy" to be honest. A lot of the previous meta specs got completely gutted after they had their time to shine. Do I think they should have been gutted? Absolutely not, but if you don't think those specs were overperforming for the last couple months you're absolutely delusional.

    Edit: Also I wouldn't be surprised if after those nerfs we will still see warlocks in the highest keys. Destros AoE is still going to be strong and demo is also still one of the strongest specs in the game right now.
    I get what you're saying, but again, I played warlock since MoP. Legion we had one patch where Aff was great, and then we were shit the entire expansion. BFA, we were shit the entire expansion, and with SL, it was only until this patch where Destro is strong enough to compete with fire mages that we're in the mix. Until then, the only time warlocks were taken into keys of 20+ were with friends. It was impossible to pug, and while I understand pugging is part of the game, and having friends etc means you don't have to, it can't be exclusive to that. Folks don't always play at the same time, and M+ is very fun. Demo has been mediocre all of SL, but you'd NEVER take a Demo lock over a fire mage of equal skill/ilvl, not at the start of SL, and not even now. Right now before the nerfs, destro was in a spot where most pugs might actually consider taking a destro lock over a firemage. But after the nerfs, maybe not.
  1. schwank05's Avatar
    So if you kill 1 boss on Heroic 10 or 25 man and are not able to kill any more, can you set the raid back to normal to complete or are you stuck with a 1/4 in TOGC for that lockout?
  1. roldy27's Avatar
    Quote Originally Posted by agentsi View Post
    it was only until this patch where Destro is strong enough to compete with fire mages that we're in the mix.
    Destruction wasn't competing for the top spot in s3 and to a lesser extent the beginning of s4, they were so far ahead of everything else it wasn't even funny. Destruction took one semi small nerf at the beginning of s3 and a substantial nerf before s4 and was still the meta spec. If have never seen that be the case since m+ was a thing.

    Quote Originally Posted by agentsi View Post
    Demo has been mediocre all of SL, but you'd NEVER take a Demo lock over a fire mage of equal skill/ilvl
    That's an incredibly biased take and just outright not true. There have been a lot of dungeons in s3 where demo was competetive with every range spec other than destruction and it was played in some of the highest keys. Demo has been knocking at the door of being meta all of season 3 and was only gatekept ironically by destruction. If destruction wouldn't have been so strong we would have seen a lot more people pushing on demo but players going for the highest spots will naturally pick the strongest spec.

    Quote Originally Posted by agentsi View Post
    Right now before the nerfs, destro was in a spot where most pugs might actually consider taking a destro lock over a firemage.
    Have we been playing different games? I don't know any group that would have preferred a fire mage of equal score and equal ilevel over a destruction warlock. Just from a utility standpoint alone just ignoring the fact destruction outperformed fire mages even after the round of nerfs at the end of s3.

    Quote Originally Posted by agentsi View Post
    Folks don't always play at the same time, and M+ is very fun.
    Go ahead and ask dps dks, shamans, shadows, paladins, druids how fun it was to try and push in s3. People would rather wait in queue for minutes for a warlock or survival to queue than take any of those classes. I know a lot of people who outright stopped pushing keys, because they felt like they were griefing their friends bringing those classes to pushgroups and doing in some cases half the dps a destruction warlock would do.
  1. Daan's Avatar
    Quote Originally Posted by Nalam the Venom View Post
    Will still be overall less damage even with those.

    They are just compensation, But the overall dmg will be lower due to the 20% nerf on set bonus
    The SV nerf is a joke. They are still too strong. A buff to all their ST abilities to compensate a single Tier Set bonus nerf is ridiculous.
  1. Nalam the Venom's Avatar
    Quote Originally Posted by Daan View Post
    The SV nerf is a joke. They are still too strong. A buff to all their ST abilities to compensate a single Tier Set bonus nerf is ridiculous.
    Surv is very fun currently tho.

    Got my hunter to 275 ilvl last season.

    Tho currently i am preparing for WOTLK launch in classic, so no Season 4 for me.

    You should try out surv yourself, It is very fun.

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