We’ve identified an issue causing some players to become trapped in the Legion Timewalking Court of Stars dungeon and we’ve temporarily removed the dungeon from the Timewalking dungeon finder. No one likes being stuck in Court.
The Mythic+ version of the dungeon appears to be unaffected by this issue.
We’ll let you know when we’ve got it fixed and opened again.
The Mythic+ version of the dungeon appears to be unaffected by this issue.
We’ll let you know when we’ve got it fixed and opened again.
WoW Hotfixes - Updated January 27
Hey all! Here are today’s hotfixes.
Classes
Dungeons and Raids
Items and Rewards
Professions
Quests
Classes
Druid
- Restoration
- Fixed an issue that could cause Regrowth to sometimes not apply its direct healing after casting Nourish.
- Restoration
Monk
- Mistweaver
- Fixed an issue that caused Awakened Faeline and Ancient Concordance to fail to apply in some instances while multiple Faelines were present.
- Mistweaver
Paladin
- Retribution
- Lawbringer now correctly deals 8% of enemy maximum health in damage.
- Retribution
Rogue
- The Outlaw 2pc set bonus now correctly interacts with Echoing Reprimand.
Warlock
- Affliction
- Fixed an issue where Inevitable Demise was granting double benefit to Drain Life.
- Fixed an issue where Malefic Affliction was not being removed when casting Unstable Affliction on another target.
- Fixed an issue where Withering Bolt was exceeding the described damage increase cap when using Drain Soul.
- Fixed an issue where Malefic Rapture and Seed of Corruption consumed multiple applications of Cruel Epiphany.
- Affliction
Dungeons and Raids
- Mythic+
- Affixes
- Bolstering no longer applies to players’ summons.
- Affixes
Items and Rewards
- The Ensemble: Tuskar Trader’s Leather Armor sold by Lontupit or Murik in Iskaara will no longer require Resilient Leather, which wasn’t showing on the vendor’s list of required items.
Professions
- Alchemy
- Potion of Sacrificial Anima can no longer be used above level 60. The tooltip will reflect this in a future patch.
- Engineering
- The Magazine of Healing Darts embellishment will now only fire towards and be consumed by other players.
Quests
- Valdrakken
- Players who have not yet started “Reviving the Machine” should now see its starting location displayed in Valdrakken’s map.
Retribution Paladin Design in 10.0.7
Well met!
We’re doing a substantial rework to the Retribution talent tree in patch 10.0.7. Rebuilding the Retribution talent tree from the ground up means significant changes ahead. However, the talent tree itself will not be available in our first PTR build(s), so initial testing on the PTR will be missing important context.
Nonetheless, we’d like to share our major goals for Retribution with you.
Button bloat: Retribution Paladins currently have a fairly large number of abilities, and some of these feel unnecessary and inefficient. We’re working to tone this down and have a more focused set of abilities and cooldowns.
Stacking modifiers: There are currently several talents and abilities that provide stacking bonuses, which can make for a confusing and messy playstyle that deals extreme burst damage, but in return leaves your core abilities feeling unsatisfying and under-tuned. We intend to significantly change this. We want your core abilities to feel good and powerful when used in all situations. This doesn’t mean we’re reducing all elements of burst damage, but we do want to make burst more purposeful and deliberate, while also allowing options that provide sustained damage.
Survivability: Retribution Paladins currently have one of the highest death rates across all forms of content. For a plate wearing class with hybrid healing, this doesn’t feel right. We’re looking to strengthen them through a mixture of passive bonus and improvements to active abilities and cooldowns, while keeping the degree of challenge that results from being a melee-based spec.
Maneuverability: We recognize that there’s an issue here and we hope to make some improvements. However, we want to set clear expectations. Retribution Paladins should not expect to gain the mobility of Rogues.
Utility: The changes that Dragonflight brought to Retribution have caused some conflict for players, forcing the Ret Paladin to choose between providing benefits to their groups or benefiting themselves. This choice can be interesting, but due to the way this has historically worked for Paladins, it hasn’t felt right in Dragonflight. So, we’re looking to make changes here that allow you to feel good and improve your own damage while also providing the group benefits that you’re used to. We’re also looking into additional utility improvements for Paladins during the 10.0.7 test cycle.
We’re looking forward to hearing your feedback on the points above, as well as anything else about Retribution that you’d like to share. Thank you!
We’re doing a substantial rework to the Retribution talent tree in patch 10.0.7. Rebuilding the Retribution talent tree from the ground up means significant changes ahead. However, the talent tree itself will not be available in our first PTR build(s), so initial testing on the PTR will be missing important context.
Nonetheless, we’d like to share our major goals for Retribution with you.
Button bloat: Retribution Paladins currently have a fairly large number of abilities, and some of these feel unnecessary and inefficient. We’re working to tone this down and have a more focused set of abilities and cooldowns.
Stacking modifiers: There are currently several talents and abilities that provide stacking bonuses, which can make for a confusing and messy playstyle that deals extreme burst damage, but in return leaves your core abilities feeling unsatisfying and under-tuned. We intend to significantly change this. We want your core abilities to feel good and powerful when used in all situations. This doesn’t mean we’re reducing all elements of burst damage, but we do want to make burst more purposeful and deliberate, while also allowing options that provide sustained damage.
Survivability: Retribution Paladins currently have one of the highest death rates across all forms of content. For a plate wearing class with hybrid healing, this doesn’t feel right. We’re looking to strengthen them through a mixture of passive bonus and improvements to active abilities and cooldowns, while keeping the degree of challenge that results from being a melee-based spec.
Maneuverability: We recognize that there’s an issue here and we hope to make some improvements. However, we want to set clear expectations. Retribution Paladins should not expect to gain the mobility of Rogues.
Utility: The changes that Dragonflight brought to Retribution have caused some conflict for players, forcing the Ret Paladin to choose between providing benefits to their groups or benefiting themselves. This choice can be interesting, but due to the way this has historically worked for Paladins, it hasn’t felt right in Dragonflight. So, we’re looking to make changes here that allow you to feel good and improve your own damage while also providing the group benefits that you’re used to. We’re also looking into additional utility improvements for Paladins during the 10.0.7 test cycle.
We’re looking forward to hearing your feedback on the points above, as well as anything else about Retribution that you’d like to share. Thank you!
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