Dragonflight Season 4 Content Update Notes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Dragonflight Season 4 arrives to World of Warcraft on April 23!

DRAGONFLIGHT SEASON 4


Powerful rewards await in Season 4 to deliver the best of what the Dragonflight expansion offers. Jump into the new Mythic+ dungeon rotation, rally your forces for new challenges in raids, prepare for the new PvP season, and ready yourselves for The War Within. [LEARN MORE]

Awakened Raids

  • Every week during Dragonflight Season 4, one of the three Dragonflight raids will become Awakened: Vault of the Incarnates; Aberrus, the Shadowed Crucible; or Amirdrassil, the Dream's Hope. Enemies within Awakened raids are stronger and drop upgraded loot with a higher item level.
  • A buff that increases reputation gain with Dragonflight reputations will be enabled whenever a specific raid is Awakened:
    • Schedule
      • Vault of the Incarnates: Sign of Awakened Storms – Dragonscale Expedition, Maruuk Centaur, and Iskaara Tuskaar
      • Aberrus, the Shadowed Crucible: Sign of Awakened Embers – Loamm Niffen, Soridormi, and Sabellian/Wrathion
      • Amirdrassil, the Dream's Hope: Sign of Awakened Dreams – Dream Wardens and Valdrakken Accord
      • All raids Awakened: All the above reputations are increased
  • All three raids will also drop a new tier token to exchange for new tier pieces with the appearance and set bonus combination that players voted for.
  • Earn 1 Antique Bronze Bullion a week per character by defeating Awakened bosses, with the cap rising by 1 each week. Note that if you miss a week, you'll be able to catch up to the current weekly max.
    • Exchange 2 Bullion for weapons and powerful items from the Dragonflight raids from the vendors in the Parting Glass in Valdrakken.
    • An additional vendor nearby sells Jigglesworth Sr mount for 3 Bullion and cosmetics that grant you the choice of any raid weapon appearance at any difficulty color for 1 Bullion each.
  • Legendary items will drop as usual from raids, but players who have previously obtained them can purchase a Scale of Awakening to upgrade their items to the Season 4 ilvls (base is 502 and can be upgraded further through Crests and Flightstones).
  • Rewards
    • Complete all three Awakened Dragonflight raids on Normal difficulty to receive the Voyaging Wildering dynamic flying mount.
    • Earn the new title, "Awakened Hero", for completing the Awakened raids on Heroic difficulty.
    • Those who complete the Awakened raids on Mythic difficulty are rewarded with Path Portals to the three raids.

Mythic+

  • Return to all eight Dragonflight dungeons for a refined and rewarding progression curve for Heroic, Mythic, and Mythic+ with better pacing and meaningful rewards: Ruby Life Pools, Brackenhide Hollow, The Nokhud Offensive, Uldaman: Legacy of Tyr, Neltharus, The Azure Vault, Halls of Infusion, and Algeth’ar Academy.
  • Rewards
    • Dedicated defenders can obtain the new Keystone Master mount, Infinite Armoredon, once the Dragonflight Keystone Master: Season 4 achievement is attained.
    • Earn the new title "The Draconic" after obtaining Dragonflight Keystone Conqueror: Season 4 when you reach a Mythic+ Rating of 1500 during Dragonflight Season 4.
    • "The Draconic Hero" can be earned from the achievement Draconic Hero: Dragonflight Season 4 when reaching a Mythic+ Rating in the top 0.1% of all players in your region.

PvP

  • Season 4 arrives with PvP rankings reset, new gear sets, mounts, titles, and more!
  • Rewards
    • Earn the Vicious Dreamtalon (Horde or Alliance version) for Rated Arena and Rated Battleground, and the Draconic Gladiator’s Drake and "Draconic Gladiator" title for earning the Draconic Gladiator: Dragonflight Season 4 achievement.
    • "Draconic Legend" title can be earned after attaining Draconic Legend: Dragonflight Season 4 when ending the season in the top 0.1% of the Solo Shuffle ladder.



DUNGEON CHANGES


Dragonflight Season 4 brings with it a variety of changes, including new adjustments to dungeons, their progression, and rewards. [LEARN MORE]

  • One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills.
  • Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly.
  • Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it’s close to M10 but not having a timer at all or affixes really offsets that quite a bit).
  • The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today.
    • Normal
      • This difficulty is unchanged.
    • Heroic
      • The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system.
      • Mythic difficulty changes and mechanics will not be present in this difficulty.
      • This remains a queueable experience.
    • Mythic
      • The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system.
      • There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon.
      • The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system.
      • Mythic 0 is still on a weekly lockout under this model.
    • Mythic+
      • The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system.
        • A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc.
      • Affixes would slot in at +2, +5, and +10
        • +2 - Fortified/Tyrannical
        • +5 - Entangling / Incorporeal etc.
        • +10 - Bursting / Bolstering etc.
      • Dungeon ratings should be equivalent to what they represent in the current system.
      • There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level.
  • At the beginning of Season 4, all Keystones will be reset to level 2, regardless of levels. This is done due to our difficulty refactoring of Mythic and Mythic+.
  • It’s important to note that the basic structure of dungeon rewards is not changing significantly, so what you would have earned for completing a Mythic 0 will be earnable in the Heroic difficulty dungeon instead.
  • Crest and Flightstone rewards are changing to match the same difficulty with only some minor adjustments.
    • Flightstone earnings for any given Mythic+ will match the equally challenging Mythic+ from previous seasons. This means that a Mythic +2 in Season 4 will give the same number of Flightstones as a Mythic +12 in Season 3 currently does. The rewards will continue to match difficulty, even if what we’re calling those difficulty changes.
    • Bonus Flightstone awards for increasing any party member’s Mythic+ score remain unchanged.
    • Whelpling Crests are no longer available from Mythic+ dungeons, as those difficulties no longer exist. Players can continue to collect Whelpling Crests from many outdoor sources.
    • Players will earn 10 Drake Crests on successful completion of a Mythic 0 dungeon, as there is no timer to beat.
    • Wyrm Crests will be available in Mythic +2 to Mythic +5 dungeons in the same quantities as existing Mythic+ dungeons.
    • Aspect Crests will be available in any Mythic difficulty from +6 and up, also in the same quantities as existing Mythic+ dungeons.



NORTHREND CUP

On April 30 through May 14, soar through the Northrend skies with the dragonrider racing event, Northrend Cup.

Challenge twelve races across Northrend in Normal, Advanced, and Reverse variations to earn Riders of Azeroth Badges to exchange for rewards with Maztha in Valdrakken. Complete all Northrend Cup races on Gold to earn the achievement Northrend Racing Completionist: Gold, Northrend Racer title, and Ruby Riders of Azeroth tabard. Head to Valdrakken and speak to Lord Andestrasz near the Rostrum of Transformation to pick up the initial quest.

New rewards are available for purchase with Riders of Azeroth Badges: Icy Drake Racer's transmog set and Checkered Pennant.



CLASSES

Developer's note: In Season 4, we're reducing the overall throughput of some healers to better align with our tuning goals as well as increase the comparative power of Holy Paladin, Preservation Evoker, and Holy Priest without needing to further escalate the capabilities of healers.

  • DRUID
    • Restoration
      • All healing done reduced by 5%. Does not apply in PvP combat.
  • MONK
    • Mistweaver
      • All healing done reduced by 13%. Does not apply in PvP combat.
  • PRIEST
    • Discipline
      • Developer's note: As part of our goal for balancing healers in raids, we would like to reduce raid healing output for Discipline Priest without affecting them in other content.
      • Atonement transfers 35% of damage to healing (was 40%).
      • Atonement healing increased by 70% outside of raids (was 50%).
  • SHAMAN
    • Restoration
      • All healing done reduced by 5%. Does not apply in PvP combat.



DUNGEONS AND RAIDS

  • LOOKING FOR RAID
    • In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties.
    • Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size.
  • ABERRUS, THE SHADOWED CRUCIBLE
    • Echo of Neltharion
      • Volcanic Heart now targets 4 players on Mythic difficulty (was 5).
  • VAULT OF THE INCARNATES
    • Raszageth
      • Hurricane Wing's pushback strength reduced by 10% on all difficulties.
      • Lightning Devastation cast time increased to 4 seconds (was 3 seconds).
      • Flame Shield reduced by 23%.
      • Shattering Shroud healing absorb reduced by 20%.
  • DAWN OF THE INFINITE: HARD MODE
    • Dawn of the Infinite: Hard Mode tuning and rewards have been updated.
    • Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon.
  • ALGETH’AR ACADEMY
    • General
      • Spellbound Scepter Arcane Rain has been removed.
      • Spellbound Scepter Mystic Blast can no longer be interrupted.
      • Spectral Invoker's Arcane Missiles damage reduced by 50%.
    • Encounters
      • Crawth
        • Firestorm frequency reduced to 8 seconds (was 5 seconds).
        • Savage Peck's initial damage reduced by 13%.
        • Savage Peck's periodic damage reduced by 33%.
        • Addressed an issue where Deafening Screech can go off after the cast is interrupted.
      • Vexamus
        • Mana Bomb periodic damage reduced by 20%.
        • Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect.
      • Echo of Doragosa
        • New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations.
        • Astral Breath cast time has been increased to 3 seconds (was 2 seconds).
  • THE AZURE VAULT
    • General
      • Increased the Mythic+ timer by 2 minutes.
      • Crystal Fury
        • Piercing Shard now has a precast visual.
        • Piercing Shard impact area reduced by 25%.
      • Conjured Lasher Mystic Vapors will now be cast less frequently.
      • Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds).
      • Unstable Curator's Heavy Tome will now be cast less frequently.
      • Drakonid Breaker
        • Shoulder Slam's knockback has been removed.
        • Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%.
        • Shoulder Slam will now be cast less frequently.
    • Encounters
      • Leymor
        • Erupting Fissures now follows current target player.
      • Azureblade
        • Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds).
      • Umbrelskul
        • Oppressive Miasma removed in Mythic difficulty.
        • Crystalize now pulses Arcane damage while the crystal is shielded.
        • Crackling Vortex now has a larger movement radius.
        • Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location
        • Addressed an issue where Detonating Crystals can fail to spawn.
  • BRACKENHIDE HOLLOW
    • General
      • Withering debuff
        • No longer stacks.
        • Periodic damage reduced by 16%.
        • Haste reduction increased to 10% (was 2%).
        • Movement reduction increased to 10% (was 2%).
      • Fetid Rotsinger
        • Decay Totem health reduced by 20%.
        • Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources.
      • Rotbow Stalker
        • Renamed to Rotbow Ranger.
        • Shoot now has a recast of 6 seconds.
        • Diseased Meat renamed to Rotten Meat, and is now a Poison dispel.
      • Brackenhide Shaper Summon Lashers and Touch of Decay have been removed.
      • Stinkbreath
        • Violent Whirlwind radius reduced to 6 yards (was 7 yards).
        • Stink Breath now locks facing after targeting a player.
        • Stink Breath now has a visual while casting.
      • Wilted Oak
        • Necrotic Breath's casting visual has been updated.
        • Necrotic Breath's cone width has been adjusted to match with the new visual.
      • Gutstabber Withering Poison has been removed.
      • Bracken Warscourge Bloody Bite has been removed.
      • Claw Fighter Bloody Bite has been removed.
      • Decay Speaker Rotchanting Totem has been removed.
    • Encounters
      • Hackclaw’s War-Band
        • Predatory Instincts Haste bonus reduced to 5% (was 10%).
        • Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds).
        • Gash Frenzy damage reduced by 21%.
        • Gash Frenzy duration reduced to 15 seconds (was 45 seconds).


  • HALLS OF INFUSION
    • General
      • Dungeon checkpoint added after defeating Gulping Goliath.
      • Normalized the spawn rate of Crashing Tsunami during the gauntlet.
      • Containment Apparatus' Containment Beam damage reduced by 42%.
      • Primalist Galesinger
        • Wind Buffet and Thunderstorm have been removed.
        • New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact.
      • Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain.
    • Encounters
      • Watcher Irideus
        • Titanic Fist now has a visual during cast.
        • Power Overload now has a rim visual around afflicted player.
        • Power Field now gradually grows to its full size.
      • Khajin the Unyielding
        • Added rim visuals on Ice Boulders that will trigger Avalanche.
      • Primal Tsunami
        • Cast Away now occurs at 60% health (was 100% energy).
  • NELTHARUS
    • General
      • Each Burning Chain can only be used once.
      • Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds.
    • Encounters
      • Chargath
        • Fiery Focus pulsing damage near the Chargath has been removed.
        • Fiery Focus now channels damage on current target.
        • Grounding Chain now persists on defeated player.
        • Grounding Chain now does a small knockback to the player when applied.
      • Warlord Sargha
        • Curse of the Dragon Hoard now stacks.
        • Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes).
        • Azure Stone of Might has been removed.
  • THE NOKHUD OFFENSIVE
    • General
      • Nokhud Longbow
        • Multi-Shot has been removed.
        • Rain of Arrows will now be cast less frequently.
      • Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%.
      • Desecrated Ohuna Rotting Wind initial damage reduced by 30%.
      • Ukhel Beastcaller Desecrating Roar frequency reduced by 25%.
      • Nokhud Thunderfist Storm Shock has been removed.
      • Primalist Stormspeaker Storm Bolt has been removed.
    • Encounters
      • Balakar Khan
        • Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds).
  • RUBY LIFE POOLS
    • General
      • Primal Terrasentry Stone Missiles has been removed.
      • Primalist Flamedancer
        • Blaze of Glory now has a 1 second delay before inflicting damage around the caster.
        • Flame Dance’s end of channel damage reduced by 25%.
    • Encounters
      • Kyrakka and Erkhart Stormvein
        • Infernocore duration increased to 4 seconds (was 3 seconds).
        • Infernocore periodic damage reduced by 25%.
        • Flamespit targets reduced to 2 (was 3).
  • ULDAMAN: LEGACY OF TYR
    • General
      • Reduced the Mythic+ timer by 1 minute.
    • Encounters
      • The Lost Dwarves
        • Fiery Surge damage reduced by 75%.
        • Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%.
        • Burning Pitch maximum radius reduced to 6 yards (was 10 yards).
        • Fiery Surge and Burning Pitch now properly scales with key level.
        • Fixed an issue where Heavy Arrow was damaging pets.
      • Sentinel Talondras
        • Earthen Shards initial damage reduced by 20%.
        • Earthen Shards periodic damage reduced by 12.5%.
      • Emberon
        • Burning Heat duration reduced to 6 seconds (was 10 seconds).
        • Seeking Flame’s visual has been adjusted to no longer clip into the terrain.



ITEMS

  • Revival Catalyst charges have been reset to 1. One charge is earned each week (was every 2 weeks).



PLAYER VERSUS PLAYER

  • Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.
  • MONK
    • Mistweaver
      • Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%).
  • PRIEST
    • Discipline
      • Atonement healing increased by 35% in PvP combat (was 15%).
This article was originally published in forum thread: Dragonflight Season 4 Content Update Notes started by Lumy View original post
Comments 96 Comments
  1. SinR's Avatar
    Only way to get Bullion is to run the "Awakened" Raids?

    Huge L to anyone that doesn't raid.

    in before "BUT NORMAL IS A JOKE JUST GO DO IT LOL"
  1. phattsao's Avatar
    Same raid for two weeks in a row is kind of lame. Guess they really need to milk this patch for a while.
  1. Ereb's Avatar
    Quote Originally Posted by phattsao View Post
    Same raid for two weeks in a row is kind of lame. Guess they really need to milk this patch for a while.
    This has nothing to do with how long the patch may or may not be relevant LMAO

    They are doing it bc of the main complaint last time if you are progging on a raid one week and don't get it full-cleared it just goes away next week (for the next fated raid) and you can't continue your progress. This seems to be their bandaid fix to that issue giving us 2 weeks to progress on each raid rather than just one.

    If I was still planning on raiding mythic I would very much appreciate this change as the above issue was annoying af in shadowlands fated.

    Also if I understand the Bullions right we are going to be swimming in them after only a few weeks:

    Week 1: 1 (1 total)
    Week 2: 2 (3 total)
    Week 3: 3 (6 total)
    Week 4: 4 (10 total)
    Week 5: 5 (15 total)
    Week 6: 6 (21 total)
    Week 7: 7 (28 total)
  1. doledippers's Avatar
    Quote Originally Posted by Ereb View Post
    This has nothing to do with how long the patch may or may not be relevant LMAO

    They are doing it bc of the main complaint last time if you are progging on a raid one week and don't get it full-cleared it just goes away next week (for the next fated raid) and you can't continue your progress. This seems to be their bandaid fix to that issue giving us 2 weeks to progress on each raid rather than just one.

    If I was still planning on raiding mythic I would very much appreciate this change as the above issue was annoying af in shadowlands fated.

    Also if I understand the Bullions right we are going to be swimming in them after only a few weeks:

    Week 1: 1 (1 total)
    Week 2: 2 (3 total)
    Week 3: 3 (6 total)
    Week 4: 4 (10 total)
    Week 5: 5 (15 total)
    Week 6: 6 (21 total)
    Week 7:
    nah, this isnt how it works. the cap increases by 1, so you get 1 each week, and if you miss a week you can get 2. so ur only getting an item every 2 weeks.
  1. Railander's Avatar
    Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.
    finally. now there's a real point doing these.
  1. Ereb's Avatar
    Quote Originally Posted by doledippers View Post
    nah, this isnt how it works. the cap increases by 1, so you get 1 each week, and if you miss a week you can get 2. so ur only getting an item every 2 weeks.
    oh gross...
  1. doledippers's Avatar
    Quote Originally Posted by Ereb View Post
    oh gross...
    yep, i was somewhat looking forward to season 4, but now that i see its gonna take 2 weeks to get a single item, when theres also a shit ton of cosmetics to buy with the bullion, it made me completely uninterested. Fat L. should be 2 a week minimum, and have the option to get them from m+
  1. Jodmos's Avatar
    Got to be able to earn more bullion. In MMO Champ's previous article there was a cosmetic vendor with 24 pages of stuff at 1 bullion each (10 per page is 240 bullion needed for everything - assuming all pages have 10 cosmetics and vendor doesn't sell normal stuff taking up a few pages)
  1. SinR's Avatar
    Quote Originally Posted by Jodmos View Post
    Got to be able to earn more bullion. In MMO Champ's previous article there was a cosmetic vendor with 24 pages of stuff at 1 bullion each (10 per page is 240 bullion needed for everything - assuming all pages have 10 cosmetics and vendor doesn't sell normal stuff taking up a few pages)
    That's what ALTS are for!!!!

    /s
  1. Luthorite's Avatar
    Only 1 bullion per week? Lmao.

    God forbid they let players have fun and go nuts in the last season....
  1. Dracullus's Avatar
    Quote Originally Posted by SinR View Post
    Only way to get Bullion is to run the "Awakened" Raids?

    Huge L to anyone that doesn't raid.

    in before "BUT NORMAL IS A JOKE JUST GO DO IT LOL"
    Personally I think Bullion-like system should be pernament and could be answer to combat increasing dominance M+ over raiding without lowering M+ highest rewards.

    And I don't see anywhere then Bullion is only for Normal+ in this article. In SL dinars were in LFR too.

    Quote Originally Posted by doledippers View Post
    yep, i was somewhat looking forward to season 4, but now that i see its gonna take 2 weeks to get a single item, when theres also a shit ton of cosmetics to buy with the bullion, it made me completely uninterested. Fat L. should be 2 a week minimum, and have the option to get them from m+
    Point of bullions are to fill holes left by bad RNG or get BIS item very early. Otherwise, game could just scrap loot and give you bullions cause loot would be useless if you could buy everything quickly. In SL S4 you could only get 3 dinars through all season.

    About cosmetics, I need to see clarification if they are new ones (which would completely suck) or just existing appearances from whole DF that you can buy for half of price compared to normal item. First option would be really, really strange considering bullion scarcity and relatively short lifespan of this season (in theory ~4 months, in practice in like 2 months most people will abandon it for MoP).
  1. Fitsu's Avatar
    Quote Originally Posted by Dracullus View Post
    And I don't see anywhere then Bullion is only for Normal+ in this article. In SL dinars were in LFR too.
    .
    This is the part that I think is dumb, if your going to make Bullions accessible then you might as well make them obtainable from M+ as well. Having M+ players just go do LFR feels like a pointless middle ground.

    Either commit to the fact there bad luck RNG for raiders, or make them obtainable from all relevant content.
  1. Dracullus's Avatar
    Quote Originally Posted by Fitsu View Post
    Either commit to the fact there bad luck RNG for raiders, or make them obtainable from all relevant content.
    I don't understand this sentence at all. There is currently disbalance in favor of M+. Raids are limited source of gear, hence more affected by RNG than M+. You can ignore bullion, same as you can ignore spark and still gear up really fast through M+.

    Intended or not, dinar/bullions make this disbalance a little smaller. If you make this available from any source, you only increase disbalance, cause now you can buy any raid item you want without touching raid.
  1. Fitsu's Avatar
    Quote Originally Posted by Dracullus View Post
    I don't understand this sentence at all. There is currently disbalance in favor of M+. Raids are limited source of gear, hence more affected by RNG than M+. You can ignore bullion, same as you can ignore spark and still gear up really fast through M+.

    Intended or not, dinar/bullions make this disbalance a little smaller. If you make this available from any source, you only increase disbalance, cause now you can buy any raid item you want without touching raid.
    But you can get them from LFR, so they are available for everyone regardless of if you raid or not so currently they actually disbalance it even more in favour of M+.

    Which is my point, if they exist as bad luck protection for raiders then make people have to raid for them. If there meant to be for everyone, then let M+ provide them as well.

    Having it possible to obtain them from LFR just seems like a pointless middle ground.
  1. Dracullus's Avatar
    Quote Originally Posted by Fitsu View Post
    But you can get them from LFR, so they are available for everyone regardless of if you raid or not so currently they actually disbalance it even more in favour of M+.

    Which is my point, if they exist as bad luck protection for raiders then make people have to raid for them. If there meant to be for everyone, then let M+ provide them as well.

    Having it possible to obtain them from LFR just seems like a pointless middle ground.
    Yeah, with quality of item I agree, if you clear LFR you should be able to buy specific LFR gear not anything higher, and same for every difficulty.
  1. Jodmos's Avatar
    Where the Dinar available in LFR in Shadowlands?
  1. panda040's Avatar
    Help im falling asleep from all this reused content....zzzzz
  1. MrLachyG's Avatar
    Quote Originally Posted by phattsao View Post
    Same raid for two weeks in a row is kind of lame. Guess they really need to milk this patch for a while.
    I think that kinda makes sense actually. say a new-ish guild that formed in 10.2 wants to progress the other 2 raids, well it's easier to do that over 2 consecutive weeks than it is to do it one week on, two weeks off.

    - - - Updated - - -

    Quote Originally Posted by Jodmos View Post
    Where the Dinar available in LFR in Shadowlands?
    yes, and they will be in this one too
  1. Eapoe's Avatar
    My guess is that later on, after people doing progression related stuff for a bit, Blizz will make a bullion drop from every boss to allow for the cosmetic collectors.
  1. MrLachyG's Avatar
    Quote Originally Posted by doledippers View Post
    nah, this isnt how it works. the cap increases by 1, so you get 1 each week, and if you miss a week you can get 2. so ur only getting an item every 2 weeks.
    so if TWW releases on the 24th Sept, that is 22 in total (if it is indeed one a week). oh, is the weekly dungeon quest there? didn't that reward 2? so that would be 3 a week

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