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 94 Comments
  1. PenguinChan's Avatar
    Quote Originally Posted by Ghostile View Post
    Are you even aware how things were in the past?

    People who bitch about final season being old raids forget or are too young to remember the previous tiers.


    Siege of Orgrimmar - 1 Year 4 Months 24 Days
    Hellfire Citadel - 1 Year 6 Months 25 Days
    Antorus, the Burning Throne - 9 Months 7 Days
    Ny'althoa, the Waking City - 10 Months
    Holy shit did SoO really last that long? Hellfire Citadel I know did because of the expansion essentially getting axed outside of raids. Didn't feel like that long, but then again XIV 2.0 did drop a month before SoO release, so I was probably playing that in the mean-time alongside WoW.
  1. Ghostile's Avatar
    Quote Originally Posted by PenguinChan View Post
    Holy shit did SoO really last that long? Hellfire Citadel I know did because of the expansion essentially getting axed outside of raids. Didn't feel like that long, but then again XIV 2.0 did drop a month before SoO release, so I was probably playing that in the mean-time alongside WoW.
    Yup. The old standard was almost a year of nothing
  1. Starfals's Avatar
    Quote Originally Posted by panda040 View Post
    Help im falling asleep from all this reused content....zzzzz
    Same here... my god, how can this be even a thing. No wonder everyone i know quit already, and i guess this is a good time to quit too. There are many other games to try before the next expansion comes out. Shame, i still did wanna play Dragonlands, but it has nothing new to do. This could have been fine in 1995-2000, but not anymore. Yes, its not okay even for WoW in 2004, let alone 2024.
  1. Ghostile's Avatar
    Quote Originally Posted by Starfals View Post
    Same here... my god, how can this be even a thing. No wonder everyone i know quit already, and i guess this is a good time to quit too. There are many other games to try before the next expansion comes out. Shame, i still did wanna play Dragonlands, but it has nothing new to do. This could have been fine in 1995-2000, but not anymore. Yes, its not okay even for WoW in 2004, let alone 2024.
    Yeah! Wish it was 9-18 months of nothing like back in the good days!
  1. Starfals's Avatar
    Quote Originally Posted by Ghostile View Post
    Yup. The old standard was almost a year of nothing
    And that's why everyone i know was usually gone around these times. Whole guilds were empty. Going to Stormwind was like going to a Chinese ghost town. No wonder the subscriber count and server populations got a massive jump every time there was a new expansion. After months of nothing, people get bored. Blizzard should be very careful not to lose their addicted fans. I almost quit the game a few times after i went into the Witcher 3 and now Baldurs gate 3. These games are too long, too epic to even think about all the reused content of WoW. I mean the best cure for addiction is abstinence, and then they lose me as a subscriber. What if this happens to a ton of other people too? Gaming is only getting more and more impressive, and time is limited. I almost thought Blizzard learned this by now... after years of bad last patches + months of nothing... but here we are again, in 2024. Will the War Within also end with a horrible long patch too? So far, everything points to a...YES.
  1. ngc2440's Avatar
    Quote Originally Posted by Starfals View Post
    I almost thought Blizzard learned this by now... after years of bad last patches + months of nothing... but here we are again, in 2024. Will the War Within also end with a horrible long patch too? So far, everything points to a...YES.
    Are you saying that we are in the same exact position that we experienced with Siege of Org? Or Hellfire Citadel?
  1. Ghostile's Avatar
    Quote Originally Posted by Starfals View Post
    And that's why everyone i know was usually gone around these times. Whole guilds were empty. Going to Stormwind was like going to a Chinese ghost town. No wonder the subscriber count and server populations got a massive jump every time there was a new expansion. After months of nothing, people get bored. Blizzard should be very careful not to lose their addicted fans. I almost quit the game a few times after i went into the Witcher 3 and now Baldurs gate 3. These games are too long, too epic to even think about all the reused content of WoW. I mean the best cure for addiction is abstinence, and then they lose me as a subscriber. What if this happens to a ton of other people too? Gaming is only getting more and more impressive, and time is limited. I almost thought Blizzard learned this by now... after years of bad last patches + months of nothing... but here we are again, in 2024. Will the War Within also end with a horrible long patch too? So far, everything points to a...YES.
    So uh, how do you think this is in other MMOs?
  1. MrLachyG's Avatar
    Quote Originally Posted by FelPlague View Post
    Getting 1 BIS of your choice per week is fucking nuts.
    13 weeks to get full BIS of your choice guaranteed with zero RNG and doing nothing other then your weekly quest.
    that is fucking nuts.

    With actual loot drops, various crafting, and the great vault, you will likely have BIS in less then 6 weeks.
    I thought everything was two bullion or more? That doesn’t diminish your point though
  1. PenguinChan's Avatar
    Quote Originally Posted by Ghostile View Post
    Yeah! Wish it was 9-18 months of nothing like back in the good days!
    These same people will point to the world being dead and only having levelers in it - why aren't we using old content to spice up the gameplay flow? Why aren't we repurposing that content for end-game progression? Etc. etc. But when Blizzard does even a smidgen of that, even with newer content, these same people complain that it's rehashing lol.

    BFA showed with the n'zoth patch that it's very much possible for the team to do that. Where they can repurpose old zones without changing TOO much and make it playable for end-game players (at least non-raiders). While I disagree with replacing a major patch with a repurposed zone and Visions / Raids, it at least showed the dev team can do this in an in-between patch. Or hell, even after all the major patches are out of the way.

    If they also made it so these updated end-game revamps stick around for future expansions it'd be a neat way to let people play different zones for end-game progression.
  1. Ereb's Avatar
    Quote Originally Posted by ngc2440 View Post
    Are you saying that we are in the same exact position that we experienced with Siege of Org? Or Hellfire Citadel?
    It's crazy cuz the game today is alive more than ever in recent years all the world events are STACKED with people it's actually insane I can't really remember the last time I've seen so many people in the same place in retail.
  1. Dracullus's Avatar
    Quote Originally Posted by Zoura View Post
    i mean, this is while you are doing the content and gear up. Giving us several of them first week would be too brutal. Thats the fun part, hunting for the gear. Though the trinkets are extremely painful to get ye.
    People completely forget that, although shorter, it's still normal season. Crazy catch up part where you mass gear your alts, similar to 10.0.7 or 10.1.7 (Season 3 didn't have version of that), will be Dalaran event on pre-patch.

    So if you are not interested in reliving DF content and just want to gear up ASAP for next expac, just skip it and wait for pre-launch event.
  1. MrLachyG's Avatar
    Quote Originally Posted by Luthorite View Post
    Only 1 bullion per week? Lmao.

    God forbid they let players have fun and go nuts in the last season....
    actually I think there is good reason for that. making people wait 2 weeks to get their first item means that they can see the vault first and therefore not get shit RNG. I know I'd be annoyed if I spent a bullion on the bow from Raz only for it to drop in the first vault of the season.
  1. Dackstrus's Avatar
    Quote Originally Posted by Kyanion View Post
    Like try putting some feedback/requests on the official forums. They likely would never see this.

    Also quitting over one feature is just silly. Find a weak aura that does what you want, make your own, or play a diff spec if this is a dealbreaker.
    Nice reading the entire post?
  1. dwarven's Avatar
    Quote Originally Posted by FelPlague View Post
    This is not, never has been, and never will be true.
    Pokemon is a literal baby game, is is EXTREMLY EASY.
    No it isn't. If you're talking about the main Pokemon games, high level play actually has a lot of complications. People spend insane amounts of time breeding Pokemon with the best stats.

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