Overwatch Patch Notes - April 6, 2020

Shadowlands - Covenant Class and Signature Abilities Preview
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Four ruling powers control the Shadowlands, each of which is in desperate need of aid from the heroes of Azeroth. In exchange for your help, the Covenants are willing to share a piece of their power and access to the rewards and other blessings, boons, or temptations they have to offer.

As you level up on your initial journey through each of their domains, you’ll get to experience the abilities they have to offer firsthand—before you ultimately choose the Covenant you wish to dedicate yourself to.

  • Kyrians: The denizens of Bastion, these angelic beings embrace humility and service to their order.
  • Necrolords: Comprised of liches, warlords, and spies, the Necrolord Covenant calls Maldraxxus home. They make up the army that defends the Shadowlands.
  • Night Fae: Guardians of nature, the Night Fae inhabit Ardenweald and shepherd beings through the cycle of life and death. It was through their aid that the demigod Cenarius was able to make his return to Azeroth during the events of the Cataclysm.
  • Venthyr: Making their home in Revendreth, the vampiric Venthyr are the punishers of the unworthy, seeking to rehabilitate the sinful souls sent to them by the Arbiter.

When the time comes to ally with one of these four, you’ll want to carefully consider the abilities the Covenant will provide you. Each provides two abilities tailored to the theme of the Covenant. The first of these is the Covenant’s signature ability, which is available to all Covenant members regardless of class, race, or specialization. This ability helps you explore and engage with the world in new ways, and gives you a unique tool to help solve the problems you encounter in the Shadowlands. The second of these abilities is specific to your class, and gives you a new spell or power to use in combat.

To give you an idea of what to expect, we’ve put together a list with the Covenant signature abilities and class abilities. Please keep in mind that these are a work in progress and may have additional changes during the course of development and testing, so all abilities shown here are subject to change.

Covenant Signature Abilities

Covenant - Kyrian

Signature Ability - Summon Steward
  • Call your steward to bring you a Phial of Serenity that can be consumed to restore some of your health and remove all Curse, Disease, Poison, and Bleed Effects.
  • Your Steward additionally offers access to a selection of useful amenities, each once per day.

Covenant - Venthyr

Signature Ability - Door of Shadows
  • Wend through the shadows, appearing at the targeted location.

Covenant - Necrolord

Signature Ability - Fleshcraft
  • Form a shield of flesh and bone that prevents damage equal to a portion of your maximum health. Standing near the corpse of a defeated enemy when the ability is cast will create a larger shield.

Covenant - Night Fae

Signature Ability - Soulshape
  • Turn into a Vulpin, increasing movement speed. You may reactivate Soulshape to teleport a short distance forward.
  • Additional cosmetic forms can be earned and collected through a variety of gameplay.
  • While out in the world, this effect has a short duration before it wears off, but lasts indefinitely while in a rest area.

Aligning with a specific Covenant provides access to class abilities that provide additional combat-oriented gameplay options that are tailored to the theme of that Covenant. Every Covenant offers an ability for each class, but note that some Covenant class abilities are still in development and are not currently represented in the chart.

Bastion Covenant abilities shown for: Priest and Warrior.



Covenant Class Abilities

Death Knight
  • Shackle the Unworthy (Kyrian) - Admonish your target for their past transgressions, reducing the damage they deal to you and dealing Arcane damage over time. Shackle the Unworthy's cooldown is reduced when you damage the affected enemy with a Rune-spending attack.
  • Swarming Mist (Venthyr) - A heavy mist surrounds you, increasing your chance to dodge. Deals Shadow damage over time to enemies within range. Every time it deals damage you gain additional Runic Power, up to a maximum amount.
  • Abomination Limb (Necrolord) - Sprout an additional limb for a limited time, dealing Shadow damage to nearby enemies. If an enemy is farther away from you, they are pulled to your location.
  • Death’s Due - (Replaces Death and Decay). Corrupts the targeted ground, causing Shadow damage over a duration of time to targets within the area. Affected enemies deal reduced damage to you (up to a maximum amount) and their power is transferred to you as an equal amount of Strength. While you remain within the area, your Necrotic Strike and Heart Strike will hit additional targets. Scourge Strike and Clawing Shadows will hit all enemies near the target.

Demon Hunter
  • Elysian Decree (Kyrian) - Carve runes into the ground in front of you, which detonate to deal Arcane damage and shatter Lesser Soul Fragments from enemies.
  • Sinful Brand (Venthyr) - Brand an enemy with the mark of the Venthyr, reducing their melee and casting speeds and inflicting Shadow damage over time. Activating Metamorphosis applies Sinful Brand to all nearby enemies.
  • Necrolord - Work in Progress
  • The Hunt (Night Fae) - Charge to an enemy, inflicting Nature damage and rooting them. The target is marked for a period of time, increasing your Fury from Demon's Bite and Shear against them. You may reactivate The Hunt every 30 seconds to teleport behind the marked target and ignoring line of sight.

Druid
  • Kindred Spirits (Kyrian) - Form a bond with an ally. On a cooldown, you may empower the bond for a period of time, granting you an effect based on your partner’s role, and granting them an effect based on your role.
  • Ravenous Frenzy (Venthyr) - For a period of time, Druid spells you cast increase your damage, healing, and haste by a percentage, stacking. If you spend a period of time idle, the Frenzy overcomes you, consuming a percentage of your health per stack, stunning you, and then ending.
  • Adaptive Swarm (Necrolord) - Command a swarm that heals or deals Shadow damage to a target and increases the effectiveness of your periodic effects on them. Upon expiration, travels to a new target within range, alternating between friend and foe up to a set number of times.
  • Convoke the Spirits (Night Fae) - Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Moonfire, Wrath, Regrowth, Rejuvenation, Thrash, Rake, Shred, and Ironfur on appropriate nearby targets, favoring your current specialization.

Hunter
  • Resonating Arrow (Kyrian) - Fire a resonating arrow to the target location and fill the area with echoing anima. The effect causes your attacks to ignore line of sight to enemies in the area, and you have an increased critical strike chance against them.
  • Flayed Shot (Venthyr) - Fire a shot at your enemy, causing them to bleed Shadow damage over a period of time. Each time Flayed Shot deals damage, you have a chance to gain Flayer's Mark, causing your next Kill Shot to be usable on any target, regardless of their current health.
  • Death Chakram (Necrolord) - Throw a deadly chakram at your current target which will rapidly deal additional Shadow damage. Each time the chakram damages a different target, its damage is increased, and you generate additional Focus.
  • Night Fae - Work in Progress

Mage
  • Radiant Spark (Kyrian) - Conjure a radiant spark that causes Arcane damage instantly and additional damage over time. The target takes a percentage of increased damage from your direct damage spells, stacking each time they are struck. This effect ends after a number of spells.
  • Mirrors of Torment (Venthyr) - Conjure mirrors to torment the enemy for a time. Whenever the target casts a spell or ability, a mirror is consumed to inflict Shadow damage and their movement and cast speed are slowed. The final mirror will instead inflict Shadow damage to the enemy, Rooting and Silencing them for some time.
  • Deathborne (Necrolord) - Transform into a powerful Skeletal Mage for a period of time. While in the form of a Skeletal Mage, your Frostbolt, Fireball, and Arcane Blast are greatly enhanced, and your spell damage is increased.
  • Shifting Power (Night Fae) - Draw from the ground beneath you for a period of time, dealing Nature damage over time to nearby enemies. While channeling, your ability cooldowns are reduced.

Monk
  • Weapons of Order (Kyrian) - For a short duration, your Mastery is increased by a percentage. In addition: Windwalkers’ Rising Sun Kick cooldown is reset instantly, and your Rising Sun Kick reduces the cost of your Chi abilities; Brewmasters’ Keg Smash cooldown is reset, and enemies hit by Keg Smash take increased damage from you (stacks up to a set amount); Mistweavers’ Essence Font cooldown is reset instantly and heals nearby allies on channel start and end.
  • Venthyr - Work in Progress
  • Bonedust Brew (Necrolord) - Hurl a brew created from the bones of your enemies at the ground, coating all targets struck for 10 seconds. Your abilities have an additional 15% chance to affect the target a second time with 25% effectiveness as either Shadow damage or healing.
    • Brewmaster: Tiger Palm and Keg Smash reduces the cooldown of your brews by an additional 1 second when striking enemies affected by Bonedust Brew.
    • Windwalker: Spinning Crane Kick refunds 1 Chi when striking enemies affected by Bonedust Brew.
    • Mistweaver: Gust of Mist provides additional healing to allies affected by Bonedust Brew.
  • Night Fae - Work in Progress

Paladin
  • Divine Toll (Kyrian) - Instantly cast Holy Shock, Avenger's Shield, or Judgment on several targets within range (based on your current specialization).
  • Ashen Hallow (Venthyr) - Hallow the target area, dealing Shadow damage split among enemies and restoring health split among injured allies over time. The land remains filled with anima, causing additional Shadow damage to all enemies. You gain the benefits of Consecration while within the area.
  • Necrolord (Necrolord) - Work in Progress
  • Night Fae - Work in Progress

Priest
  • Boon of the Ascended (Kyrian) - Gain the Boon of the Ascended, granting access to Ascended Nova and Ascended Blast, and increasing your movement speed. Both abilities damage your enemies, heal your allies, and build power that will erupt in a powerful explosion of damage and healing at the end of Boon of the Ascended’s duration.
  • Mindgames (Venthyr) - Assault an enemy's mind, dealing Shadow damage and briefly reversing their perception of reality. For a period of time, the next damage they deal will heal their target, and the next healing they do will damage their target.
  • Unholy Nova (Necrolord) - An explosion of dark energy heals nearby allies and infects nearby enemies with Unholy Transfusion.
    Unholy Transfusion deals Shadow damage over time. Enemies who damage this target receive healing.
  • Night Fae - Work in Progress

Rogue
  • Echoing Reprimand (Kyrian) - Deal Arcane damage to an enemy, extracting their anima to Animacharge a combo point. Damaging finishing moves that consume the same number of your combo points as your Animacharge deal damage as if they consume 7 combo points.
  • Slaughter (Venthyr) - Slaughter the target, causing Physical damage. The target's anima mixes with your lethal poison, coating your weapons for the next 5 minutes. Slaughter Poison deals Shadow damage over time and steals a percentage of healing done to the target. This also awards combo points.
  • Serrated Bone Spike (Necrolord) - Embed a bone spike in the target, dealing Physical damage over time until they die. Attacking with Serrated Bone Spike causes all of your active bone spikes to fracture and strike your current target, increasing initial damage by a percentage per spike.
    Unholy Transfusion deals Shadow damage over time. Enemies who damage this target receive healing.
  • Night Fae - Work in Progress

Shaman
  • Vesper Totem (Kyrian) - Summon a totem at the target location for 30 seconds. Your next 3 damage spells or abilities will cause the totem to radiate Arcane damage to enemies near the totem and your next 3 healing spells will heal up to 6 allies near the totem. Casting this ability again while the totem is active will relocate the totem.
  • Chain Harvest (Venthyr) - Send a wave of anima at the target, which then jumps to additional nearby targets. Deals Shadow damage to enemies and restores health to allies. For each target critically struck, the cooldown of Chain Harvest is reduced.
  • Primordial Wave (Necrolord) - Blast your target with a Primordial Wave, healing an ally or dealing Shadow damage and applying Flame Shock to an enemy.
    • Elemental: Your next Lava Burst will also hit all targets affected by your Flame Shock.
    • Enhancement: Your next Lightning Bolt will also hit all targets affected by your Flame Shock.
    • Restoration: While an ally is targeted, Primordial Wave will cast Riptide. Your next Healing Wave will also hit all targets affected by your Riptide.
  • Night Fae - Work in Progress

Warlock
  • Scouring Tithe (Kyrian) - Deal Arcane damage instantly and additional Arcane damage over time. If the enemy dies while affected by Scouring Tithe, you generate additional Soul Shards. If they survive, Scouring Tithe's cooldown is refreshed.
  • Impending Catastrophe (Venthyr) - Call forth a cloud of chaotic anima that travels to the target enemy, dealing Shadow damage to enemies within their path. When the anima reaches the target it explodes, inflicting a random Curse and dealing Shadow damage to all nearby enemies.
  • Decimating Bolt (Necrolord) - Hurl a bolt of shadow magic at your target, dealing Shadow damage and increasing the damage of your next Incinerates, Drain Souls, or Shadow Bolts. Decimation Bolt's damage, and the bonus to Incinerate, Drain Soul, or Shadow Bolt both increase as your target's health decreases.
  • Soul Rot (Night Fae) - Expend some of your health to wither away all life force from your current target and up to 3 additional targets nearby, causing them to suffer Nature damage over 8 seconds. Additionally, casting Drain Life will also hit any enemy affected by your Soul Rot.

Warrior
  • Spear of Bastion (Kyrian) - Throw a Kyrian spear at the target location, dealing Arcane damage instantly, dealing additional damage over time, and generating Rage. Enemies hit are tethered to Spear of Bastion's location for the duration
  • Condemn (Venthyr) - (Replaces Execute) Condemn a foe to suffer for their sins, causing Shadow damage. Only usable on enemies who are above 80% health or below 20% health. The primary target is weakened, preventing a moderate amount of damage they would deal to you. If your foe survives, a portion of the Rage spent is refunded.
  • Conqueror’s Banner (Necrolord) - Brandish the banner of the Necrolords, increasing your movement speed and causing Mortal Strike, Raging Blow, and Shield Slam to grant you Glory. Killing an enemy grants additional stacks of Glory. Reactivating this ability plants the banner in the ground, granting an increased amount of maximum health and additional attack speed to you and your allies within range of the banner. Lasts additional time per Glory, up to a maximum amount.
  • Night Fae - Work in Progress

We look forward to sharing more information as development continues, and we hope this preview helps you find the Covenant that’s right for you.

Which Covenant is your current choice? Join the discussion on the forums.
This article was originally published in forum thread: Shadowlands - Covenant Class and Signature Abilities Preview started by Lumy View original post
Comments 218 Comments
  1. Scrod's Avatar
    Quote Originally Posted by Ielenia View Post
    It's called "level scaling" and it allows us to pick and choose our own leveling path instead of following a fixed path every single time. And this "we fought more powerful enemies" reasoning falls apart when you consider, for example, that before "level scaling" was a thing, the giant rock mobs you'd fight at the upper left corner of Hellfire Peninsula are less powerful than a simple blood elf in Netherstorm. At least by your reasoning. Because it's all a gameplay illusion. They're not "more powerful".
    Either I'm not understanding your point or you're not understanding mine. I agree with you that the giant rock mobs, which were in the intro zone, were less powerful than the blood elves in Netherstorm, which were in a later zone. That feels good to me. That's a good way to make us lose power at the start of an expansion - just make our enemies stronger by using levels at the same time as our secondary stats get weaker. The difference in levels means a level 119 is stronger than a level 111, it's just that the mobs he's fighting are also stronger too because their level is higher as well, AND the reduction in power from our secondary stats means it's a bigger challenge as we go on. That feels good. It feels like we're progressing on to bigger challenges and we need to step our game up.

    In contrast, in BFA the way it worked was you just got weaker and weaker as you leveled. The mobs didn't change. Fighting a mob at 111 was easier than fighting the same mob at 119. That feels shitty. I agree that it's all a gameplay illusion, but to me that's important. It's important to feel progress through difficulty and not just "ok you killed x mobs so I'm going to tune the knob up a bit". In BFA it felt like they were just weakening us and we had to fight to get back to where we were, not that we had progressed on to harder challenges.

    - - - Updated - - -

    I think that it should be changed so you basically progressively unlock all 4 covenants over time and that then gives you choices between which ones to use for different situations, because that would seem a lot better to me than locking you in to one. And for any Blizz devs reading this thread - you can make that just as grindy as the one covenant solution! I know you're all about the grind these days.

    And to the wet blankets, yes, yes, I know Blizz devs mostly aren't reading this forum, please keep your pants on.
  1. Ielenia's Avatar
    Quote Originally Posted by Scrod View Post
    Either I'm not understanding your point or you're not understanding mine. I agree with you that the giant rock mobs, which were in the intro zone, were less powerful than the blood elves in Netherstorm, which were in a later zone. That feels good to me. That's a good way to make us lose power at the start of an expansion - just make our enemies stronger by using levels at the same time as our secondary stats get weaker. The difference in levels means a level 119 is stronger than a level 111, it's just that the mobs he's fighting are also stronger too because their level is higher as well, AND the reduction in power from our secondary stats means it's a bigger challenge as we go on. That feels good. It feels like we're progressing on to bigger challenges and we need to step our game up.
    I don't feel that way. Before level scaling, few things would bother me more during leveling than having to stop questing in a zone, and having to leave before even reaching half-way through its main arc because I've out-leveled the zone, and it no longer gave me worthwhile XP. For context: during this XP boost period, I level a character from 110 to 120... in Tiragarde Sound, alone. If it wasn't for level scaling, I'd have to hop through a fixed leveling path (let's assume TS -> Drust -> Stormsong), always stopping before even reaching half-way through its main arc before moving to the next zone.

    In contrast, in BFA the way it worked was you just got weaker and weaker as you leveled. The mobs didn't change. Fighting a mob at 111 was easier than fighting the same mob at 119. That feels shitty. I agree that it's all a gameplay illusion, but to me that's important. It's important to feel progress through difficulty and not just "ok you killed x mobs so I'm going to tune the knob up a bit". In BFA it felt like they were just weakening us and we had to fight to get back to where we were, not that we had progressed on to harder challenges.
    I'm curious: do you hold the same opinion regarding Legion?
  1. judgementofantonidas's Avatar
    Quote Originally Posted by crakerjack View Post
    They don't even have all the abilities fleshed out and we're supposedly 7-8 months from release? I'm glad there's some information to work with, but it definitely is alarming when they don't even have the abilities ready at the very least.
    7/8 months is shit load of time
  1. Scrod's Avatar
    Quote Originally Posted by Ielenia View Post
    I don't feel that way. Before level scaling, few things would bother me more during leveling than having to stop questing in a zone, and having to leave before even reaching half-way through its main arc because I've out-leveled the zone, and it no longer gave me worthwhile XP. For context: during this XP boost period, I level a character from 110 to 120... in Tiragarde Sound, alone. If it wasn't for level scaling, I'd have to hop through a fixed leveling path (let's assume TS -> Drust -> Stormsong), always stopping before even reaching half-way through its main arc before moving to the next zone.


    I'm curious: do you hold the same opinion regarding Legion?
    I do agree that there should be some reason to finish a zone before going onto the next one, a few years ago I was talking about how swtor had a main objective you had to complete in order to unlock the next zone.

    And yes I did feel that way about Legion.
  1. Hinastorm's Avatar
    Quote Originally Posted by monkaTOS View Post
    They listen to everyone they collect feedback and act on it - but their feedback loop is roughly about 2 years long (from x.0 release to x.0 release). It's the downside of very old style waterfall development, but given the legacy nature of their platform, I'd guess that's the best they can do.

    Lately (in BFA) they've been experimenting with shorter feedback loops by introducing a new system in each major patch (x.1, .x.2 etc) and then trying to make corrections in the next major patch - this is why we've had so many "rental" systems in BFA. Even in this case, they're not able to completely "phase out" a bad system mid-expac, so it only works partially.

    Whatever system you're going to see on Alpha now, is what will end in 9.0 release - even if everyone universally hates the idea. You can't reverse the waterfall. You need to get to the bottom (release) then climb back up and do the ride again.

    So right now, they're collecting two kinds of feedback, 1) "how to tune this existing system they've just released" and 2) "did people like it, should we do something similar in 10.0"
    Hmm. I mean, WoW is a big game, and these big systems take months to make/tweak. I don't *really* see how they could do much any differently, at least not without having to tack on more months until the next expansion each time they want to change something.

    For better and worse, they are on a timeline.
  1. FelPlague's Avatar
    Quote Originally Posted by crakerjack View Post
    Hey man, there's 2 extremist sides on this board. Those that defend blizzard regardless and those that shit on blizzard regardless. Don't group me up with people and I won't with you. I like WoW and just because I have some actual criticism/concern doesn't make me some WoW-bashing hater. I didn't remotely say anything about blizzard being lazy or shadowlands is the end of WoW. I merely said it's a little alarming. Get your bullshit slandering out of here, doesn't do shit for anyone.
    "This alpha is not a 100% complete version of the game, wow this is so alarming!"
    Surprise, the alpha is not the complete version of the game, not everything is going to be in it, welcome to the alpha/beta for literally every fucking game ever.
    content is not complete
    woooooooooooooow

    - - - Updated - - -

    Quote Originally Posted by crakerjack View Post
    They don't even have all the abilities fleshed out and we're supposedly 7-8 months from release? I'm glad there's some information to work with, but it definitely is alarming when they don't even have the abilities ready at the very least.
    7-8 months to set up a few abilities?
    Wow how long do you think it takes to come up with these ideas. an entire office of 100 people sit there for an entire day in silence before someone yells out "THE HUNT" then they all go home, and then the next day they say "IT DOES NATURE DAMAGE!" Then they go home, then come back the next day. "INCREASES FURY"

    so on so forth?

    - - - Updated - - -

    Quote Originally Posted by Wheeler View Post
    Here we go again, boys.
    The dude is literally complaining that "The alpha is missing abilities" as if we will go 7-8 months and these abilities will still not exist
    grow up
    there is some credence to the "its only alpha, its only beta, its only patch X.0"
    but this is literally not even alpha yet, and people are crying "wtf there is missing content wow there is no way its gunna be ready!"

    - - - Updated - - -

    Quote Originally Posted by seamnstr View Post
    This doesn't look very fun. Every spell is like stacking three on use azerite neck traits into a single ability, albeit more class specific. Just messy imo and too decoupled from the core of the class/the regular spells. Wish they had something similar to the on use effects on legion legendarys instead, or just scratched the system entirely, and focused on making the core of the classes fun.
    "Decoupled from the regular classes, i wish they were sometign similiar to the effects on the legion legendaries"
    you mean like bonus fire damage.
    and this ability costs 1 less soulshard?
    yeah those were sooooo amazing...
  1. crakerjack's Avatar
    Quote Originally Posted by judgementofantonidas View Post
    7/8 months is shit load of time
    7-8 is a decent amount of time assuming there's no setbacks. The issue is that everything in 2020 is pretty much setback due to the coronavirus. It's impossible to give precise input when you can't compare abilities. If you only have W and X abilities to compare, you can't provide valid feedback unless you have Y and Z abilities to compare it to. Sure you can compare W and X abilities a billion times, but all feedback changes when 2 new abilities are added to compare. Hell monks are still missing 3. There's time, I'll agree with that, but I'm worried Blizzard is behind the ball.

    At blizzcon they barely discussed covenant abilities. Hell they barely even discussed covenants. I'm excited for Shadowlands, but the pacing just feels off compared to prior expansions. We don't know if they're behind schedule or ahead, WE DON'T KNOW. So all we can do is speculate and if there's any correlations to be made between most businesses and their production/efficiency during this whole quarantine, it's that production/efficiency has taken a hit. Using what's tangible, correlations indicate that it's likely Blizzard will fall behind for as long as this whole covid-19 thing lasts. So if they were ahead of schedule, they're likely now on normal schedule and if they were behind schedule, they're now further behind schedule. You can argue blizzard was ahead of schedule prior to the whole covid-19 outbreak, but more than not, WoW expansions have been pushed back rather than moved ahead.

    I'm not saying WoW is dying or that this setback will be the final nail in the coffin, but I'm not going to exaggerate and pretend that 7-8 months is enough time.
  1. Ielenia's Avatar
    Quote Originally Posted by Scrod View Post
    I do agree that there should be some reason to finish a zone before going onto the next one.
    Which is why level scaling is a good thing.

    Otherwise you'd be stuck in a zone that gives piss-poor experience just so you could unlock the next zone to level on.
  1. ComplexSignal's Avatar
    Quote Originally Posted by Hinastorm View Post
    Hmm. I mean, WoW is a big game, and these big systems take months to make/tweak. I don't *really* see how they could do much any differently, at least not without having to tack on more months until the next expansion each time they want to change something.

    For better and worse, they are on a timeline.
    2 year long feedback loops are pretty archaic in modern agile software development world that tends to run in two week sprints.
  1. Wheeler's Avatar
    Quote Originally Posted by Lurker1 View Post
    Nice you think i care about those content.And your feelings is still not my problem.
    Yeah, I don't know what we're even talking about here if you don't do any of the actual content the game has to offer. You're immune from criticism on it if you don't do any of it - but the flip side to that is your opinion on any of it is absolutely worthless. It'd be like you giving your opinion on global warming as it impacts the Sahara desert. Completely unqualified to answer.
  1. PenguinChan's Avatar
    I'm hoping when you 'Ally' with a covenant it'll work like other MMORPGs where they allow you to sever that alliance and retain that rank - but go to another covenant and build up reputation with them. And if you want to go back, you can - but obviously a CD between switches. They should also make Covenants account-bound or have highly accelerated catch-up on alts no matter which covenant you choose to side with.

    I know both of these go against the grain where Blizzard wants you to stick to one character and play as much as possible but I'm hoping it happens. We'll see.
  1. Lurker1's Avatar
    Quote Originally Posted by Wheeler View Post
    Yeah, I don't know what we're even talking about here if you don't do any of the actual content the game has to offer. You're immune from criticism on it if you don't do any of it - but the flip side to that is your opinion on any of it is absolutely worthless. It'd be like you giving your opinion on global warming as it impacts the Sahara desert. Completely unqualified to answer.
    Your moronic brain is not my problem sir keep reaching here as long as we all play the same game everybody matters u derp.Fyi this is not real life last time i checked it's a videogame.
  1. villie's Avatar
    All i see is these being a total cluster fuck to balance in pvp.

    Melee are getting some fucking rediculous shit; extra grip for DK, a root for warriors along with an execute that ignores armour or movement increase buff. And this bullshit for Demon Hunters-Charge to an enemy, inflicting Nature damage and rooting them. The target is marked for a period of time, increasing your Fury from Demon's Bite and Shear against them.

    You may reactivate The Hunt every 30 seconds to teleport behind the marked target and ignoring line of sight. Are you fucking kidding me?????

    Honestly what the actual fuck are they thinking with these abilities???
  1. Flurryfang's Avatar
    Quote Originally Posted by Orwell7 View Post
    No need to worry? NO NEED TO WORRY because it looks the "same" like Legion and BfA?
    Hell yeah I'm worried they focus all their shit on completely irrelevant things, and the CORE GAMEPLAY will suck again.

    I don't want to play a game where 95% of my playtime is a snooze-fest (grinding AP, WQ, warfronts etc), and the rest fries my brain because there are 200 sources of RNG damage happening every second.
    Was merely refering to the blank abilities. That there are missing abilities is what not to worry about, as even good expansions had alphas with missing abilities/talents.

    But i do agree, that there are other things to worry about
  1. Accendor's Avatar
    Quote Originally Posted by otaXephon View Post
    The only thing that's "mind boggling" here is that you think that Blizzard would unveil a system at BlizzCon, spend six months continuing to iterate on it, then once revealing it to the playerbase decide, "Nah, let's make it a fucking talent instead." This is the kind of backwards thinking you see employed by players who don't want Blizzard to ever try anything new, they just want the game to stay forever in exactly the state they preferred it most. (And for whatever reason, that seems to be MoP for most of the people on this forum.) It won't happen no matter how angry "rental powers" make you feel -- suggesting it should is just a waste of your time and everybody else's.
    ... Just as Blizzard is wasting their time to continue down this path. The difference is that in the end for me it doesnt matter, I will simply not play the game, but WoW will not survive another bad expansion after BfA.

    - - - Updated - - -

    Quote Originally Posted by Gurg View Post
    Yeah, completely agree with you.
    They dont need to scrap it, they just need to make those abilities less covenant locked and faaar more in line with one another.
    Compare, for instance, DKs, then Warriors, then DKs, warriors and Rogues. You can clearly see quite big difference there, right?

    For instance, my idea was that we should get another talent row with unlockable talents as we cap covenant progression with 4th Covenant being class wide ability. Or simply get new "Covenant" ability on lvl 51, 54, 57 and 60.

    Picking and sticking a covenant would provide boost to talent/spell that you unlocked via covenant and further boosted via covenant talent tree, with minor passive boost to other expansion talents/spells.
    This way you would experience all zones and covenants, but also have a goal for your progression. It wouldnt be such a big pain to switch covenants but you will need to grind their progression as it is current plan. In addition, not having "optimal" covenant wouldn't hurt as much as it is in current iteration.

    When expansion ends you will still have the reason for new characters to go trough Shadowland's covenants to gain access to talent row.

    As for MoP - that was last good expansion that used old design model of item sets, powerful trinkets and daily quest grind. PvP vendors too.
    He just said that putting them as talents would be terrible.
    Then you say you agree with him. Then you say you would out them as talents.
  1. otaXephon's Avatar
    Quote Originally Posted by Accendor View Post
    ... Just as Blizzard is wasting their time to continue down this path. The difference is that in the end for me it doesnt matter, I will simply not play the game, but WoW will not survive another bad expansion after BfA.
    Cool dude. Enjoy your super unique opinion that everything Blizzard does sucks.
  1. Alcsaar's Avatar
    Quote Originally Posted by MrLachyG View Post
    yeah it's not like the virus has actually affected their work. oh, wait, yes it has.
    Sure, but they'll use it as a full cop out excuse despite the fact that they were already way behind before it.
  1. Fleugen's Avatar
    Quote Originally Posted by judgementofantonidas View Post
    7/8 months is shit load of time
    Not when you take into consideration that Blizzard's feedback loop is a year to a year and a half long.

    That means we're already set in the way Shadowlands is going to release, and we might see some decent fixes by the second raid. By then, they've introduced a dozen other systems and have to consider those in their 'fixes' or it's going to be broken again. And since THOSE issues will ALSO require a year to a year and a half to get addressed...

    See why this is an issue yet?

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