Patch 9.0.2 Hotfixes - January 25, 2021
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Achievements

  • To 'Ghast, Two Curios and 'Ghast Five are now account-wide achievements.

Covenants

  • Kyrian
    • The point of interest indicator for “Gorm Ruin Everything” should now be easier to see on the map.
  • Necrolord
    • Fixed an issue where players were unable to enter the Inquisitor’s Crypt after opening the door during the quest “The Last Word.”
  • Venthyr
    • Fixed an issue where Theotar’s Fury buff would sometimes not persist through death during the quest “Lowering Their Defenses.”

Creatures and NPCs

  • Darvel the Frugal should now correctly give the correct faction discount.

Dungeons and Raids

  • Castle Nathria
    • Council of Blood
      • [With regional restarts] Dreadbolt Volley damage reduced by up to 20% in smaller raid sizes in Raid Finder, Normal, and Heroic difficulties. The damage will remain the same in 30-player raids.
      • [With regional restarts] Drain Essence damage reduced by up to 20% in smaller raid sizes in Raid Finder, Normal, and Heroic difficulties. The damage will remain the same in 30-player raids.
      • [With regional restarts] Dark Recital duration reduced to 6 seconds on Normal and Heroic difficulties (was 7 seconds).
    • Sludgefist
      • [With regional restarts] Colossal Roar damage reduced by 10% on Mythic difficulty.
      • [With regional restarts] Chain Slam and Chain Bleed damage reduced by 35% on Mythic difficulty.
    • Stone Legion Generals
      • [With regional restarts] Stone Legion Goliath health reduced by 10% on Mythic difficulty.
      • [With regional restarts] Stone Legion Goliath’s Ravenous Feast cooldown increased by 6 seconds on Mythic difficulty.
      • [With regional restarts] Stone Legion Skirmisher health reduced by 6% on Mythic difficulty.
      • [With regional restarts] Serrated Tear and Stone Fist damage reduced by 20% on Mythic difficulty.
      • [With regional restarts] Serrated Swipe, Serrated Tear, and Stone Fist’s range increased to 100 yards (was 10 and 20 yards).
        • Developers’ note: In addition to slightly reducing overall difficulty, we've made a number of changes to this encounter with the goal of making it feel more consistent between attempts. This means that while certain abilities are no longer avoidable, their impact together with other abilities should be more realistic to manage and the order in which they occur should be more reliable.
      • [With regional restarts] Heart Rend’s range increased to 300 yards (was 10 yards).
      • [With regional restarts] Heart Rend no longer applies Heart Hemorrhage to the player who dispelled the Magic effect on Mythic difficulty.
      • [With regional restarts] General Kaal and General Grashaal’s spell cooldowns now reset with phase changes.
      • [With regional restarts] Volatile Stone Shell absorb shield reduced by 20% on Mythic difficulty.
  • Mythic Keystone Dungeons
    • [With regional restarts] Manifestation of Pride (Prideful Affix) now sees through Stealth and Invisibility effects.
  • Plaguefall
    • Margrave Stradama
      • [With regional restarts] Plaguebound Devoted health and damage reduced by 40%.
      • [With regional restarts] Reduced the cast frequency of Infectious Rain during her final phase.
      • [With regional restarts] Slightly adjusted the timing of Plague Crash so there is a little more time between tentacle slaps.
  • Sanguine Depths
    • [With regional restarts] Fixed an issue where flying Chamber Sentinels would fail to contribute Enemy Forces requirements on Mythic Keystone difficulty.
    • Kryxis the Voracious
      • [With regional restarts] Severing Smash damage reduced by 20% on all difficulties.
      • [With regional restarts] Essence Absorption damage reduced by 20% on Mythic difficulty.
    • Executor Tarvold
      • [With regional restarts] Fleeting Manifestation health reduced by 20%.
  • Spires of Ascension
    • [With regional restarts] Lakesis, Klotos and Astronos are no longer affected by Mythic Keystone affixes that trigger on death (e.g. Sanguine).
    • [With regional restarts] Lakesis, Klotos and Astronos Oppression now increases damage taken by 1% per application (was 2%).
  • The Necrotic Wake
    • If Bloody Javelin and Discharged Anima hits more than eight enemies, the total damage is distributed evenly across all targets.
    • Kyrian armaments (Bloody Javelin, Discarded Shield, Discharged Anima and Forgotten Forgehammer) now persist through death.
    • [With regional restarts] Brittlebone Crossbowman and Brittlebone Warrior damage reduced by 20%.
    • [With regional restarts] Fixed an issue where Brittlebone Crossbowman's Shoot was ignoring armor.
    • [With regional restarts] Brittlebone Mage's Frostbolt Volley damage reduced by 20% and cast time increased to 3.5 seconds (was 2.5 seconds).
    • [With regional restarts] Brittlebone Mage's Frostbolt damage reduced by 36% and cast time increased to 2.5 seconds (was 2 seconds).
    • [With regional restarts] Corpse Harvester and Corpse Collector health reduced by 29%.
    • [With regional restarts] Stitched Vanguard health reduced by 14%.
    • [With regional restarts] Nar'zudah's health reduced by 20%.
    • [With regional restarts] Skeletal Monstrosity's health reduced by 20% and melee damage reduced by 25%.
    • [With regional restarts] Loyal Creation health reduced by 24%.
    • [With regional restarts] Kyrian Stitchwerk health reduced by 25% and melee damage reduced by 17%.
    • Blightbone
      • [With regional restarts] Carrion Worm’s Blood Gorge applications required to trigger Carrion Eruption increased to 5 (was 3).
    • Amarth
      • [With regional restarts] Reduced the range skeletons are summoned during Land of the Dead.
      • [With regional restarts] Unholy Frenzy attack speed bonus reduced by 20%.
      • [With regional restarts] Reanimated Crossbowman and Reanimated Warrior damage reduced by 20%.
      • [With regional restarts] Reanimated Mage's Frostbolt Volley damage reduced by 20%
      • [With regional restarts] Reanimated Mage's Frostbolt Volley damage reduced by 36% and cast time increased to 2.5 seconds (was 2 seconds).
    • Surgeon Stitchflesh
      • [With regional restarts] Embalming Ichor duration reduced to 1 minute (was 6 minutes).

Items and Rewards

  • The Inscrutable Quantum Device trinket now considers all friendly players within range to be valid targets for assisting, regardless of group state.
  • The Inscrutable Quantum Device trinket now also considers its user to be a valid target for granting Mana as long as they are a Healing specialization.
  • The Inscrutable Quantum Device trinket will no longer attempt to execute enemy targets who are already dead.
  • Fixed an issue that prevented Shadehound Armor Plating from being acquired in the Maw. The quest item can now be found by completing the Hunt: Shadehounds event.

Player versus Player

  • [With regional restarts] In 2v2 Arenas, Dampening will begin at 20% when both teams have either a tank or healer.
  • [With regional restarts] Players now deal 20% less damage to Death Knight, Hunter, and Warlock pets.
  • [With regional restarts] Fleshcraft (Necrolord Ability) can now be used while in the starting area for battlegrounds and arenas.
  • The Mine Carts in the Silvershard Mines battleground no longer take damage from any spells or abilities.
  • Druid
    • Balance
      • [With regional restarts] Convoke the Spirits (Night Fae Ability) no longer casts Full Moon when engaged in combat with enemy players.
    • Feral
      • [With regional restarts] Convoke the Spirits (Night Fae Ability) no longer casts Feral Frenzy when engaged in combat with enemy players.
  • Paladin
    • Holy
      • [With regional restarts] Divine Favor (PvP Talent) cooldown increased to 30 seconds (was 25 seconds) and now increases cast speed by 30% (was 60%).
    • Protection, Retribution
      • [With regional restarts] Word of Glory’s healing has been reduced by 20% when engaged in combat with enemy players.
  • Mage
    • [With regional restarts] Infernal Cascade (Conduit) has its effectiveness reduced by 33% when engaged in combat with enemy players.
    • [With regional restarts] Triune Ward (Legendary Effect) now provides 50% barrier effectiveness when engaged in combat with enemy players (was 65%).

The Maw

  • [With regional restarts] Players using Fel Rush and other similar movement abilities are now reliably able to return souls to Collector Marissa for the quest “Battered and Bruised.”

Torghast, Tower of the Damned

  • The following spells now go on cooldown when stopped by any means: Terror, Nature's Bounty, Deafening Howl, and Phasing Roar. Previously, this cooldown would only occur with direct interrupts (such as Counterspell, Kick, Pummel, etc).
  • Anima Powers
    • Death Knight
      • Rune Hunter will no longer continue spawning Runes from Ashen Phylacteries after acquiring all 8 Rune buffs.
This article was originally published in forum thread: Patch 9.0.2 Hotfixes - January 25, 2021 started by Lumy View original post
Comments 40 Comments
  1. Sunderella's Avatar
    Quote Originally Posted by Biomega View Post
    they responded to some of what happened at the MDI and are adjusting things to be more equitable. NW nerfs were needed, for sure.
    What happened at the MDI?
  1. GnomeEU's Avatar
    I welcome most of these nerfs.
    Necrotic wake is probably my favourite dungeon now if you keep the weapons after death.
    Anima needs buffs. It took me 2 months to get all the lvl 1 upgrades. I never do world quests.

    The Other Side could use some hp nerfs of trash while you're at it.
    The timer is too tight i think.
  1. Asrialol's Avatar
    Quote Originally Posted by ryjkur View Post
    Yeah same, NW also was one of the easiest for our grp. 14-16 keys.
    Necrotic Wake can be quite unforgiving at high key levels though. At 14-16 there isn't really any dungeon that is "hard" per say.
  1. kiramon's Avatar
    Quote Originally Posted by Sunderella View Post
    What happened at the MDI?
    One of the dungeons where several groups had multiple wipes before getting to the first boss lol
  1. davesurfer's Avatar
    Quote Originally Posted by Sunderella View Post
    What happened at the MDI?
    One group was shadowmending to leave the prideful up for when the wanted to kill it later
  1. Leadsop's Avatar
    Still no buffs to BM Hunter :sadface:
  1. Loveliest's Avatar
    Quote Originally Posted by Mendzia View Post
    Well... that sounds very weird...
    The Necrotic Wake seemed to be one of the easiest M+.
    We had more problems with other instances.
    Yeah, I don't get it either. It was my first 15 in time. Sure, some stuff hits way too hard on higher keys but there were so many dungeons tigher and more annoying.

    - - - Updated - - -

    Quote Originally Posted by Asrialol View Post
    Necrotic Wake can be quite unforgiving at high key levels though. At 14-16 there isn't really any dungeon that is "hard" per say.
    More unforgiving than everything else, though, for only this dungeon to require severe nerfs? Not quite.
  1. Gasparde's Avatar
    It's good that this is happening.

    But it's horrible that we can now know for certain that they'll just never give a shit about balance until their precious MDI is over.

    I fucking hate their approach of let's tune everything up to 11 for the first 2 months so the handful of remaining nerds can grind their brains out before we inevitably nerf basically everything by a flat 30% so that normal people can finally start playing the game. These changes should've happened a month ago. There's no reason this hasn't happened sooner other than fucking 20 MDI players needing a harder game whereas your average non-Limit raid guild has to abuse everything that's broken to the max to even just stand a chance.

    Can you fucking balance your fucking game already instead of not only having 20 different difficulty settings, but also 20 different patch difficulty settings ffs.
  1. erifwodahs's Avatar
    Quote Originally Posted by Gasparde View Post
    It's good that this is happening.

    But it's horrible that we can now know for certain that they'll just never give a shit about balance until their precious MDI is over.

    I fucking hate their approach of let's tune everything up to 11 for the first 2 months so the handful of remaining nerds can grind their brains out before we inevitably nerf basically everything by a flat 30% so that normal people can finally start playing the game. These changes should've happened a month ago. There's no reason this hasn't happened sooner other than fucking 20 MDI players needing a harder game whereas your average non-Limit raid guild has to abuse everything that's broken to the max to even just stand a chance.

    Can you fucking balance your fucking game already instead of not only having 20 different difficulty settings, but also 20 different patch difficulty settings ffs.
    It was perfectly doable for "regular" people. It's just way harder at higher levels, u know, 17+ where "normal" people don't even go.
  1. dragnipur's Avatar
    Quote Originally Posted by davesurfer View Post
    One group was shadowmending to leave the prideful up for when the wanted to kill it later
    Umm but Blizzard are nerfing the invisibility and not the racial. I don't think anything is changing about the situation you are describing.
  1. javierdsv's Avatar
    In a just a few more patch notes:
    - Convoke the Spirits (Night Fae Ability) no longer casts.
  1. Jahaga's Avatar
    Blizzard: Necrotic Wake has been nerfed.

    Players: What was nerfed?

    Blizzard: Yes.
  1. tomten's Avatar
    Quote Originally Posted by dragnipur View Post
    Umm but Blizzard are nerfing the invisibility and not the racial. I don't think anything is changing about the situation you are describing.
    Then you think wrong lol...
    "Manifestation of Pride (Prideful Affix) now sees through Stealth and Invisibility effects."

    So any stealth or invisibility effect does not work, so not shadowmeld, not invis potion, not nothing.
    They are hard forcing you to always kill pride... Like it should be.
  1. voskopoula's Avatar
    So ...when is next content patch...? Isn't it time to see some info etc?
  1. Szaas's Avatar
    Great Vault : it once again offered me a pvp trinket I won't use and 2 items I already own... Give us conquest point instead ? This is so stupid (
  1. vashe9's Avatar
    Still nothing on BM, so blizzard feels we should do 20% less than MM...

    - - - Updated - - -

    Quote Originally Posted by Gasparde View Post
    It's good that this is happening.

    But it's horrible that we can now know for certain that they'll just never give a shit about balance until their precious MDI is over.

    I fucking hate their approach of let's tune everything up to 11 for the first 2 months so the handful of remaining nerds can grind their brains out before we inevitably nerf basically everything by a flat 30% so that normal people can finally start playing the game. These changes should've happened a month ago. There's no reason this hasn't happened sooner other than fucking 20 MDI players needing a harder game whereas your average non-Limit raid guild has to abuse everything that's broken to the max to even just stand a chance.

    Can you fucking balance your fucking game already instead of not only having 20 different difficulty settings, but also 20 different patch difficulty settings ffs.
    I've timed a bunch of 15-16 and I'm only at 4/10 MM raid ... It was perfectly doable for anyone with average skill, and I'm playing BM, not really a "meta" spec you know, I'm always kicked in seconds when they see I'm BM in PUG, even with 1.2k rio

    No one was forced to do any 15+, the rewards are the same.
  1. Gasparde's Avatar
    Quote Originally Posted by vashe9 View Post
    Still nothing on BM, so blizzard feels we should do 20% less than MM...

    - - - Updated - - -



    I've timed a bunch of 15-16 and I'm only at 4/10 MM raid ... It was perfectly doable for anyone with average skill, and I'm playing BM, not really a "meta" spec you know, I'm always kicked in seconds when they see I'm BM in PUG, even with 1.2k rio
    It's a good thing you get to decide what average is then, huh.

    No one was forced to do any 15+, the rewards are the same.
    No, no they are most certainly not. Doing 15s gives you 210 items. Doing 10s gives you like 203 or some shit like that.
    Also, for the last 2 expansions (read: a solid like 5 fucking years now), what you'd describe as an 'average' player was easily able to play the most rewarding difficulty setting with relative ease when it comes to m+. People certainly didn't cap put in 7s when loot was capped to 10s in Legion, and they certainly didn't cap out in 12s when 15 was the loot cap. Traditionally it's been past said loot cap where the 'average' player would either a) stop giving a fuck) or b) be unable to outgear the content and thus start to struggle. This current meta of 'you're probably still gonna struggle in +15s dropping 210 while wearing 216 is an abnormality, it's not what m+ has ever been, not during launch, not 2 years later during BFA, but for some reason now. And for some reason people like you go around defending it like it's the most normal thing there is and anyone having a problem with it was just being unreasonable.
  1. Nalam the Venom's Avatar
    Quote Originally Posted by Leadsop View Post
    Still no buffs to BM Hunter :sadface:
    I personally would not expect much class tuning until the next expansion.

    They usally want some specs to be bad for at least a few years, based on past experiences
  1. dohboi75's Avatar
    So Necrolord Constructs still won't stealth with rogues?
  1. unbound's Avatar
    Mage nerfs in PvP? rofl...yes, PvP is constantly swarmed by nothing but mages who roflstomp everything in their path.

    FFS, do the devs even play this game anymore?

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