World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2016-03-14 11:54 PM

Update (7:30 PM EDT): Players who hit level 20 in a dungeon may not receive the achievement.
Update (9:20 PM EDT): There was an issue with the achievement for a few hours this afternoon. Another hotfix is coming to help those players.

Become a Hero in Azeroth and Earn a Hero in Hearthstone!
Now we know what the "H20 promo" in Patch 6.2.4 was about!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
All you need to do is level a character to 20 in World of Warcraft, and you’ll earn a new Achievement, Fledgling Hero of Warcraft, that will unlock Liadrin for use in Hearthstone. No World of Warcraft subscription is necessary to earn this hero and bring the power of the Light to bear in Hearthstone—simply log in to your existing account now and play.


Note that while this Achievement will not be rewarded retroactively, anyone who leveled a character to level 20 after 19:00 CET on March 11 will be eligible to receive Lady Liadrin.

Once earned, you’ll be able to find your new hero waiting for you in your Hearthstone collection (My Collection) under the Heroes tab.


Get on Your Hearthsteed and Ride
If you’re new to the fast-paced card-slinging action of Hearthstone, you can also earn a magnificent Hearthsteed to charge across the battlefields of Azeroth upon.

This epic flying mount is awash in a mystical blue glow—its rocky exterior just barely manages to contain the power that lurks within! When you’re ready to take to the skies, the Hearthsteed manifests ethereal blue wings, ready to carry you off to your next adventure.

Getting your hands on this unique flying mount is simple . . . and fun! Just win three games of Hearthstone in Play or Arena mode to earn the Mount Up! quest reward in Hearthstone. The next time you log in to World of Warcraft, the Hearthsteed will be waiting for you in your in-game mail.

by Published on 2016-03-14 12:40 PM

Update (6:05 PM EST): A new achievement has been hotfixed into the game that rewards Lady Liadrin in Hearthstone!


Patch 2.4.1 New Wings & How to Get Them

New Card Reveals - Hogger, Doom of Elwynn; Giant Sandworm

More Heroes of the Dorm 2016 Details, Dreadnaught's Boss Analysis

Warcraft Movie Weapons
Duncan Jones shared some pictures of the weapons from the Warcraft Movie tonight.



Legion - Mana Cost Indicator
In Legion, the default UI will now visually show you how much mana the spell you are casting will cost, similar to how shields show up on the health bar.





Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Mana Tap talent looks exactly like Soulburn Haunt, Improved Soulfire 4.0. An obligatory buff to maintain.
Do you think talents are a good place for gameplay styles that some people enjoy and some people don't? (Celestalon)

I'm gonna ask you a question anyway.Can hunters please tame rams? Something for my hunter to have along side his mount.
Usually we try to add models that have had uprezzes these days, maybe someday (Muffinus)
Good to know. When I caught a glimpse of the PvP Ram, my Dwarf-o-meter went off and I wanted to see more of that high-rez glory.
Yaks are close! And fuzzy. (Muffinus)

Character / Items
when will blizz fix the undead model and by model I mean scaling of gear (or how it looks on Undead vs other race). #SHOULDERSRSOSMALLSADFACE
are you seriously a player playing a warcraft game complaining that your shoulders are too small (Muffinus)
on Undead, yes! On everyone else, no! Plate gear on undead looks so "spread out" and not compact.
One of them definitely hangs off of the shoulder a bit, thanks for the feedback. (Muffinus)

will T18 set bonuses be adjusted once the Legion prepatch drops? Several modify talents that won't exist or will have moved
Yes. The set bonuses for Tier 18 will be adjusted. (WarcraftDevs)

PvP
What is AV/Wintergrasp lasted an hour or two? You'd talk with the peeps.
Ashran was a Good Experiment. Drove PvP forward, got feedback, glad we did it. (Muffinus)
And I'm not sure this is 100% true, I loved 48 hour AV (Muffinus)

The amount of honor per level increases every 10 levels. At the moment, going from 1-50 takes 50,000 honor. (1/2) (WarcraftDevs)
Leveling through the honor system is a point of emphasis for us right now, so we are open to feedback! (2/2) (WarcraftDevs)

Lore
Saw General Tiras'alan in the Paladin Class Hall during an alpha Stream. Think he died during the Theramore Bombing, no?
Sounds like we have an imposter in our midst... Thanks for the heads up! (WarcraftDevs)

Misc
or do the Devs want to make wow into a different game? What's the deal here?
Games evolve with time, the challenge is evolving with the userbase. (Muffinus)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
then again the group finder makes it as trivial to find random group and it works. I am not getting you entirely here.
The point of group content is to work together as a group. Excellent matchmaking works against that because it's so easy to bail. (OccupyGStreet)
As a player, sure it's easier if you don't have to communicate and just hit a button to find another group. (OccupyGStreet)
But is that healthy in the long run? Why have a multiplayer game if everyone plays it as a single-player game, you know? (OccupyGStreet)

Was there originally a plan for Crystalsong Forest in WOTLK? Seems to desolate...
I think it was Dalaran, which was in that zone, being too much of a resource hog. Was long ago - I may be misremembering. (OccupyGStreet)



Hearthstone - New Whispers of the Old Gods Cards
Three more of the Whispers of the Old Gods cards have been revealed, including Hogger!



Poll - Dalaran Pronunciation
Muffinus is asking the critical questions. How do you pronounce Dalaran?



Songs of Azeroth - Act 5
AFK [email protected] has released the final video in their series celebrating the 10th anniversary of WoW Taiwan.

by Published on 2016-03-12 08:42 PM

Diablo II 1.14a Update, PTR Server Slam Test

New Paladin Card Reveal - Stand Against Darkness

Spring Regionals Portrait, Town Hall Heroes Ep. 99

Legion - Frost Mage Spell Animations
New animations aren't complete, but here is an early preview of the new and modified Frost Mage spell animations.






3/11 PvP Alpha Dev Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey everyone,

First off, I want to thank you for taking part in this Alpha. Your participation and feedback has proven invaluable over the past week and we already feel things are moving in the right direction.

We want to share some of our thoughts about PvP and the Alpha process as well as some of the changes we've been making in response to your feedback.

The Honor System
The new Honor System is Legion's major PvP feature and so it is important to test the full experience during Alpha. We wanted to gauge what it felt like to earn honor through Battlegrounds and Arenas then unlock PvP talents over time. For the most part, we think it feels pretty good, but have definitely heard the feedback that people would like their first 6 talents faster.

Battlegrounds and Skirmishes
When we initially launched Alpha, Skirmish queues were disabled so that we could focus people in Battlegrounds. We knew that concurrency would eventually drop off a bit and Skirmishes would become a better option for people to PvP. Skirmish queues tend to pop very quickly because there are less people required to start them and they are not affected by faction population balance. Looking forward, it's likely that we'll temporarily disable Skirmishes when we expand the number of people in Alpha to once again focus feedback on Battlegrounds. But for now, Skirmishes may be the best way for you to play the game.

Class Balance
This is a tricky time for PvP class balance in the Alpha. At this time, the Class Designers are primarily focused on implementation and haven't had the opportunity to do a balance pass on many abilities, talents and artifact traits. We've been playing the Alpha right along side you and realize there are a number of classes that feel overtuned. The good news is that this gives us a great opportunity to try many of the new PvP specific tuning knobs we have at our disposal. Going through this process has been super valuable, calling out situations where these systems were falling short. We really appreciate you being patient as we sort them out.

Damage
Damage in the Alpha certainly feels high. We like fast paced gameplay, but some specializations feel especially bursty. In some cases, this extreme damage is caused by a bug, like we recently encountered with Assassination Rogues and their artifact trait, Surge of Toxins. But it could just be that a spec hasn't been tuned down appropriately yet. In cases like this, we may reduce a spec's overall damage by decreasing the amount of Agility, Intellect or Strength in their PvP stat templates. But It may also be the case that just one or two spells are a problem. If you encounter a spell doing an extreme amount of damage, please let us know and we'll correct it for PvP.

We've also started adjusting some of the healing spells on non-healer specs. We know this is a big point of concern for the community. We'd like to see the rate of damage slow down a bit but self-healing needs to be reigned in as well in order for that to feel good. We'll be adjusting individual self-healing spells where necessary.

Tanks
Tanks are certainly overtuned on Alpha right now when it comes to survivability and damage in PvP. We've reduced their damage and their health pools but we've also started to reduce the effectiveness of their mitigation. We'll continue to monitor tank performance and adjust them accordingly. We think making tanks a fun option in PvP has potential, but it means killing a tank in a reasonable amount of time must be possible.

Healers
Healers do not feel strong enough on Alpha to be fun. In the next build, we'll be increasing the healing capability of many of the healing specs to ensure their throughput can keep up with damage.

Again, we want to thank you for your patience and commitment when it comes to testing the game. Your feedback has been tremendous and we really appreciate all you've done to help make Legion an amazing expansion.

Blue Posts
Originally Posted by Blizzard Entertainment
Tanks in PVP
We're aware of the tank issue and we have some hotfixes in test to reduce their self-healing and mitigation in PvP only. The class team is also looking at them from a dungeon and raiding standpoint as well. We appreciate you guys playing and bringing the issue to the forefront.

The problem is not the tank class itself its the pvp talent that stops anything under 10% of their max hp from doing any dmg at all its stupid. Lol when I saw that ability I LMAO. That pvp talent has no business in the game in its current state or in any incarnation for that matter.
It is being changed. (Blue Tracker / Official Forums)

Legion PvP Queue Times
Hi folks. We activated skirmish queues yesterday morning in response to the long battleground queues. We're in discussion about how to remedy the battleground situation. (Blue Tracker / Official Forums)

Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
[Restoration Druid] Cultivation Behavior
Thanks, both of these should be fixed in the next build--Cultivation will proc from the initial heal of Rejuvenation, and it will not have its own initial heal when applied or refreshed.

The conditional refreshing (it doesn't refresh if the target has an existing Cultivation longer than 6s) is intended, to allow it to benefit properly from Flourish. It should have no downside now. (Blue Tracker / Official Forums)

Restoration Druid Feedback -- Build 21249 -- 9-Mar
One quick mechanics clarification from the other thread--you should be seeing Lifebloom give its bloom if you refresh in the final few seconds (same mechanic as Living Bomb). You don't have to choose between maintaining 100% uptime and benefiting from the bloom. You will still lose the bloom if you swap targets, however. (Blue Tracker / Official Forums)

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Discipline Priest Feedback -- Build 21249 -- 9-Mar
PW:Solace cooldown should be getting reduced by haste, as of the same build that changed the base cooldown (as with many other effects).

There are likely still tuning changes needed, mainly due to the strength of Mindbender's added damage with the new Atonement. Note that the difference isn't quite as dramatic as it appears on a raw comparison, since Solace's effective mana value includes the cost of the Smites it replaces, and similarly, 1/3 of Mindbender's damage offsets the Shadowfiend that it replaces. We'll look at the tuning.

edit: you beat me to it. But yes, Solace should be quite reasonable as it is; that row shouldn't need anything more than the usual tuning that happens during beta. (Blue Tracker / Official Forums)

Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Restoration Shaman Feedback -- Build 21249 -- 9-Mar
Thanks for all the feedback. We discussed and decided there's little downside to putting on a damage cap, akin to Guardian Spirit, to help alleviate these concerns, so we'll go ahead and do that soon (not 100% sure yet on the precise mechanics or when it will show up on alpha). What I posted above still holds with regard to spotting problems with the spell generally, but we agree the one relating to meteor-type effects is easy enough to anticipate, and the fix doesn't impact the intended use of the spell in any way.

The other discussion that's been interwoven--how to evaluate the intended use of the talent in the absence of the specific encounter concerns--is an interesting one, and I've seen a variety of very different evaluations both here and elsewhere. (Blue Tracker / Official Forums)

Hearthstone - Whispers of the Old Gods
Blizzard announced the next Hearthstone expansion today, Whispers of the Old Gods! Check out the details on Hearthpwn.





Wildstar Layoffs and China Release
Polygon is reporting that 40 percent of the studio (70 people) were let go, with more layoffs coming in the future.
Originally Posted by MMO-Champion
Earlier this morning, Carbine Studios completed a reorganization of its operating structure. Moving forward, the studio will focus on operating and updating WildStar as a live game in the US and Europe. As part of this change, the studio has canceled its plans to bring WildStar to China.

Unfortunately, as a result of these changes, we’ve had to reduce staff. These cuts are directly tied to WildStar’s evolution from a product in development to a live title, to the cancellation of work to bring WildStar to China, and to the overall performance of WildStar since launch in 2014.

These kinds of decisions are exceptionally difficult. The talented and passionate professionals who are impacted by these cuts have been valuable team members and respected colleagues. We wish everyone well for the future and will be providing severance and employment search assistance.

As for WildStar, we remain committed to the game. Over the next few weeks and months we will deliver a significant update to the game, kick off a variety of community events, and continue our work on new content that we will talk more about in the near future.



EverQuest Next Cancelled
There was bad news from another MMO today as well:
Originally Posted by MMO-Champion
I’m writing today to let you know that, after much review and consideration, Daybreak is discontinuing development of EverQuest Next.

For the past 20 years EverQuest has been a labor of love. What started as a deep passion of ours, as game creators, grew into a much larger passion shared by you, millions of players and Daybreakers alike. Watching EverQuest’s ability to entertain and bring people together has inspired and humbled us. It’s shaped our culture and has emboldened us to take aggressive risks with our game ideas and products. When we decided to create the next chapter in the EverQuest journey, we didn’t aim low. We set out to make something revolutionary.

For those familiar with the internals of game development, you know that cancellations are a reality we must face from time to time. Inherent to the creative process are dreaming big, pushing hard and being brutally honest with where you land. In the case of EverQuest Next, we accomplished incredible feats that astonished industry insiders. Unfortunately, as we put together the pieces, we found that it wasn’t fun. We know you have high standards when it comes to Norrath and we do too. In final review, we had to face the fact that EverQuest Next would not meet the expectations we – and all of you – have for the worlds of Norrath.

The future of the EverQuest franchise as a whole is important to us here at Daybreak. EverQuest in all its forms is near and dear to our hearts. EverQuest and EverQuest II are going strong. Rest assured that our passion to grow the world of EverQuest remains undiminished.
by Published on 2016-03-11 04:32 PM

PTR Bug Reports on NA Forums, PTR 2.4.1 Archon Wizard

Whispers of the Old Gods

New Azmodunk Skin Revealed!

Legion - Frost Mage Artifact Intro
Frost mages have one of the longer Artifact acquisition quests. In this video, the Lonely Winter talent is being used. You can see their weapon models here, including the sixth variation.





Legion Alpha - Heroic Dungeons Open
The Legion Alpha infographic has been updated to reflect the new specs and several Heroic dungeons being enabled.



Vodka Finished Raiding
Vodka announced that they will not be a progression raiding guild in Legion. Congratulations to them for many years of impressive kills!


Originally Posted by MMO-Champion
It is with a heavy heart we announce that vodka will not be continuing in Legion as a progression raiding guild.

With many of our members, including 3 Officers, taking a step back from the game going forward, we don't feel it is worthwhile to rebuild our roster to continue in the expansion.

We wish all current and former members of the guild all the best in whatever path they choose to follow, and hope all of our fans and supporters enjoy the expansion for all it has to offer. We'll be watching!



Legion Class Feedback
Originally Posted by Blizzard Entertainment
3/9 Alpha Build Design Notes
Void Bolt's cooldown is no longer affected by haste in this build, assuming this is a bug.
This is a bug and should be fixed in the next build.

The 1.0 sec GCD floor is disappointing news. Do Shadow Priests just need to have awkward haste caps all expansion as a result of GCD overage and Void Form stacks?
Voidform gives some added room to below the 1.0 GCD floor so that you don't hit it during normal play (you may during Surrender to Madness). (Blue Tracker / Official Forums)

Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Frost Death Knight Feedback -- Build 21249 -- 9-Mar
It's okay that Obliterate doesn't scale well with Haste, and it's okay that it isn't Frost damage (Mastery never affects all your damage), but it's not good that it falls behind on both. This causes the contribution from Obliterate to fall off as the expansion marches on even if your relative proportions of Crit/Mastery/Haste stay the same. We're making a change in the next build to address this.

- The frequency of Killing Machine procs will increase as you gain Haste and as you gain Crit chance. Additionally, we're going to make Killing Machine proc only off critical autoattacks to reinforce this change.

Keep posting! (Blue Tracker / Official Forums)

Unholy Death Knight Feedback -- Build 21249 -- 9-Mar
Lingering Apparition's tooltip is corrected for next build -- its functionality in this build is the intended one. It reduces e the cooldown of Wraith Walk by 15 seconds and increases its movement speed by 30% (to 100%). The duration change to 3 seconds affects all specs.

It's also worth mentioning that the animation for Wraith Walk is, um, very placeholder.

With regards to AE, Unholy should be at its strongest when there are multiple targets present for an extended period of time, especially if they are clumped up. We need to do some work on the spread of damage contribution -- almost everything needs to come up a little bit, especially the abilities that give the spec "rot" damage (Festering Strike/Scourge Strike are unlikely go up by much). We don't plan to change Death & Decay's baseline uptime right now - using it skilfully is a good opportunity for Unholy players to shine in short AE windows. Epidemic should offer an additional way to deal damage in a very prolonged AE situation, and is especially good against swarms of enemies. (Blue Tracker / Official Forums)

Blood Death Knight Feedback -- Build 21249 -- 9-Mar
It is not a design goal for Bone Shield to be difficult to keep up. Blood, percentage-wise, is intended to have the strongest reactive tanking mechanic (Death Strike) and the lowest preventative damage reduction (Bone Shield) of all of the tanks. That means that the focus of the player's attention needs to be on using Death Strike well to be a good tank. Having Bone Shield be relatively easy to keep afloat frees up mental space and class resources to improve Death Strike usage in an effective manner. When using Death Strike isn't the right thing to do in the next GCD, the choices of pooling resources, making sure Bone Shield stays afloat, properly utilizing Death & Decay, Blood Strike, and Blood Boil plus all of the other things tanks are expected to do is a large space to display player skill.

Haste is only devauled as described here when you achieve global cooldown saturation. Given the recent secondary stat changes and how many times we have adjusted the rotation to increase GCD utilization so far this year I will be very surprised if GCD lock is an issue outside of Heroism/Bloodlust. (Blue Tracker / Official Forums)

Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Feral Druid Feedback -- Build 21249 -- 9-Mar
When you say its tuned low, are you aware of its current interaction for us? It doesn't actually effect bleeds at all. I would say thats NO tuning in regards to our abilities. Its actually close to a completely worthless stat at the moment in comparison to everything else (even Versatility, and people don't really enjoy this stat either). So i would say, design is where the issue is. Bleeds where not designed to interact with haste, vice versa.
No, there's no intention for Haste to affect Bleeds. As far as we can tell, the idea that Haste is worthless is based on live tuning, not alpha design. There's no design issue with Haste for Ferals that we see, merely tuning. We'd love to hear what the concerns actually are, if any.

Since a majority of our damage comes from bleeds, and a majority of the talents on our artifact boost bleeds, and there are specific talents which boost only bleeds and Haste does not boost any of that damage there is a concern. We have almost unlimited energy right now and it does not make gameplay better. Gone is the energy pooling and methodical rotation. So Haste making us have even more energy does not seem a benefit nore does it fit well with our class fantasy and as evidenced by live having more than we know what to do with doesn't make us better.
I think you just identified the tuning issues, no?

As long as haste does not benefit bleeds, haste will continue to be poor unless its contribution to our direct damage is substantially increased to compensate. That is a design issue, not a tuning issue, because the problem cannot be resolved without changing the mechanics of the spec.
Mastery doesn't affect all of Feral's damage, yet is of high value. Similarly, Haste could be of high value, if things were tuned differently, without affecting all of Feral's damage.

At its core, Feral's damage is made up of direct damage (Autoattacks, Shred, Ferocious Bite), and bleed damage (Rake and Rip). Haste improves the direct damage, and Mastery improves the bleed damage. Balancing both sides of that relationship ensures that Haste and Mastery stay balanced. There are many elements on both sides of that equation (and thus, many tuning knobs). Baseline ability costs and damage, and especially talents. (People also commonly forget the impact talents have on stat values, only paying attention to whatever the current meta follows as the highest DPS talent selection.

Currently on live, that equation is rather unbalanced in favor of the bleeds. That's supported by base damage, and heavily reinforced by talents that favor them (Bloodtalons most of all), and a current tier set bonus that effectively acts as a large amount of Haste (reducing the value of more Haste). If the direct damage were stronger, and Haste-favored talents (such as Lunar Inspiration) were stronger, and set bonuses were different, that could swing the other way.

Artifacts are a new wrinkle in balancing this equation for Legion, and we'll have to ensure that it doesn't skew that balance. I agree that artifact traits currently favor bleeds, and we can tune the artifact to solve that, and also tune the core abilities to assist.

We'll get there, and we'll certainly find the assistance of the Feral theorycrafters valuable. Please keep an open mind, and consider all of the possibilities, not just the accepted meta. Thanks!

I agree that the core gameplay is looking really good right now (especially once the T18 set bonus is gone), and we don't want to change that.

I don't think the gameplay will change much due to stat balance tuning, though. (At least, I'm not looking for it to change). In fact, unlike many of our rotations, I think the Feral one is fairly resilient to change. In many other specs, it can be a 'house of cards', where it's challenging to adjust tuning on one thing, without risking breaking the rotation when you consider some other talent setup or ability. Feral, however, is fairly elegant in its mechanics. To break it you'd have to really push some ability so far that Ferocious Bite beat Rip or something silly, which is easy to avoid doing.

Regarding the commonly suggested change of making bleeds tick faster with haste, we see that as solving the stat balance problem, while actually making a bigger problem worse. The fact that the direct damage is so much weaker than bleeds is a problem that we need to fix anyway. If Feral bleeds ticked faster with Haste, that would just be doubling down even further on "Bleeds are all amazing, DD is terrible, it hardly matters if you Shred/Bite well." The gameplay works best when you care about both sides of that situation. Making bleeds tick faster with Haste would just be pushing even more weight onto that side of the table. Making them balanced isn't going to change that gameplay about caring about bleed uptime. In fact it will increase the skillcap. The more unbalanced that equation is, the less skillfully balancing both of them matters.

EDIT: Had some further discussion with Tinderhoof and Purrowl and a few others in their chat. To summarize that:

Unlike Mastery, Haste affects your gameplay feel. You actually use more abilities, and your ratios of abilities changes. Mastery just makes your existing ability usage stronger. It's more passive.

Yeah, the T18 set bonus really hurt Feral gameplay, no question. And really really hurt the value of Haste.

Super simple illustration of what's wrong with Feral tuning right now, and why it's a tuning problem: Consider your finishers. Rip and Ferocious Bite. Haste gives you more Bites (and it does so at greater-than-linear rate; a little Haste significantly increases your Bite usage). But that's not valuable, if Bite is weak. Rip needs to be stronger than Bite for the rotation to work, but the larger that difference, the more Mastery beats Haste. Right now, in Legion raid gear, a single Rip cast will likely do ~1.2million damage. A single Bite cast will likely do ~300k damage. That's an astoundingly massive difference. With a difference like that, it's no wonder that Haste sucks. But if that Bite did ~1.0million damage, nothing about your rotational priorities would change, but you'd value Haste more, and you'd value efficiently generating and using your combo points more.

The same can be said about Rake and Shred. Rake currently does ~500k, and Shred does ~130k. Again, no wonder Haste sucks, when all it gives you is more of those ~130k Shreds, not more Rakes.

Looking forward to how we might solve this... Energy regeneration will likely look something like what it was in early Warlords, before T18 set bonuses gave you too much energy to know what to do with. The simplest starting point is to literally triple the damage of Shred and Ferocious Bite. I don't know offhand if that's too much or too little, but it's something in that ballpark.

The goal for Rip vs Ferocious Bite tuning is that Rip is "clearly stronger", but that can be achieved with a difference of 15%-30%. It doesn't need to be 300% stronger. Same goes for Rake vs Shred, or Moonfire vs Shred.

I hope this helps clarify things. We hope to be on the same page as you all, especially for theorycrafting collaboration. (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Beast Mastery Hunter Feedback -- Build 21249 -- 9-Mar
Would still like some control over Hati, only way I can get it to stop attacking anything is if I unequip my weapon. Is Bestial Wrath meant to make you, your pet and Hati translucent and slightly red or is that broken?
Hati should (may still have bugs) follow all commands you give your pet.

Beast Mastery is a Focus-based spec, so should not be GCD-locked. Talent choices allow you to customize how high your GCD utilization is.

Bestial Wrath making you partially transparent is a bug.

Why would a focus based spec not be GCD locking? We've historically been the poster boy class for filled GCDs and high APM workflow, so I'm assuming there's a different thought process regarding what involves being GCD capped (like cast times).

edit; to clarify here, there's nothing wrong with a hunter spec being designed around having downtime, but I don't think "because you use focus" is the reason.

It's a spec that uses Focus as its primary resource, and doesn't have a spammable filler, nor any form of variable Focus consumption. If it were GCD-locked, Focus would be pointless. (Blue Tracker / Official Forums)

Marksmanship Hunter Feedback -- Build 21249 -- 9-Mar
increased GCD on top of that makes it even harder to maintain those short duration debuffs on target...
Aye, the durations of Deadeye and True Aim will be going up in adjustment. I believe there's an artifact trait that will be adjusted as well.

No, it's not intended that Patient Sniper doesn't apply to Windburst. (Blue Tracker / Official Forums)

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Frost Mage Feedback -- Build 21249 -- 9-Mar
1) One of the "major talents" - It's Cold Outside - will be completely useless if you take the Lonely Winter talent, for those people who want to play with no pet to worry about. You should add something to that talent for Lonely winter players

I believe it already does. Anywhere a trait buffs an ability that is replaced with a talent, the trait should buff the talent instead.

Ice Floes + Glacial Spike should work, just a bug. (Blue Tracker / Official Forums)

Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Mistweaver Monk Feedback -- Build 21249 -- 9-Mar
That's a bug; RSK's cooldown should be back to what it was next build. (Blue Tracker / Official Forums)

Windwalker Monk Feedback -- Build 21249 -- 9-Mar
The change to Rising Sun Kick's cooldown accidentally broke it for Serenity interaction; that'll get fixed. With that fixed, Serenity should be working pretty solidly with the new Mastery. It does cause you to cap Energy, but that's expected when you make everything free.

Storm Earth and Fire: Is it possible to have guardians like from Storm, Earth, and Fire give xp/loot credit if they attack something and kill it without us cleaving onto it? If we pull 3 mobs with SEF and they don't group up perfectly to get cleaved by FoF from our main body, or we don't actively target them, then we get no loot or XP.
This is on our list to investigate. We'll likely be able to make it count as long as an ability damaged them, not just the SEF's auto attacks.

Eye of the Tiger: Is it suppose to roll damage/HoT from every Tiger Palm or just refresh duration? Is the debuff only suppose to be able to be on one target?
Refresh. It's a single target DoT to maintain. It's intentionally the very passive option on the row, if you prefer that gameplay.

Chi Orbit: A couple builds ago this ability was changed to move much slower around you and in a weird path that usually ends with all 4 stopping in front of you. The orbs are too close to the player and don't always hit the target you're right in front of.
Sounds like just bugs. They should smoothly orbit around you.

Power Strikes: I have never liked this ability as WW. On paper is looks fine, but in a raid encounter the extra chi usually comes when I'm not expecting and ends up getting wasted by either capping and not dropping an orb (bug), or dropping the orb while moving so I would have to go out of melee range to pick up the chi orb.
This is improved (solved?) in Legion. It just saves it until you can benefit from it, no more orb, no more potential waste.

Healing Elixirs: Tigereye Brew 1.5 min cd and Energizing Elixirs 1 min cd are the only 2 abilities that we have now to activate this talent (besides dropping in health). Could this be changed to be a usable ability similar to the rogue healing flask or switch what the ability procs off of?
In what ways is the automatic trigger on getting knocked low not sufficient? The trigger on ability use is supposed to be just gravy, on top of that.

The only problem I see in the current iteration is the fact that you can be at 3 chi out of 5 with the talent, The buff procs, Tiger Palm, and the buff goes away. Meaning you use up the buff first, but un-intentionally wasting a chi builder from Tiger Palm.

If it allows for the full Tiger palm chi generation plus the Power Strikes (meaning it only gets used up when you tiger palm at 0, 1, or 2 chi) then it would be useful. But currently in my API, I have to force the simulation to ONLY Tiger Palm at 0, 1, or 2 chi while the buff is up, otherwise Tiger Palm at 0, 1, 2, or 3 chi.

This will be fixed.

Any way with the new Haste changes that we could get Fists of Fury to behave like other channeled spells (Drain Soul, etc) and have Haste add an extra instance of damage?
Channeled spells do not get additional ticks with Haste.

-SEF:
Clones still jumps to monsters out of combat pulling extra stuff. THEY STILL jumps to critters too.
Im really scared to use them in dungeons atm so im not sure if I like the new SeF or not.

This will be fixed. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Holy Paladin Feedback
Good feedback, thanks! There will be some upcoming changes to the Holy Paladin PvP talents soon. (Blue Tracker / Official Forums)

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Subtlety Rogue Feedback -- Build 21249 -- 9-Mar
The bug that I mean is activating Shadow Dance and not having the stealth bar pop up.
This is not a bug. The thought is that there are so few buttons that require stealth, it's not worth having stealth be a forced separate action bar (it still can be, through macros/addons if you prefer). That's certainly subjective, of course, and we're interested in feedback from everyone on that.

One of the most common feedback topics here is AoE; we're not ignoring that. Subtlety AoE is divisive, for sure. Some like it (and so aren't posting here), and some dislike it. We're fine with that. Subtlety has a very different, but extremely strong in its own way, form of DPSing in AoE situations. If it's a style you're not comfortable with, it's OK to prefer other specs that have more traditional forms of AoE gameplay.

There's also discussion about talents. Subtlety is trying to satisfy a wider variety of players than before, and its talents reflect it. Something that "should be baseline" to you, is likely "avoid at all costs" to someone else, and so fits well as a talent. There's definitely tweaks we can do to talents to improve them, and we'll continue iterating, though. (Blue Tracker / Official Forums)

Assassination Feedback
Relevant to this thread, but we found a bug with Assassination's Death from Above that is causing it to hit way harder than intended. We'll be fixing shortly. (Blue Tracker / Official Forums)

Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Restoration Shaman Feedback -- Build 21249 -- 9-Mar
Ancestral Protection Totem's effect is not intended to consume a combat resurrection charge in raids (if it did, it would provide no benefit to a raid group). Please let us know if you see it do so on alpha. As people surmised, the changes in this build are meant to bolster the intended use of the spell--protecting the raid during what the Shaman deems to be the most dangerous portion of the encounter.

While Ancestral Vigor shares the name of the similar effect from past expansions, it does not have nearly the same consistent raid coverage or uptime, which may be coloring the first impressions. It is a powerful effect and can be tuned however necessary during the alpha while observing its uptime in practical situations.

A damage cap on Ancestral Protection Totem triggering (much like Guardian Spirit, which is the spell most similar) is something we've discussed and have always known is an easy option if it winds up being needed. That said, if the only major concern with the talent is that it will be abused in a Mythic raid context to break encounters in problematic ways, there is the entire alpha (with most raid testing yet to come) to give specific feedback on encounter situations. The argument that there is a serious problem will be better handled in the context of real examples that we can evaluate and decide how to handle. Bear in mind that we have a default preference for class abilities to work as advertised in all game situations.

Please do give the feedback when you have significant examples however; this is exactly what alpha/beta is for, and this is an unusual ability that we want to watch throughout. All this is is to say--we don't necessarily want to have the world where new and unusual class abilities are filtered through a gauntlet of potential high-level raid problems (or severely premature analyses of Mythic raid compositions) and "fixed" before they've been played with in that context or in any other. Most broadly, as always, the best mode of alpha feedback to describe actual experiences (positive and negative) from playing the game. (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Destruction Warlock Feedback -- Build 21249 -- 9-Mar
In addition to the changes above, next build should have a significant buff to Grimoire of Service for all specs. We want to make sure it remains attractive as an all-purpose talent option for those who want to retain the standard Warlock-with-Imp/Felhunter/Felguard (based on spec) profile. (Blue Tracker / Official Forums)

Affliction Warlock Feedback -- Build 21249 -- 9-Mar
Hopefully there will be a buff or some way to track how many souls are active so we know exactly what our buff will be.
The button will show it.

Mana Tap is a talent that is loved by some people, and hated by some people. Being an optional talent, that's fine, as long as other competing talents are attractive gameplay to you; are they? Why or why not? Remember to ignore tuning; the "best" talent on the row, DPS-wise, is irrelevant at this point. (Blue Tracker / Official Forums)

Demonology Warlock Feedback -- Build 21249 -- 9-Mar
Doom has an awkward mechanic I noticed, sometimes it won't refresh at all even when hard casting it because however they coded it to make it so it doesn't store partial ticks.
You should be seeing "A powerful spell is already active" if you recast Doom on a target that already has Doom and is not near the end of its duration. If your cast fizzles out with no error, that's a bug.

Hand of Doom works the same way--this does mean you can have minor gaps in Doom uptime with Hand of Doom, but the talent's value is not significantly impacted. (Blue Tracker / Official Forums)

Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Arms Warrior Feedback -- Build 21249 -- 9-Mar
Double Time is even harder to take now, as it competes with a damage effective Storm Bolt and Shockwaves AoE stun. I really don't like this restriction on mobility, but I'll excuse it if you finally give us a Kills reset the CD on Charge.
Storm Bolt and Shockwave are no longer DPS gains. They're now utility. (Blue Tracker / Official Forums)

Legion Alpha Bugs
Originally Posted by Blizzard Entertainment
Artifact Quest - Restricted Area Teleport
I believe that we hotfixed all the issues that were causing folks to get teleported back to Dalaran during their Artifact Acquisition lines. If this persists for any class/spec combo please ping this thread. (Blue Tracker / Official Forums)

[Mac] Login UI - Updated 3/6/2016
Unfortunately the Login UI for Mac builds is not functioning after the latest build deploy. We're actively looking into a fix but it's likely going to require a new build. Thank you for your patience while we sort this out! (Blue Tracker / Official Forums)

Legion PvP Blue Posts
Originally Posted by Blizzard Entertainment
Skirmishes are now available on Alpha
We've opened up Skirmishes for testing on Alpha. Please keep in mind that Skirmishes have changed in Legion. Healers will only be placed in 3v3 matches while DPS and Tanks may find themselves in either 2v2 or 3v3 matches. Good luck and have fun! (Blue Tracker / Official Forums)

PvP Healing
We definitely agree that healing feels undertuned in PvP right now. We'll do a pass on it. (Blue Tracker / Official Forums)

PvP Queue Times
It's very important to us that we're able to get feedback from this process. As such, it's important you're able to find PvP matches so you can offer feedback. We'll be watching the queue situation closely as the new build comes up. (Blue Tracker / Official Forums)

Ashran in Legion
Wintergrasp, Tol Barad and Ashran were all made during different technological eras of World of Warcraft. Ashran being the most recent, it is far easier for us to convert it to a battleground like instance supporting region wide queues. The work involved with adding that support to Wintergrasp and Tol Barad is equivalent to making them from scratch. Perhaps we will do it one day but currently our efforts are directed else where. (Blue Tracker / Official Forums)

Heroes of the Storm - Azmodunk Skin
Blizzard revealed the Azmodunk Skin, earned by people that attend the Heroes of the Dorm live finals, or by placing highly in the bracket challenge.



Zarhym No Longer With Blizzard Entertainment
Zarhym no longer works at Blizzard.


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