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by Published on 2022-07-15 07:55 AM

Feedback on Classes in Dragonflight
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The first Dragonflight Alpha test is upon us, and we’d like to take a moment to thank everyone who read and responded to the talent tree previews we posted in the WoW blog over the last few weeks.

Looking to the Alpha
In this first Alpha build, we’ll have Druids, Death Knights, Priests, Hunters, Rogues, and Evokers available and ready for feedback. We’re asking testers to initially keep several things in mind:

There are UI elements, such as specialization choice, which are works in progress.

Some talents do not function yet, and these are labeled with Not Yet Implemented (NYI).

There are some talents that are not fully tuned yet. This is expected, and we will implement tuning adjustments throughout testing.
For the classes that are not listed above, we’re still developing their talent trees, and they will be brought online in the coming weeks. The responses to our blog previews were highly valuable, as they allowed us to make some early improvements while we didn’t yet have a public test environment. Going forward, we aren’t planning to publish any additional Dragonflight talent previews in blog form, since we’ll add the remaining classes to the Alpha as soon as they reach their ready-to-test state. Our next class coming to the Dragonflight test environment will be Shaman.

In this Alpha build, you’ll see that testers can only swap talents and loadouts when in a rested area. This is a temporary measure, and our intention for talent and loadout swapping long-term, and for Dragonflight launch, is to allow it to be done without the need of being in a rested area or the use of items such as Inscription Tomes. Other restrictions will still apply, such as being out of combat, and not being in an active M+ or PvP match, but we want players to have the freedom to change their talents and loadouts at almost any time. We’re also planning to add a few seconds’ cast time between moving from one loadout to another, or between adjusting and respeccing existing talent trees.

Working from Feedback
We got some great feedback from our talent blog posts, and we want to share some of those points of feedback, as well as our current thoughts.

When comparing the talent system currently in Shadowlands and our revamped talent trees in Dragonflight, we’ve heard feedback that these trees might potentially be too complex or unapproachable for some players. As a result, we’re planning to include starter builds, which are default talent selections that players can opt into as a guide for players that do not want to heavily interact with the system. We’re also discussing using them as a default talent selection given when players log into Dragonflight for the first time. We’d like to make it so that players who are leveling up and do not wish to stop and select talents can simply opt into a starter build to track which talents they should take as they level up.

We’ve heard feedback regarding certain talents only working if you’ve selected other talents on the tree, or a talent not doing anything if you haven’t talented into the ability it augments. Initially, when we built our first trees (such as Druid and Death Knight), we were comfortable with players having to talent into multiple talents or requiring specific talents for other talents to work. As we’ve progressed in development, however, we’ve decided to remove many of those dependencies. There will still be a few occasional exceptions to this, but they should not be as prevalent as they were before. We plan to update many talent trees over the course of the Alpha to address this.
We also heard feedback that placing interrupts on the talent trees can be frustrating, due to the impact that these abilities have. While we do not yet have any changes to share, this is a topic that we’ve discussed internally and something we’ll keep a close eye on during Alpha playtesting.

There were a few comments regarding the placement of niche abilities such as Hibernate or Shackle Undead into the talent trees. One of our goals for these new talents trees is to allow players a wide variety of choices among abilities that are useful for different types of content, and we feel that talents like Hibernate or Shackle Undead exemplify this. Nonetheless, for this and all of the above, we’re taking this feedback into account as we work on further iterations of the talent trees.

Thank you

We greatly appreciate all of your feedback on our prototype trees, and we’re very excited for you to see everything else we’re working on. Thank you!

Feedback: Death Knights
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello Death Knights!

We’d like to kick things off here with a talk about some future plans for both the Core and Unholy Death Knight trees. While all specs can expect iteration as we navigate through alpha and beyond, this update will focus on the two trees mentioned.

Core Tree
In next week’s Alpha, you can expect to see an updated layout to the Core tree. In its current iteration, the tree feels a little too linear, with lower variance in customization as you progressed down one of the branches of the trees. To alleviate this, we’ve added connecting nodes to Blood’s branch from both the Frost and the Unholy sides of the core tree before the 1st gate, and one after the second gate. We’re also adding more nodes above the first gate, to add some more flexibility when picking up utility options.
We’re also doing some talent re-arrangements to fix dependency issues (preventing players from picking up talents with 0 value based on their prior picks). Here’s a work-in-progress picture that might give a better idea of what that means.


In the core tree, we’re going to move forward with some known bugs. While most things that aren’t actually working should be marked as NYI (Not Yet Implemented), we missed one with Empower Rune Weapon adding charges (for Frost). It’s currently not giving a charge if you learn it in both the Core and Frost tree. This will be fixed in a future alpha build.

Rune Strike is intended to only be available prior to choosing a spec. Each of the specs first talent choices should replace Rune Strike. This will be fixed in a future build.

Unholy
As we move into future builds, we want to tackle two main issues we’ve heard about from the community. The first is the issue of cooldown desyncs which is caused by a few different talents and some oddly timed base cooldowns. This will be our first priority. Secondly, after these changes make it to the alpha, we will want to tackle the overall structure of Unholy’s talent layout. The tree layout changing will take some time but we want to give an early heads up that we are actively looking at it and you can expect changes in the future.

Our initial goals with this include:
  • Update the cooldowns of Unholy to better sync with each other and prevent the dreaded desync issues the spec has seen. Generally we should expect 45/90/180 second cooldowns for Unholy.
  • Reduce the number of “RNG” mechanics the spec has to deal with.
  • Restructure the tree layout to include removing some talents, updating existing talents, and adding new talents. We’ll mention some of these changes below, but this will not be a comprehensive of all changes coming.

Some changes to expect in a future alpha build:
  • Deadly Coil: Reduces the Runic Power cost of Death Coil by 5/10.
    • This talent will be removed as a talent and wrapped into Death Coil baseline.
      • Developers’ notes: Deadly Coil has become quite important to how smooth the Unholy spec rotation feels and at this point is better served baseline than as a talent that can be opt-in or out of.
  • Unholy Command: Damage Dealt by Death Coil reduces the cooldown of Dark Transformation.
    • This talent will now read “Dark Transformation’s cooldown is reduced by 8/15 seconds.”
      • Developers’ notes: This should help Dark Transformation’s cooldown feel less RNG (or punishing for players who don’t manage Death Coil perfectly) and also align with the rest of their talents.
  • Infectious Wound: Festering Strike has a 20% increased chance of applying 1/2/3 additional Festering Wounds.
    • This talent will be cut or reworked.
      • Developers’ notes: While this talent may be repurposed rather than cut, we plan to cut the current randomness and rework it to provide a more consistent benefit, with the goal of better helping players play around the talent rather than hope it happens at the right moment.
  • Epidemic
    • Damage to be buffed.
      • Developers’ notes: With the new talent that allows Death Coil to cleave, the line on when to Epidemic and when not to Epidemic has been widened. This is not ideal. With the changes to Unholy Command and the damage increase to Epidemic, this should help cement Epidemic’s position at ~4 targets.
  • Army of the Damned: Death Coil reduces the cooldown of Apocalypse by 1 second and Army of the Dead by 5 seconds (and summons a Magus of the Dead).
    • This will be updated to reduce the cooldown of Apocalypse by a flat 45 seconds (and no longer be reduced by Death Coil/Epidemic).
      • Developers’ notes: This change will smooth out the cooldowns of Unholy to match our initial 45/90/180 sec cooldown windows. We are considering what to do with the Army of the Dead portion of the talent. Having the mastery of maximizing you’re your Death Coil casts to give you a chance at another Army of the Dead in an encounter feels like a great skill and mechanical hook for the talent while not completely harming your rotational impact the way Apocalypse did.
  • Summon Gargoyle
    • Developers’ notes: Currently, Summon Gargoyle does not feel like it rises to a capstone talent, and we have a few ideas in mind to better to solve that. First we plan to buff Gargoyle to better perform and shine in single target scenarios and also move it higher into the tree to be a little more accessible when the situation calls for its need. Secondly, we want to introduce a new and more powerful ability in this capstone position. As an example, “Dark Transformation empowers your Gargoyle and Army of the Dead for 20 seconds, increasing their damage by 50%." A talent such as this does a better job of “capping” a build that heavily focuses on Dark Transformation and your pets.
  • Tree Structure
    • The current tree has a few less than ideal dependency issues that we are looking to solve to prevent “trap” talent builds where we can.
    • The tree could also be a little more connected to allow for a bit more flexibility as you spec out your Unholy DK. As an example, Clawing Shadows’ current positioning feels a bit too restrictive at the moment.
Thank you all for the ongoing feedback! It’s greatly appreciated, and we look forward to more as we iterate throughout the testing period.

500 Mount Collection Achievement Reward
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Finally after 4 years and 2 expansions a new achievement for 500 mounts… However, that model… A Yeti… Also 4 years for a new achievement, Collectors need goals and providing a new achievement that’ll be just awarded once it’s introduced
Yep, we agree. The yeti will be changed to a different mount (not a yeti) in a future alpha build, though not necessarily the next one. Feedback like this is always useful, and please take this as a reminder that things you see in alpha builds are subject to change.
by Published on 2022-07-15 07:07 AM

Dragonflight Alpha - Build 44649 Models
We've pulled out some of the new models in the first alpha build below.





























































































by Published on 2022-07-14 05:56 PM

Dragonflight Alpha - Build 44649
The first Alpha build is here!

New Loading Screens



New Icons
Lots of new icons were added in this build.



New Maps
Lots of interesting new maps in this build, such as the Gnoll War and azmerloth





New Achievements
Lots of new achievements have been added, including a ton for Dragonriding.



Spell Changes
New mounts, pets, Evoker abilities/talents, and more have been added.



New Toys
You can see all of the new Dragonflight Alpha items on the WoWDB beta site. We've listed some toys below!

LevelTypeName
1JunkTimewalker's Hearthstone
1JunkJar of Excess Slime
60JunkMaruuk Cooking Pot
1JunkTuskarr Dinghy
1OtherPersonal Shell
60OtherWhelps on Strings
60OtherMurglasses
1OtherRock of Appreciation
1OtherMalfunctioning Stealthman 54
1OtherJeweled Offering
1OtherConvergent Prism
1OtherGnoll Tent
1OtherTuskarr Bean Bag
60OtherArtisan's Sign


Dragonriding Talents
You can preview the various Dragonriding talents and see what's available so far in the alpha at the link below.



Encounter Journals - Vault of the Incarnates and Dungeons
We have an early look at how the bosses in the dungeons and raid will play out.





New Areas
Lots of new areas added, including several for the Grand Time Adventure, such as The Gnoll War.



Misc Changes
Lots of small interesting things added here, such as Dracthyr customization options, titles, currencies, mounts, scenarios, and more.



New Strings

by Published on 2022-07-14 04:51 PM

Dragonflight Alpha - Evoker Gameplay
Several other content creators had the opportunity to get in some Evoker gameplay.





by Published on 2022-07-14 04:42 PM

Dragonflight Preview - More on Professions
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In this preview, the World of Warcraft development team shares more on the new profession updates and shows off some of the new crafting stations and equipment becoming available in Dragonflight.

Crafting Stations in Dragonflight
Upon entering the Dragon Isles, you will find new crafting stations for crafting professions that don't currently have them, which includes all crafting professions with the exception of Cooking and Blacksmithing. The goal for these stations is to help increase the immersion and fantasy of your chosen professions and enhance the social experience.

Engineering Station


Enchanting Station


Jewelcrafting Station


With those goals in mind, much like for Blacksmithing, most new Dragon Isles crafting recipes will require you to be at these new crafting stations. You will find many of them scattered throughout the regions of the Dragon Isles for your convenience during leveling. Once you reach the main city of Valdrakken, you will find a large profession hub which includes all the crafting stations, as well as vendors and trainers. The Artisan's Consortium also has Crafting Order representatives located in the city and has even convinced some Auction House representatives to set up shop in the area as well. You should find this profession hub to be vibrant with the commerce of buying, selling, and crafting!

Finally, recognizing that many alchemists may wish to craft fresh potions and other concoctions on the spot for their allies, the engineers of the Dragon Isles have invented remote crafting tables for alchemists to use— don't worry, they very rarely explode.

Portable Alchemy Station



Reagent Bags and Updated Stack Sizes
With the introduction of quality to crafting and gathering, there will be some additional pressure on bag space due to items of different crafting qualities not stacking. To offset this increase in bag space, we are making several inventory updates regarding professions.

First, we are excited to introduce a brand-new type of bag, the reagent bag! Reagent bags can only hold reagents, following the same rules for what can go in the reagent bank. What is particularly special about these bags is that they will have their own new, dedicated bag slot. In other words, once you get your hands on a reagent bag during your adventures in the Dragon Isles, you will have a large amount of additional inventory space to devote to your gathered and crafted reagents.

In addition to this new reagent-only bag, we are also increasing the maximum stack size for most crafted and gathered items in Dragonflight. Our current plan is for gathered reagents to stack to 1000 (up from 200), and most crafted consumable items will stack up to 200, up from 20 (e.g., potions, Optional Reagents, Finishing Reagents, etc.). We think these two changes will offset the added inventory space that items with quality will introduce.

Prospecting and Milling Updates
As part of the professions revamp, we are streamlining how Prospecting and Milling work. With this update, you will soon find new Milling and Prospecting recipes in each expansion-specific version of Inscription and Jewelcrafting that you know. For example, you would find a recipe for "Shadowlands Prospecting" if you were to look at Shadowlands Jewelcrafting recipes.

These recipes will allow you to select which herb/ore you wish to mill/prospect from that expansion, then select create or create all to consume as many or as few of them as you want with a single click.


You will also find that the basic version of Milling and Prospecting, where you directly target a stack of reagents, is gone, replaced by this more convenient means of Milling and Prospecting.

Profession Equipment
As part of our update to professions, we are expanding the concept of profession equipment beyond Fishing rods and inventory items like Blacksmithing hammers. In the new system, most professions have three slots for equipment— one tool slot, and two accessory slots. These slots provide a dedicated place to put your profession equipment. You will no longer need to keep a hammer in your inventory if you are a Blacksmith or switch your weapon with your Fishing rod when you want to fish; these items will already be equipped!

New profession equipment in Dragon Isles will often provide profession bonuses, usually in the form of new crafting and gathering stats.

In addition to the bonuses it provides, most pieces of equipment can show on your character, letting you look the part of your profession. When you perform a profession-related action, your character will visually swap into this profession equipment, then switch back again upon entering combat.


Jewelcrafting Equipment


Jewelcrafting Equipment


Mining Equipment


Mining Equipment


For the time being, transmog will not be supported with profession equipment, keeping the visuals displayed directly connected with what you have equipped. We recognize that as more types of equipment are discovered over time, there will almost certainly be a desire for transmog support with this equipment as well.

Recrafting and Artisan's Mettle
Recrafting allows you to take Dragon Isles' crafted gear and take another shot at crafting it. It requires the original item, a subset of the original tradeable reagents that went into it, plus in Dragon Isles crafting, a special profession-earned reagent known as Artisan's Mettle:

Recrafting allows you to add, remove, or change out the Optional Reagents in the gear. Any Optional Reagents that are replaced or removed will be destroyed in the process. It also allows you to raise the quality of the gear further if you can craft it at a higher skill than when it was originally made. This is always a risk-free operation, as you can never make the item worse when recrafting, even if you craft it with lower skill. That isn't to say the quality cannot go down since changing out Optional Reagents can result in a higher recipe difficulty, but if you were to remove the more difficult Optional Reagent, the quality would always maintain at least the quality it was at before.

As mentioned above, Artisan's Mettle is required for recrafting. This reagent is Soulbound and can only be earned in limited quantities through various crafting and gathering activities. During a crafting order, either the customer or crafter can provide it.

Besides its use in recrafting, Artisan's Mettle also has various other profession-centric uses. Some of these are for crafting high-end profession equipment, a Finishing Reagent that increases skill when used, and some other profession-benefiting consumables. This means that Artisan's Mettle is highly valuable to anyone with professions and that you'll want to be judicious with how you choose to use it.

We hope you've enjoyed learning more about professions and crafting in the Dragon Isles. We look forward to hearing your thoughts. Please note, as with anything in development, this is all still a work in progress, and some aspects may change as development progresses. Thank you, and we'll see you in Azeroth!

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