World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2017-02-28 04:55 AM

PTR Build: A new Patch 7.2 PTR build is on the way!
Update: Added this week's World Boss and Weekly Event.

PTR Patch 2.5.0 Known Issues, Necromancer Fan Art

Journey to Un'Goro is Hearthstone's Next Expansion

Patch 7.2 - Warlock Class Mounts
Today we are taking a look at the Warlock class mount.



Warlock Class Mount Red Warlock Class Mount Green Warlock Class Mount Purple


World Boss - Drugon the Frostblood
Drugon the Frostblood is up this week, rewarding players with gold and a chance at item level 860 loot.



World Quest Bonus Event
Originally Posted by Blizzard (Blue Tracker / Official Forums)
An extra weekly quest and rewards are here.

Get out your best map and plan your route across every part of the Broken Isles, as this is a great time to immerse yourself in World Quests.

This Week
All week, open your map (default hotkey: m) and then select any of the five main Broken Isles zones to consider the World Quests available to you. Hover your mouse over a World Quest on the map to see what tasks are needed complete it, the rewards you’ll receive, and the time remaining that the quest is available to you.

Look for the following all week long:


If you’ve been looking to impress some emissaries, this is the week to do it!

Every Week
The Bonus Events system consists of a rotating schedule of different activities, currently scheduled to run each week beginning on Tuesdays. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar can serve as your one-stop reference for the event schedule. The Adventure Guide also offers a direct link to active Bonus Events, allowing you to easily accept any associated quests.

Patch 7.1.5 Hotfixes -February 27
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Dungeons
  • Mythic Keystone Dungeons
    • Necrotic Rot will now expire after leaving combat.
  • Grimrail Depot
    • Resolved an issue where the client scene showing party members boarding The Grimrail would fail to play correctly.

Items
  • Oakheart’s Gnarled Root’s movement speed reduction can now be suppressed.
  • Six-Feather Fan’s movement speed reduction can now be suppressed.
  • Faulty Countermeasure’s movement speed reduction can now be suppressed.

Player versus Player

Blue Posts
Originally Posted by Blizzard Entertainment
Providing Feedback
I poked fun at it because I felt it was worth calling out that that's not a good plan for getting your feedback across. I assume that community managers and others reviewing the forum generally won't look kindly on someone posting 23 times in a row (and rightly so). Beyond this I'm going to leave their job to them though; I'm just here to talk about feedback and this forum.

Viewing this forum (or any other) as a contest for who most deserves a blue response is never going to give a satisfying result. Chiefly because that's not how we actually use the forums. We use it as a place to sift through a very large number of posts and try to collect actionable feedback reasonably efficiently. We're primarily reading more than posting, and what we care about is clear, specific, and non-hyperbolic feedback. I don't have a full-blown thesis on how to best do that, but a few thoughts I have regularly while reading:

--Narrower issues/discussions are better. If you say something specific about something that goes wrong or feels bad whilst trying to use an ability, we tend to take notice regardless of whether there's an immediate result. On the flip side; the problem of large-scale DPS balance is virtually always intractable on a forum thread.

--Talking about any outcome you desire besides more power for your character is virtually a requirement for feedback to mean much (everyone always wants more power for their character).

--Change may not happen quickly. One requirement for healthy long-term communication is being able to have interactions other than "we're changing this right away." Sometimes (often) we're not changing something right away even if we don't like it--and there's nobody with a bigger list of things to potentially improve than us.

Part of having this forum, as I've mentioned, is trying to post a little more on our thinking and philosophy (instead of only on immediate action). We like open communication and feedback because of how valuable it is for us to have as much insight as possible into what's happening with players (at its core, "feedback" is about telling us good or bad things that happened to you while playing--the closer you are to that concept, the better it usually is). And both us and players being able to get more out of it also requires that any communication be taken for what it is, not as an invitation to fight with us or with each other about which topics get a response. (Blue Tracker / Official Forums)

Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Druid Class Mount
Here's what I think is going to happen - druid flight form isn't going to be affected by the broken isles speed boost, other flying mounts are. Just like how ground travel form isn't affected by the broken isles speed boost but normal ground mounts are. Really hope I'm wrong here, waiting to be pleasantly surprised.
Good news! The Archdruid's Lunarwing Form operates like a shapeshift in terms of benefits (instant cast, immune to polymorph, etc.) but also counts as an additional mount in your mount journal.

As for the second question, the movement speed bonus from Broken Isles Pathfinder I does not apply to flying speed, but druid Travel Form does benefit from the ground movement speed bonus in 7.2 (and this should be active on PTR)!

Can people mount us in flight form? Please Muffinus. It's all I've ever dreamed of
You can, indeed, carry others on your back in this form. Enjoy! (Blue Tracker / Official Forums)

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Holy Priest PvP Talents
We really like the idea about resetting Spirit of Redeemer's cooldown upon death. We just snuck it in for 7.2!

As for Spirit of Redeemer, we agree that talent competes a little too directly with Ray of Hope in what it's trying to do. It'll likely get some changes... eventually. (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Affliction and Demonology Feedback
Bear with me. I get that the idea is for various specs to excel in different situations. That's one way to approach the class design. But, let's assume, for argument's sake, that there are 3 ways to build an affliction lock, due to talents (similarly for demo or destro).

Why would you use the talents to create the "specialization" inside of the spec itself, and largely let the spec determine how the class feels? Meaning, why couldnt each warlock spec have excellent single target, "cleave" or aoe dps, (via various talent builds) and let the player pick which spec he wants to play based on how that rotation feels?

I happen to LOVE using MG and tunneling. I like for cleave i can throw out a few agonys, throw out a seed, and then go back to channeling on a high priority mob. I do not want to manage 2-3 dots on multiple targets very much in order to do relevant dps. I'm worried that because I'm affliction, you'll eventually revert to me being completely "meh" on single target if I'm not multi-dotting. I hate that idea.

Help me understand why achieving that (equal balance via talents between given specs) is difficult to do from a balance standpoint? Why does one spec have to be the "single target" spec, one a multi-dot, one a havoc.... etc?

Please don't kill what I've come to really like about affliction. I've seen the "de-homogenization" at work recently (with holy paladin design from the WoD rotational style) and I just think the "variety" is better served in talents than it is changing the spec design every few months.

The answer is probably that there should be some mix of both (quite possibly a mix we're still trying to settle into the right place, given that Legion greatly expanded the use of spec-specific talents that change your rotation). Both of the following are good things to have happen in the game:

1) You really like the MG playstyle, and feel good when you're using it well, and feel extra good when that happens when it's also the highest-DPS talent for the situation.

2) A fight happens to be perfect for Affliction (perhaps that should be sustained multi-DoT, but it doesn't matter right now what it is, just that some situation is) and you feel good as you shine on that fight, including making your raidmates of other specs/class temporarily jealous of you.

#2 is more controversial I believe, but it remains true even in a world with some nontrivial barrier to swapping specs. Yes, one complication is the fact that some players will always care enough about min/maxing to put in the effort to overcome the barrier and play the "best" spec as often as possible. That's okay though; in fact, it's good to have it be up to players to make that choice of whether it's worth it for them. In 7.2, we're even reducing some of the oft-cited barriers to playing multiple specs through changes to the artifact and legendary systems.

Without delving deeper into those issues, the point is that if you see your Demonology friend doing more DPS than you on one fight, and you do more DPS than him on the next fight, that is a fundamentally good experience to have players coming across in the game. It adds texture and meaning to the choice of specs. And on a more basic level, feeling sometimes slightly advantaged, and sometimes slightly envious of what someone else can do, is a much richer experience than feeling neither of those. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
The new class challenge artifact appearances, was wondering do you need to do them for each spec or just one to unlock all.
The challenges are intended to show your mastery of each specialization. You'll need to unlock each appearance separately. (WarcraftDevs)

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Can I get some clarification on the Survival hunter 2pc, Some say its 3x and other say its 6x your mastery
With the Survival T19 2pc, the total chance for your Flanking Strike to trigger Hunting Companion is 6x your base mastery. (WarcraftDevs)

Hearthstone - Journey to Un'Goro Expansion
The next Hearthstone expansion was announced today, Journey to Un'Goro! It will be out in early April and includes 135 new cards!



Dark Legacy Comics #573 - Grinding Gears
DLC #573 has been released!

by Published on 2017-02-23 06:49 PM

Developer Q&A - Ion Hazzikostas
Game Director Ion Hazzikostas answered questions today!


Upcoming Q&A
  • There will be another Q&A in a couple of weeks, focused on PvP with Holinka. There will be an eSports in 2017 announcement after that.

Artifact Appearances
  • The Balance of Power skins will not be made account wide. They are weapon and character specific cosmetic rewards that reflect your accomplishments on that character. The team is looking at the steps and how much effort is required.
  • Hidden appearances from raid and dungeon bosses now have bad luck protection as of Patch 7.1.5.
  • Artifact appearances are just a cosmetic unlock, so being as alt friendly isn't as important as things that make it harder to play the current content.

Patch 7.1.5
  • Overall that changes to secondary stats were successful.
  • Arcanocrystal is a special case. Trinkets in previous expansions with no primary stats were seen as awful, so the team made it over the item budget. There isn't really any way to fix this without making an item worse for players that already have it. It should fall out of favor as item levels go up with Tomb of Sargeras.

Patch 7.2 Relics
  • After completing the next step of your Order Hall campaign, two more tiers of research are unlocked. Research adds a second trait to all relics.
  • Relics having two traits creates more possibilities for desirable relics. It also brings the worst and best relics closer together.
  • If you are a Ret Paladin and want Avenging Wrath traits, there is only one relic that will give you that. You have to run one dungeon to get that relic. In Patch 7.2, any relic will have the chance to have that trait, so you will have the possibility of getting an exciting relic from any boss.
  • This adds more possibilities and customization to the relic system.
  • The extra trait that rolls on these relics will always be a throughput trait (primary role enhancing traits).
  • The extra trait will always be different, so you can't get two of the same trait.

Legendary Items
  • Tier sets and some trinkets that change effects based on your spec are somewhat of a concession.
  • Some legendary items have a name and fantasy that make them very distinct, so it wouldn't make sense to have them change based on your spec.
  • In raids you might not have someone that can use an item that only works for a specific spec, so items that change based on spec make sense, but legendary items are personal loot, so you will always be able to use what you get.
  • Patch 7.2 makes legendary drop bad luck protection more spec specific.
  • The system looks at how many legendary items you have that would drop for your spec, so if you switch specs the system will know how many legendary items that work for that spec. If you don't have any for that spec, you will have a higher chance to get one.
  • The legendary Enhancement bracer could probably use a buff. The team continues to look at legendary items that are somewhat underpowered or overpowered to bring them back in line.
  • Frost Death Knight helm is on the high end of the power range and is on the team's radar.
  • Resto Druid shoulders are also on the radar.
  • Getting a legendary item that you think is awful is one of the concerns right now, not as much how they are acquired.
  • The legendary items that are most problematic are the ones that feel like they are universally the best.
  • Sephuz is actually pretty good on some fights, so it is in a better place now.
  • The definition of competitive is subject to debate. You might be a few percent behind, but for most specs that is within the margin of error of your play on most fights.
  • Guilds that are benching players because their theoretical sim output is a few percent lower than someone else are probably not making the right choice.
  • The four crafted legendary items are all that is currently planned. The goal was not targeted legendary items, but instead making something exciting for the crafting professions to produce.
  • At the start of the expansion, crafted gear was exciting and useful. Over time that became less of the case, as other options became available.
  • Other professions remain relevant and strong today, so the crafted legendary items should add something that can be crafted and sold.
  • The crafted legendary items should be solid middle of the road legendary items. They shouldn't be the best.
  • As people get more legendary items, they can swap them out situationally.
  • The crafted legendary items don't count against your legendary bad luck protection.

Artifact Power
  • With Artifact Power, the team wanted to offer a universally desired currency, a way of progressing your character, and providing some choices along the way.
  • Even if you don't get loot from a dungeon, you got something that makes you a little more powerful. This way you never feel like something was a complete waste of time.
  • If this system is working initially, why should it ever stop working. The system initially had an attainable end point originally, so people felt like there was a finish line that they needed to race towards. Once players got there, they no longer get that extra reward of Artifact Power that is useful.
  • The team understands the desire of wanting to feel no obligation to grind and wanting an endpoint.
  • The team doesn't want Artifact Power to be something that you seek out as the only reward. If you are looking to go and farm Artifact Power with no other rewards, tuning wasn't correct.
  • Repeated Mythic+ farming to grind Artifact Power isn't very fun.
  • Patch 7.2 changes how lucrative how different types of content are. A lot of the AP is taken away from end of dungeon chests to reduce the incentive to chain run them.
  • The team is continuing to increase the Artifact Power rewards, including from the weekly chest. If you clear a +20, you might get 2 million AP from your weekly chest at the current AK level.
  • Overall, the team wants to move players away from feeling like they should grind content to get more Artifact Power. They also want to add diminishing returns, so that you eventually get to a point where you feel like it isn't worth the time to get another 0.5% power increase.
  • For the vast majority of players, the current system is working okay, they just take the Artifact Power as it comes.
  • Artifact Power isn't class wide because the system focuses on your individual Artifact. You empower a specific weapon to unlock new choices.
  • It would feel odd to play one spec, switch to another, and have your weapon fully powered.
  • The team is focused on significantly narrowing the gap between the power of weapons for different specs.
  • In Patch 7.2, if you put all of your AP into one weapon, you will only be a few points ahead of someone who was splitting it between two weapons. The reward for focusing on one weapon is a small reward.
  • The final Artifact trait in Patch 7.2 is still being tuned, but you will probably eventually reach that point of diminishing returns where doing something else over farming AP for that trait will make sense.
  • The final trait shouldn't be a mandatory trait, just something to give players to put AP into as they continue to earn it.
  • Artifact Power items acquired with AK 25 or less will not be usable once Patch 7.2 releases and you empower your Artifact and reach AK 26. This was done to prevent you from feeling like you need to farm AP now in preparation for Patch 7.2.
  • Patch 7.2 will add new Artifact Knowledge catch up tomes. If you are at AK 40 you can buy a AK 35 tome.

Tier 20 Set Bonuses
  • These set bonuses are not final and are still being tuned.
  • Tier 19 set bonuses were changed significantly over time before they released.
  • The Tier 20 set bonuses were just added to start collecting feedback.
  • Initially someone may just add some kind of set bonus to Tier 20 gear so that there is a set bonus, eventually someone will come back and take a look at it to tune it or change it.
  • The team doesn't want to hold back the Tier 20 set bonus ideas, they would rather get it out to players to start collecting feedback.
  • Tier sets went to six pieces in Legion to allow you to put legendary items on while keeping your set bonus. It is also cool to have a cloak that matches your set.
  • There aren't plans to make the 2pc from different tier sets exclusive right now, but you will have to make a choice between legendary items, the 4pc bonus, and other 2pc set bonus. This allows for an interesting gearing choice, but if it ends up feeling like there is only one correct choice the team may revisit this.

PTR
  • With the way the PTR works, there isn't a lot of filtering on what data is exposed when a new build is pushed out. A designer may just add a placeholder to something, causing it to go out with the next PTR build.
  • Often you will see things that are not right and not finished. Experiments and abandoned designs are in the data.
  • It isn't worth the effort and time it would take to go back and clean up or hide things, that time is better spent making new things.

Trinkets
  • There are existing tank trinkets that are very successful and widely used by tanks. Passive stats and mitigation are most reliable compared to an active ability.
  • The team is still iterating on trinkets that will drop in ToS in Patch 7.2.
  • The team was going to make a pass on tank trinkets, did it, and came to the conclusion that the trinkets aren't undertuned, but most players prefer the stat trinkets and aren't as excited by the active ability trinkets.
  • In the past, active DPS trinkets were used in line with other cooldowns, making them more powerful and requiring a power penalty. Other active trinkets don't work in the same way, especially for tanks, so there doesn't need to be a penalty, it will be a little stronger than the passive option if used correctly.

Traits
  • Group buffing traits are just a flavor thing and an experiment.
  • The team doesn't expect altered group compositions or stacking to take advantage of these.

Mythic Raiding
  • The team wants to shift away from players feeling like there is a finish line for Artifact Power.
  • Being in and running a mythic raiding guild is very hard. It is a drain on your time and emotionally.
  • Guilds have risen and fallen throughout the history of World of Warcraft.
  • Guilds leaving tends to reflect the officers and leaders reaching a point where they can't continue, either due to their situation in life or the changes made to the game. They may just walk away, causing the guild to die without the leadership. The remaining players may spread out and join other guilds that are still doing Mythic raiding.
  • The team isn't saying that everything is fine as it is, there is currently a feeling of a grind that the team is trying to address in Patch 7.2.
  • On some level, the game is not meant to be played 80 hours a week. When M'uru was released and guilds raided for 23 hours over a few days to get their world first, players on the forum asked if there should be attempt limits.
  • There is an ongoing arms race to play more and more for a very small advantage in the race.
  • Players used alt raids to learn fights when attempts were limited.
  • Some guild leaders expected raiders to chain run Maw of Souls all week. This was a problem.
  • The team wants to make a game with lots of goals you can progress to if you want to play a lot once in a while.
  • Lots of hard gating on things isn't great, so the team avoids it on most things. You should be able to join your friend for a dungeon Sunday night and still get some kind of a reward. This also means that you can chain run the dungeon for rewards.
  • Playing endless hours for a small advantage is not sustainable.

World Quests
  • The team is aware that some world quests have a static reward that doesn't feel worth it, extra gold or AP sometimes being rewarded might help.
  • Some world quests may be more lucrative up front occasionally, rather than randomly giving you an extra reward.
  • The tech isn't there yet, but the team has talked about it and wants to improve it.


Hatching of the Hippogryphs Micro-holiday Live
Hatching of the Hippogryphs is a micro-holiday that allows players to witness the hatching of hippogryphs in Feralas.

  • This event takes place in the Frayfeather Highlands in Feralas.
  • You can stand near an egg for a short while to keep it warm so that it hatches.
  • Once an egg hatches, you have a baby hippogryph on your shoulder for one day.
  • You can kill Lorthalium to obtain a Spectral Feather, which will keep your hippogryph around for five days.

by Published on 2017-02-23 05:58 AM

Hatching of the Hippogryphs is live today!

Patch 7.2 PTR - Build 23623, Raid Testing Schedule - Feb 23 - 24, Weapon Size Changes

Concordance of the Legionfall
The latest Patch 7.2 PTR build added a new Artifact Trait with 50 ranks, Concordance of the Legionfall
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Ion alluded to some of this in his post last week, but essentially the goal here is to address what we believe to be the core of the issue with the 7.0 final traits: the large gap in player power it created between players who spent a lot of time farming AP and those who spent their time on other endeavors. To that end, there's four key changes:

#1: The individual ranks are less impactful. This was honestly one of the biggest issues with the 7.0 design. Grinding out a couple million Artifact Power for a 0.5% raw damage increase was just too lucrative compared to other methods of endgame progression - even eclipsing gear for some players. The goal for the new 7.2 design is that the next rank is still an increase, and you won't turn it down, but it's not your primary focus.

#2: The rate at which the cost for the next rank increases is higher. In the 7.0 design, someone who farmed twice as much AP as you had roughly twice as many ranks as you. While rewarding the extra effort isn't a bad thing, it doesn't need to be nearly that rewarding. By making each rank's cost increase exponentially, we can help ensure that you're never too far behind even if you aren't spending as much time farming AP. It also means that, as Artifact Knowledge increases, it'll be easier for alts or newer players to catch up.

As a quick aside, to put some extra context on both of those changes: we always want Artifact Power to be of at least some value to you. It's fine to reach a point where you're not going out of your way to earn it, but it's purpose is to be a fairly reliable form of progression. If you spend an evening raiding, or run a few dungeons, or do some PvP, but don't get any gear upgrades, you should still be able to say "at least I earned some Artifact Power" with some level of satisfaction.

Anyway, key change #3: The new trait gives a primary stat bonus instead of a percentage-based increase. With the 7.0 design, as your gear improved, so did the total benefit you were getting from your final trait. Changing to a primary stat bonus means it's giving roughly the same benefit to someone at ilevel 900 as it does to someone at 850. Again, the goal here is to reduce the overall power gap.

And finally, #4: It's a proc. I know anything that involves RNG is often controversial, but this is, in my opinion, a great example of where it's extremely useful. This is for two reasons.

First, it kind of muddies the waters a bit. When you wipe on a boss at 1%, or just barely miss a kill window, it can be easy to say "if Todd was doing 2% more damage we'd have won." But when it's a proc, you can't actually be that sure. Maybe Todd needs more AP, or maybe he just got unlucky with procs. Maybe the wipe wasn't Todd's fault at all. Maybe you should be a little nicer to Todd.

Second (and more importantly), it allows for player skill to play more of a factor. If you're the sort of player who can pay attention to procs and adjust your rotation on the fly (say, a healer who chooses to use cheaper spells while it's active, or a damage-dealer who saves a charge of their hardest-hitting ability), you're going to get more value out of the new trait than someone who ignores it.

I've seen some initial feedback that indicates some specs are likely to benefit from these more than others - to some degree that's expected, but specific feedback on which specs those are and why is very helpful. We're still actively tuning and tweaking things, so please keep that feedback coming.

I haven't been a hardcore progression raider for a few years now, but I can tell you with absolute certainty that wiping at 1% due to poor procs/RNG is INFINITELY worse than simply needing a bit more gear to push you towards that kill.
I understand where you're coming from but personally disagree - for me, knowing we just got unlucky means that it's worth it to try again and hope for a different result, whereas "we just don't have enough gear/AP" means we should give up and come back next week.

Either way, my point wasn't to say "this will make wiping at 1% less painful," but more to say it's harder to pin it on Todd skipping last week's M+ farm. Poor guy.

I rarely gamble because I understand odds and know that the house usually comes out on top. WoW is starting to feel the same way. Obviously you need some random elements to keep everything from being completely methodological, but its really getting overboard.
Sure, I can see that, and to be clear we're intentionally keeping the proc pretty flat; it should still feel somewhat reliable even if it isn't a 100% uptime. Also worth mentioning that most of #4 above is just my opinion as a guy who isn't a developer but plays a lot of WoW and gets to talk to to the devs sometimes.

The issue, Lore, is you're now creating a problem on the flipside of the coin where power gains are so small that they don't seem worth pursuing, and each rank becomes even less valuable compared to the previous. Frankly, just don't do it. Get rid of the "infinite" trait completely. Artifact power tokens now have a gold value, so cut progression off after the 4/4 ranks and the new traits are maxed. Let players transition to getting 1-2% upgrades from gear after they cap their artifacts and vendor the tokens for a little extra gold.
We honestly don't see that as a problem. In fact, it's kind of the goal. If you decide it's not worth grinding a few million AP to get another 200 Agility on your proc... great! We don't want you to feel obligated to.

We do, however, want to make sure you always find the Artifact Power you come across to be valuable. 200 more Agi might not be enough to convince you to farm the AP needed to buy it, but you're not going to turn it down either.

Well, or maybe you would, in which case, sure, feel free to vendor the AP items.

PTR Development Notes - Build 23623
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This week’s PTR build has a couple new additions. The new Broken Shore World Bosses should be in, and 7.2’s crafted Legendary items are available as well (although they’re not fully completed, so expect to run into some issues with them).

We’re reaching the point of development where nearly all of the new content and features in Patch 7.2 are in-game and testable. From here, we’ll be focusing primarily on bugfixes, stability, tuning, and generally tightening everything up. Please continue to report any bugs you encounter and give us any feedback you have!

To help with stability testing, this week we’re organizing a scheduled stress test of the Broken Shore. We’ve made some behind-the-scenes changes to how our servers operate under heavy load, and so we’d like to get as many people as possible testing World Bosses and the Sentinax assault on the Broken Shore this Thursday at 2 pm PST (11pm CET). If you’re able to come help out, please do!

Thanks, and happy testing!

Azeroth Needs You! - On the Patch 7.2 PTR Thursday
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Brave adventurers—we need you on the PTR this Thursday (2/23) at 2 pm PST for the next phase of testing Patch 7.2: The Tomb of Sargeras. Please join us in the Broken Shore to test World Quests, bosses, and more.

Visit the World of Warcraft PTR Discussion, Bug Report, and Class Development forums to learn more about the ongoing development of the patch.

Read more about the upcoming features in Patch 7.2: The Tomb of Sargeras within our previews:


Blue Posts
Originally Posted by Blizzard Entertainment
Patch 7.2 - Relinquished Armor Tokens
Looks like Timeless Isle/Baleful gear (Tanaan Jungle). My guess is that this is merely another way to get legendaries, not *the* fix.
Yeah, the primary purpose here is similar to the gear vendors from the Timeless Isle or Hellfire Peninsula. Adding the ability for these items to create Legendaries is just an extra bit of functionality that makes sense for Legion.

Note that the actual costs of the tokens are intentionally much higher than their final values will end up being, as they’re not ready for testing. Making them prohibitively expensive was just an easy way for us to make sure they’re inaccessible for now. (Blue Tracker / Official Forums)

Tier 20 Set Bonuses
The currently-datamined Tier 20 set bonuses are indeed mostly placeholder and untuned. Bear in mind that the current Tier 19 bonuses went through several rounds of revisions, and in many cases redesigns, before they went live as well. (Blue Tracker / Official Forums)

Tanks and Magic Damage
Just pinging this thread to say that we're talking about magic damage reduction for all tanks, including Prot Warriors, and how it compares across the board.

It should be noted that Nighthold is highly unusual as raid tiers go - it ended up with a lot more magical effects for tanks to worry about than most, which has taken a couple of tank abilities that normally qualify as "kind of nice to have" and moved them to "extremely useful on many encounters." Not sure re-designing tank mitigation based on one raid is the right way to go, and we certainly don't want to make sweeping changes to Nighthold encounters at this point.

But like I said, we're talking about it. At the absolute minimum we can keep a better handle on it for Tomb of Sargeras. (Blue Tracker / Official Forums)

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