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by Published on 2023-01-04 07:11 PM

Wrath of the Lich King Classic - Wild Growth Target Priority
Originally Posted by blizzard (Blue Tracker / Official Forums)
per the below post Wild Growth Target Priority: Pets > Players?

Still being ignored, no acknowledgement of the issue or a fix. PLEASE fix this now!


This is not a bug, currently. This is how the spell functioned in 3.3.5 and while we are aware of this and agree it’s not strictly ideal, we have no plans to change it at this time.

Wrath of the Lich King Classic - Hunter Weapon Damage Values
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I think when the item level increase was done it was done on a loot table patch prior to 3.1.2 which increased hunter weapon damage by about 20 dps on all weapons 226 ilvl and higher. If you look at Rifle of the Platinum Guard it has 153.7 damage per second at 225 item lvl. Envoy of Mortality has 176.4 damage per second and is 226 ilvl. Thats a 23 dps difference in 1 item level which supports my theory. If you look back you can cross reference this and see.

I couldnt find the changes in the 3.1.2 patch notes but i did find the dev post from Ghostcrawler on May 19th 2009.

"The developers believe hunter dps is too low, so today we are implementing a change to ranged weapon damage to improve dps across the board.

Bows, crossbows and guns of item level 226 or higher (which means weapons from Kel’Thuzad, Ulduar and the Furious Gladiator pieces) will do around 30 more dps. This should translate to a hunter damage increase of a few percent.

We don’t think this will be quite sufficient in boosting hunter dps to where we think it needs to be and we have another buff that we plan to get in sometime over the next couple of weeks. We’ll announce that change when it gets closer.

As hunters may recall, we had an ambitious plan to change the way ammo worked for 3.1 that ended up being overly ambitious, causing us to scale back. However as part of that change, we stopped itemizing bullets and arrows. Since hunters could not upgrade from the ammo available at the launch of Lich King, their damage had started and would continue to fall behind as other classes upgraded their gear. This change basically incorporates the ammo damage into the weapons – as you get better ranged weapons, it’s as if you got better ammo to go along with them. This is likely to be a design we continue for the next few tiers of content until we have the opportunity to overhaul ammo completely."


We should have a new build up on PTR sometime today, and this issue should be resolved in that new build. Thanks for the report!

Wrath of the Lich King Classic - Legplates of the Endless Void Stats
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Legplates of the Endless Void, the plate tank pants from Algalon, have had their stats changed incorrectly with the change in item level.

They went from 128 strength and 156 stamina, to 105 strength and 93 stamina. The slight increase in ratings doesn’t nearly make up for this in terms of item budget, so this is an obvious mistake.


We’ve got a new PTR build coming very soon and Legplates of Endless Void should be reflecting correct stats in this new build. Thanks for the report!

Wrath of the Lich King Classic - Algalon Visual Issues
Originally Posted by blizzard (Blue Tracker / Official Forums)
There are a few visual issues on algalon that are making the encounter a bit frustrating. While it’s still killable it is extremely frustrating to lose pulls on a boss with a 1hr timer to visual bugs. These aren’t specific to my setup either as all of my guildies agreed to experiencing these issues.

  • The floor on algalon is meant to be opaque while the encounter is in progress. What we see vs what it was like in 2009.
  • The boss and sometimes cosmic smashes can become invisible based on what seems to be camera rotation. This is exacerbated by the above floor issues but in this gif you can clearly see that algalon is literally invisible. The floor glitch does make the cosmic smash on the left nearly invisible, but I believe the one I get hit by to also be actually invisible.
  • The black holes created by collapsing stars are wildly inaccurate to where the teleport hitbox is actually located. It appears that the true hitbox is centered around the base of the circle that floats off the ground, but the black circle on the ground is not always centered on that circle.
  • Sorry for these being lower quality gifs, but I think they convey the issues we experienced.


We’ve made several adjustments to the Algalon room that should help ameliorate these issues. We will be testing the raid again this weekend and the visuals on the floor in particular should be significantly improved over the last round of testing.

Thanks for the report!

Wrath of the Lich King Classic - Raid Testing Time Feedback
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Greetings,

We’d like to again thank everyone for all of the bug reports and other data we got from the last round of testing in Ulduar. Over the past few weeks we’ve fixed many issues and made a few other adjustments to the raid, and as a result we are going to go ahead and enable Ulduar Raid testing on PTR again this coming weekend from 12:00 p.m. PDT on Friday January 6th to 10:00 a.m. PDT on Monday January 9th.

Thank you again for your feedback and bug reports so far! Hopefully we can see you back on PTR with us again this weekend.
by Published on 2023-01-04 03:02 AM

Patch 10.0 Hotfixes - January 3, 2023
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • Paladin
    • Holy
      • Fixed an issue where Divine Resonance would not heal if no target was selected.
    • Protection
      • Fixed an issue preventing Inner Light's damage effect from triggering.
    • Retribution
      • Fixed an issue where Crusade incorrectly increased damage dealt without having the corresponding Avenging Wrath talent.

Dungeons and Raids
  • Algeth’ar Academy
    • Overgrown Ancient
      • Increased the amount of time between abilities, particularly in relation to Burst Forth.
        • Developers’ Note: The combination of Germination and Burst Forth is the most dangerous part of the encounter. We hope by giving this moment more space, players will be better able to prepare for and recover from it.
  • Azure Vaults
    • Azureblade
      • Increased the time it takes for Azureblade to drain their mana.
  • The Nokhud Offensive
    • Nokhud Lancemasters are less talkative when firing their ballistae.
    • The Raging Tempest
      • Lightning Strike damage reduced by 10%.
      • Energy Surge damage reduced by 50%.
      • Surge of Power duration increased to 18 seconds (was 15 sec).
    • Teera and Maruuk
      • Slightly increased Maruuk's movement speed.
      • Added a slight delay on Quick Shot after Teera uses Gale Arrow.
  • Ruby Life Pools
    • Melidrussa Chillworn
      • Reduced the absorb value of Ice Bulwark by 25%.
      • Reduced party-wide periodic damage of Chillstorm by 33%.
    • Erkhart Stormvein
      • Interrupting Cloudburst now has a 2 sec. school lockout when it interrupts a spell (was 4 seconds).
      • Stormslam is now cast less frequently.
  • Temple of the Jade Serpent
    • Lesser Sha and Malformed Sha’s ability ‘Sha Eruption’ no longer ignores line of sight.
    • Sha of Doubt
      • Increased the recast cooldown of Touch of Nothingness.
      • Wither Will now prefers targets that are not under the effects of Touch of Nothingness.
  • Vault of the Incarnates
    • Fixed an issue with the intermission enemies’ Presence abilities being able to pierce magic immunities on the Kurog Grimtotem encounter.

Player versus Player
  • Classes
    • Paladin
      • Protection
        • Fixed an issue preventing Guardian of the Forgotten Queen from benefiting from cooldown reduction from Gift of the Golden Val'kyr.
        • Fixed an issue preventing Aura of Reckoning from correctly extending Sentinel.

Professions
  • Many professions’ weekly quests have had their quest item drop rates increased.
  • Alchemy
    • Aerated Phial of Quick Hands is now a valid target for Reclaim Concoctions.
  • Enchanting
    • Reduced the vendor price of Chromatic Focus to be more in line with other uncommon profession equipment vendor prices.
by Published on 2023-01-03 11:44 PM

Blizzard Addresses Warlords of Draenor Timewalking Scaling
Originally Posted by Blizzard (Blue Tracker / Official Forums)
So something is seriously off with respect to TW dungeons this week.

Grimrail Depot

The brute’s charge attack is doing substantially more damage than tank health, even when your back is completely against the crates. Even when doing this on a 20+ key, I never had to use a major defensive to survive the charge, but it’s now somehow required on a TW? It’s literally as though the boss is being affected by Tyrannical semantics and yet it’s TW.

Skyreach

The second boss slam is a high damage ability, but even with the same set of buffs up, no tank major defensives, it’s hitting the tank for varied amounts. Sometimes its upwards of 60% of my health and other times its only 15-20%, with no externals and no defensives used, just always having active mitigation up.

The third boss, its simply not doable. The damage output of the DPS is all lower than tanks, this causes a plethora of birds to spawn throughout the fight, despite them kiting them, and this just leads to eventual attrition and birds fixating the tank and causing a wipe.

I’m not sure what’s going on, but I don’t recall TW ever feeling like I was doing a +20 key and having to utilize so much control, finesse, and defensives; ergo, some scaling is clearly off in some of the dungeons and needs to be looked into.


Hey all,

We are aware that the gear level in Timewalking Dungeons is currently being scaled down more than intended. We are working on a hotfix and will deploy it as quickly as possible.
by Published on 2023-01-03 08:35 PM

Wrath of the Lich King Classic - Tier 8 Sets Won't Be Buffed
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hi Everyone,

We talked about this a fair amount before the holidays and sort of went back and forth about what to do with Tier Sets, and in the end, we’ve decided that it will not see any further adjustments past the normal 6 item level bump. There were definitely proponents of buffing it further on our team internally and we’d like to share some of the reasoning why we are leaving it the way it is. For simplicity I am only going to make reference to 25-player item levels for the remainder of this post.

When discussing this internally, one thing we kept coming back to was that, for most guilds, the jump from 232 to 252 will not be quick and most groups can expect to be wearing a lot of 232 gear for most of the time that Ulduar is current content. The reason for this is twofold;

  1. The hard modes are actually fairly hard and clearing all of them week 1 is not a given for all guilds. Some will clear them all quickly, most will not.
  2. Ulduar is not itemized like ToC and ICC heroic are, e.g. there is not a full hard mode loot table for every boss, and when you complete a hard mode kill, you will only recieve a single extra piece of ilvl 252 loot from most bosses.

This means that if you are looking at your BiS list and plan on getting a full set of 252 gear, and if you assume every other person in your 25 player raid wants the same, you’ll be looking at over 33 weeks of full clearing all hard modes to fully gear your raid out in 252. This is also assuming zero “waste” in terms of disenchanting duplicate or unwanted items.

I think some folks have been looking at the 252 gear and fixating on that as they are thinking of their BiS lists. In reality however, some of those 252 pieces will be “chase” items you may be seeking for many weeks or months and may never get based on RNG or loot competition. And really, that’s fine. That’s a very “classic” model and gearing up first in 232 and then slowly replacing those pieces with the rare but highly desirable 252 gear should give the gear progression in Ulduar a long and satisfying arc. This is how this worked in the original Ulduar as well, the only difference being that hard mode items were perhaps not as compelling considering their modest power gain over normal, especially when compared to the very significant increase in challenge for Hard Mode bosses.

So, could we have bumped tier to keep it relevant longer? Yes, but ultimately, we are increasing player power significantly as it is, and we feel like we are in a really nice place when you combine the pre-nerf boss difficulty with the ilvl bumps we have now. Hard modes will be really, really, hard for many guilds coming into ulduar in mostly full 213 gear but will get steadily easier as 232 gear is gathered. If we inject too much more power past that 6 ilvl normal jump or add additional drops to hard modes as some players have suggested, it could cut the legs off of that Hard Mode progression much faster than we’d like.

Time will tell how it actually plays out, but for now, the team is very happy with the difficulty vs. reward within Ulduar in general. It’s likely your tier set gear isn’t your ultimate BiS for the phase, but it may still last you many weeks or months while you work towards those hard mode items and are waiting your turn to get them. We think that will feel pretty good and provide a great sense of progression within the phase as you take those stepstone upgrades.

I hope that helps clarify our thoughts on this. Sorry for the length of this post and thank you for taking the time to read it. In previous communications we stated we’d like to spend more time explaining the “why” behind certain decisions, and as we’ve seen a lot of debate about this issue, we felt this was a good topic to chime in on. We really appreciate the feedback we’ve gotten for Ulduar so far and are super excited to see it go live in the not-too-distant future.

Thanks to everyone who joined us on PTR for Ulduar testing and we hope everyone had a great holiday!
by Published on 2022-12-28 10:17 PM

Wrath of the Lich King Classic Season 5 Ends January 9
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The first Wrath Classic PvP season will be ending at 10:00 p.m. for each region. In this region, Season 5 will end at 10:00 p.m. PST on January 9 (1:00 a.m. EST, January 10).

During maintenance on January 10, we will update the game, and all Arena points will be converted to Honor.

Good luck fighting to the finish!

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