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by Published on 2022-10-11 03:22 AM

Wrath of the Lich King Classic Hotfixes - October 10
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Wrath of the Lich King Classic
  • Naxxramas
    • Fixed an issue where Kel’Thuzad would damage the main tank with Frost Blast, in addition to a random raid target. Frost Blast will now only hit the main tank if the primary target of Frost Blast is standing near the main tank, or the main tank is not the highest threat target.
  • Fixed issue with Strand of the Ancients where same-faction battleground teams disguised as the opposite faction would be sent to the wrong graveyard upon death.
  • Fixed an issue where Hyperspeed Accelerators could not be used in the same macro as spells and abilities.
    • Developers’ note: Due to the nature of this fix, Hyperspeed Accelerators’ on-use effect no longer shares a partial cooldown with on-use Trinkets as they once did. For now, this is known and intended, but we may attempt a different fix in a future patch to resolve the macro issue above which no longer allows this and puts engineering glove tinkers and on-use trinkets back onto a shared cooldown.
by Published on 2022-10-08 02:52 AM

Mythic+ Updates in Dragonflight - Seasonal Rotation, Rewards Scale Up to +20
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello, and thank you for taking the time to share your thoughts here! Feedback like this is valuable, and helps inform discussion within the team as we continue to iterate on systems like Mythic+.

While I don’t have information to share about this specific suggestion today, I do want to take this opportunity to offer some insight into changes coming to Mythic+ in Dragonflight and our thought process behind them, as well as open up a discussion around elements that are still being worked on or could change in the future.

First up, we’d like to provide some more context for a change you may have already heard about.



Seasonal Dungeon Rotation

If you’ve done Mythic+ over multiple seasons, you may have had the experience of running a particular dungeon over and over chasing a prized item, only to be faced with chasing that same item in that same dungeon the following season as well. That’s not great, and we want to do something about it.

Perhaps the biggest change coming in Dragonflight is that we’ll be rotating the entire set of Mythic+ dungeons every season. We believe this will result in a better overall experience by:

  • Providing primary Mythic+ players with more of the sense of exploration and progression each season that Raiders get to enjoy with new raids.

Much of the fun of Mythic+ comes from seeing yourself get better and better at playing a dungeon through experience, but opportunities to learn and improve become more scarce the longer a dungeon stays active in the pool.

  • Keeping the level of effort required to get the best rewards consistent season over season.

Learning a new raid can be fun and challenging, but the relative ease of completing Mythic+ dungeons that everyone mastered last season can create heavy social pressure to spend time in Mythic+ gearing up even if it’s not your preferred activity.

  • Creating space for returning players to jump into Mythic+ even if they missed the previous season.

Imagine taking a break during Season 1 and coming back in Season 2, only to join a Mythic+ group and feel like you’re holding them back because everyone else just “knows” a strategy you never had the chance to learn. With dungeons rotating every season, everyone gets to start on a relatively even playing field and figure out new strategies together.



Seasonal Affixes

These have been a staple of Mythic+ for years now, but what purpose do they serve and why do we keep making them?

Seasonal affixes:

  • Play a key role in shaking up gameplay. We’re asking you to play the same dungeons for well over a year, and adding new twists helps keep them feeling fresh.
  • Give us an opportunity to add thematic flavor and give each season a sense of identity. It’s cool to have N’Zoth or Denathrius influencing Mythic+ dungeons at the same time they’re featured in the raid.
  • Are a great place to experiment and try new ideas. We can keep things that work well for future seasons, while safely leaving behind things that didn’t work as well.

But as great as Seasonal affixes have been, they also have limitations. With their relatively high complexity and strong seasonal ties, they’re mostly lost to history once a season is over. While they do have experimental value, they don’t contribute as much long-term benefit to Mythic+ as we’d like.

A side-effect of the Dungeon Rotation change above is that it takes pressure off the Seasonal affix to be the “big thing” that transforms your gameplay in a new season, and this has given us space to really think about what a Seasonal affix might look like going forward. Should we try to make Seasonals that can become regular affixes in future seasons? Should we stop doing them in favor of something else entirely? There are lots of interesting questions to consider as we move forward.

On Beta realms you’ll soon be seeing an experimental version of a Season affix named “Thundering”. We’re still iterating heavily and it’s likely the functionality will change, but it should give a sense of the level of complexity we’d like Seasonal affixes to occupy in Dragonflight. Since you’ll already be learning a whole new set of dungeons, the Seasonal affix can be less complicated and focus more on being about thematic flavor (as well as giving us space to try new things).

Another shift that you’ll likely notice is a reduction in the amount of “borrowed power” provided by Seasonal affixes. While feedback on beneficial affix effects has been positive and it’s a space we definitely want to continue exploring, we hit a level of power in Shadowlands that felt extreme and contributed heavily to the short-circuiting effect described above.

We’ll be keeping a close eye both on how this feels in playtests and on player feedback, and may try other directions if it doesn’t work out as well as we’d like. For example, there’s a world where we have beneficial effects closer to Shadowlands, but also make enemies more powerful to offset that extra power. The key takeaway here is that we want to continue experimenting with Mythic+, and we hope you’ll appreciate seeing a bigger difference in your experience with each season in Dragonflight.



Rewarding Dedicated Mythic+ Players

Throughout Shadowlands, we’ve observed a trend where players who’ve mastered a set of Mythic+ dungeons are seeing their sense of progression short-circuited in subsequent seasons.

This is a complex problem that intersects with several of the topics outlined above, but the bottom line is that something valuable is lost when the best gear you can get from Mythic+ isn’t necessarily something you earn by investing time and effort into getting really good at Mythic+.

To be extremely clear, this does not mean we want to make Mythic+ less rewarding. It’s a major pillar of the endgame for World of Warcraft and players who want to focus on it should have access to competitive rewards.

What it does mean is that we want Mythic+ to have more of a sense of progression as you push higher and higher keys, and we want the gear you get to feel like a reflection of that. To achieve this goal, we’re making two big changes:

  • First, starting with Keystone level 11, we’re increasing the rate at which enemies gain health and damage with each subsequent key level from 8% to 10%.

The impact from this change isn’t dramatic at any given key level, but it should contribute to giving each step up more of a sense of progression and make it easier for us to step up rewards accordingly.

  • Second, we’re adjusting the item level of gear rewards both from end of run chests and from the great vault, and scaling their item level growth up to Keystone level 20.

We’re also introducing an additional Valor upgrade tier, which will increase the maximum item level of Valor upgrades that players can unlock with higher Mythic+ ratings. You can review the chart below for details.

Mythic+ Item Rewards:

Keystone End of Run Great Vault
+2 376 382
+3 376 385
+4 379 385
+5 379 389
+6 382 389
+7 385 392
+8 385 395
+9 389 395
+10 392 398
+11 392 402
+12 392 405
+13 392 408
+14 395 408
+15 398 411
+16 398 415
+17 402 415
+18 402 418
+19 405 418
+20 405 421


Valor Upgrade Tiers:

Upgrade Level Item Level Rating Requirement
1 376 None
2 379 None
3 382 None
4 385 None
5 389 None
6 392 None
7 395 600
8 398 1000
9 402 1000
10 405 1400
11 408 1700
12 411 2000
13 415 2400




Shorter Affix Rotation

The last experimental change we’d like to talk about today is placing a couple of our regular affixes on hiatus and reducing the number of weeks in the affix rotation.

In Dragonflight Season 1, the Inspiring and Necrotic affixes will be taking a break, and the affix rotation will be reduced from 12 weeks to 10 weeks. Our thought process here is that:

  • Inspiring is a good affix for changing up your gameplay when you have thorough knowledge of a dungeon, but it can feel especially punishing while you’re still learning. This didn’t feel like a good fit with the increased emphasis on learning dungeons each season going forward.
  • Necrotic was originally intended to be an affix that challenges tanks, but it’s become increasingly apparent that routing responsibilities already place tremendous pressure on tank players in Mythic+, so we’d like to try giving this affix a vacation.
  • With a shorter affix rotation overall, we’re hopeful that we can reduce the perceived disparity in difficulty between weeks and allow players to more regularly feel like they can make meaningful progress toward increasing their Mythic+ rating.

We’re excited to see how this plays out, and looking forward to trying out further changes in Season 2 and beyond. While it’s too early to make promises, this may include things like swapping out more affixes, changing the level at which different affix types become active, or perhaps even trying out a new affix category entirely.

Thank you again for taking the time to share your feedback, and I hope the information shared here is able to provide good context for further discussion! =)
by Published on 2022-10-07 05:08 PM

Dragonflight Beta Class Tuning Hotfixes - October 7
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Based on various data points, including recent Beta raid testing, we’re making tuning adjustments to a number of classes. In addition to new and returning abilities, the new talent trees allow players to choose abilities that were previously exclusive to one another in the talent row system. In many cases, we need to adjust the impact of these abilities to hit our throughput targets for Dragonflight.

The following are being applied to the Dragonflight Beta and PTR via hotfix, before raid testing in the Beta gets underway this afternoon.

Demon Hunter
  • Soul Rending - Metamorphosis leech bonus reduced to 5/10% (was 10/20%).
  • Havoc
    • Metamorphosis duration reduced to 24 seconds (was 25 seconds).
    • Improved Chaos Strike bonus Chaos Strike damage reduced to 10% (was 15%).
    • Improved Fel Rush bonus Fel Rush damage reduced to 20% (was 25%).
    • Initiative bonus critical strike chance reduced to 12% (was 15%).
    • Momentum bonus damage reduced to 8% (was 10%).
    • Essence Break bonus to Chaos Strike/Blade Dance damage reduced to 80% (was 100%).
    • Furious Gaze duration reduced to 10 seconds (was 12 seconds).
    • Shattered Destiny fury spent per CDR increased to 8 (was 7).
    • Dancing with Fate bonus to Blade Dance final slash damage reduced to 20/40% (was 25/50%).
    • Growing Inferno bonus per tick Immolation Aura damage reduced to 5/10% (was 8/15%).
    • Burning Wound damage over time effect reduced by 20%.
    • Burning Wound bonus Immolation Aura damage increased to 50% (was 45%).
    • Burning Wound - fixed a bug that was causing Immolation Aura damage bonus to be applied twice.
    • Ragefire - portion of damage saved per crit reduced to 40% (was 50%).

Druid
  • Balance
    • Orbit Breaker triggers every 30th Shooting Star (was every 20th).
    • Astral Communion generates 60 Astral Power (was 75).
    • Primordial Arcanic Pulsar triggers after spending 600 Astral Power (was 300).
    • Sundered Firmament creates a Fury of Elune at 20% effectiveness (was 25%).
    • Elune’s Guidance reduces the Astral Power cost of Starsurge by 5 (was 10) and the Astral Power cost of Starfall by 8 (was 15).
    • Rattle the Stars reduces the cost of Starfall and Starsurge by 5% per stack (was 10%).
    • Starsurge costs 40 Astral Power (was 30). Damage reduced by 35%.
    • Starfall damage reduced by 35%.
    • Shooting Stars generates 2 Astral Power (was 3). Damage reduced by 50%.

Paladin
  • Greater Judgement - Judgement now causes the target to take 20% increased damage from your next Holy Power ability (was 25%).
  • Seal of Crusader increases Holy Damage taken by 3/6% (was 5/10%).
  • Divine Purpose increases the damage of your next holy damage spender by 15% (was 20%).
  • Zealot’s Paragon extension reduced to 0.5 seconds (was 1 second).
  • Retribution
    • Templar’s Verdict damage reduced by 35%.
    • Final Verdict damage reduced by 35%
    • Zeal - Judgment now causes your next 2 auto attacks to occur 30% faster (was your next 3).
    • Ashes to Dust now 20% chance to reset Wake of Ashes instead of Blade of Justice (was 35%).
    • Execution Sentence deals 10% of damage done (was 20%).
    • Templar’s Vindication changed to a 15% chance of a 10/20% Templar’s Verdict (was 15/30% chance of a 15/30% Templar’s Verdict).
  • Protection
    • Light of the Titans healing reduced by 25%.

Rogue
  • Alacrity now grants 1% haste per stack, up to 5 stacks (was 2%, to 4 stacks).
  • Thistle Tea - total bonus Mastery granted reduced by 20%.
  • Find Weakness armor ignore value reduced to 15/30% (was 20/40%).
  • Assassination
    • All ability damage reduced by 34%.
    • Rupture damage increased by 22%.
    • Venomous Wounds Energy restore reduced to 5 (was 7).
    • Improved Poisons bonus poison chance reduced to 5/10% (was 10/20%).
    • Venom Rush Energy restore reduced to 5 (was 8).
    • Vicious Venoms additional Nature damage values restored to 10/20% (was unintentionally 15/20%).
    • Systemic Failure bonus damage reduced to 20% (was 30%).
    • Twist the Knife bonus duration reduced to 2 seconds (was 3 seconds).
    • Doomblade additional Bleed damage reduced to 20% (was 30%).
    • Deathmark damage increased by 227%.
    • Tiny Toxic Blade bonus damage increased to 500% (was 300%).
    • Poison Bomb damage increased by 200%.
    • Sepsis damage increased by 60%.
    • Kingsbane damage increased by 50%.
  • Outlaw
    • All ability damage reduced by ~14.5%.
    • Opportunity strike chance reduced to 30% (was 35%).
    • Weaponmaster bonus strike chance reduced to 5% (was 10%).
    • Combat Potency Energy regeneration reduced to 20% (was 30%).
    • Swift Slasher bonus attack speed per combo point reduced to 2% (was 3%).
    • Fatal Flourish chance to restore energy reduced to 60% (was 75%).
    • Quick Draw bonus Pistol Shot damage reduced to 20% (was 50%).
    • Summarily Dispatched duration reduced to 8/15 seconds (was 10/20 seconds).
    • Greenskin’s Wickers bonus Pistol Shot damage reduced to 200% (was 300%).
  • Subtlety
    • All ability damage reduced by 17%.
by Published on 2022-10-07 01:13 AM

Wrath of the Lich King Classic Hotfixes - October 6, 2022
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Wrath of the Lich King Classic

  • Meeting Stones no longer have a maximum level cap.
  • Fixed an issue with Mal’Ganis failing to be defeated at 1% health in the Culling of Stratholme.
  • Fixed an issue with “Make Them Pay” and “No Mercy” that caused the objectives to show as completed upon accepting the quests.
  • Fixed an issue where “Call to Arms: Isle of Conquest” was part of the daily battleground quest rotation prior to Isle of Conquest’s release.
  • Fixed an issue where some players can become stuck and unable to queue for Wintergrasp.
  • Archavon now correctly drops 2 Emblems of Valor.
  • Titanium Ore can no longer be prospected.
    • Developers’ note: The ability to prospect Titanium Ore will return in the Trial of the Crusader patch 3.4.2 when epic gems are introduced. We’re not going to remove Titanium Powder from those who did prospect the ore but know that the Powder cannot be used to turn in for Jewelcrafter Tokens until 3.4.2 either.
by Published on 2022-10-06 10:16 PM

Wrath Classic: Naxxramas, Eye of Eternity and Obsidian Sanctum Now Live!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Steel your hearts, denizens of Azeroth, for the time has come to take the fight to the Lich King’s minions and unite the dragonflights of Azeroth in Wyrmrest Temple under one banner. Gather your friends and venture into the first three raids of Wrath of the Lich King, available now.

NAXXRAMAS
The giant Necropolis and the seat of the dreaded lich Kel’Thuzad, Naxxramas floats over Wintergarde Keep in Dragonblight, its undead master eager to aid the Lich King’s deadly machinations.

  • Raid bosses: 15
  • Level: 80 (10 and 25-player modes available)
  • Location: Dragonblight

EYE OF ETERNITY
Located in the center of Coldarra, the Eye of Eternity will challenge you to defeat the blue dragon aspect, Malygos.

  • Raid bosses: 1
  • Level: 80 (10 and 25-player modes available)
  • Location: Borean Tundra

OBSIDIAN SANCTUM
Dragonblight is home to the Obsidian Sanctum where you’re charged with venturing below Wyrmrest Temple to bring an end to Sartharion and his lieutenants, Shadron, Tenebron, and Vesperon.

  • Raid bosses: 1
  • Level: 80 (10 and 25-player modes available)
  • Location: Dragonblight

Each raid offers epic-quality loot including class sets, weapons, trinkets, achievements, and more. Glory is yours to earn, hero. All it takes is staring certain death in the face, and prevailing. For Azeroth!

We look forward to seeing you at the meeting stones once more in Northrend. Safe travels.

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