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by Published on 2018-08-25 04:32 PM

Puzzle Lab, Popular Meta Discussion, - Value Town #181

Heroes of the Storm Patch Notes - August 22, 2018

Overwatch PTR Patch Notes, MEKA Pilots' and Mech Names, Custom Overwatch Nike Shoes

Patch 8.0.1 Hotfixes - August 24, 2018
Of special note is this hotfix: "Many Wanted: quests on the enemy continent now reward 7th Legion or Honorbound reputation", as these quests have been reset.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Azerite Powers

Classes

Dungeons
  • Siege of Boralus
    • The waters around the Ashvane Company Docks are now infested with Blood Crazed Sharks!

Items
  • Increased the damage dealt by Tiny Electromental in a Jar by 233%
  • Increased the rate at which Gale-Force Striking triggers by 100%.
  • Fixed an issue causing Darkmoon Deck: Squalls' damage over time effect not to be affected by Haste or Critical Strike rating. Haste now causes it to trigger more frequently, and the damage over time effect can now critically hit.
  • BoE items from low level areas should again scale more appropriately when they drop from creatures.

Island Expeditions
  • Island Expedition shrine effects are now limited to Island Expeditions maps.
  • Island Expedition consumable items now have diminished effects on PvP targets.

Missions
  • Falstad and Valtois now correctly improve mission success chance with all kinds of Troops.

Quests
  • “Blackrock Depths” should always be available upon completion of the War Campaign and reaching exalted with 7th Legion.
  • “Vision of Time” should always be available upon completion of the War Campaign and reaching exalted with The Honorbound.
  • Antitoxin will now be removed from inventory when turning in “They Want Us Alive”.
  • Many Wanted: quests on the enemy continent now reward 7th Legion or Honorbound reputation. These quests have been reset for players who have already completed them.
  • Part of the flight path during "Offensively Defensive” no longer goes through a tree.

World Quests
  • On “Beachhead”, Vicious Albatrosses will now devour turtles in a new, more glorious way... Avert your eyes, ye of faint heart.
  • Fixed an issue where “Strange Egg” was disappearing while fighting Vukuba.
  • Horde Scouts for the "Running Interference" should no longer interfere so aggressively.

World
  • Members of the Alliance can no longer rest at the Temple of Akunda or Vulpera Hideaway.
  • The inn in Dreadwash now grants rest.
  • The Netley Inn in Stormsong Valley now grants rest.

Developer Interview - Battle for Azeroth Story
Heather Newman had the opportunity to talk to Senior Designer Steve Burke and senior narrative designer Steve Danuser.

  • It was cool to write different stories for each faction, really taking the gloves off and letting the factions go to war.
  • Kul Tiras and Zandalar had very distinct stories. The War Campaign lets you see both sides of the world, but from different perspectives.
  • In Stormsong, the Horde come in and assault a city. This was a last minute plan, as before the team had different content implemented there that they played through and didn't feel like it was what they really wanted.
  • The Horde and Alliance have different internal struggles and conflict is only going to intensify as we go forward.
  • Upon looking at PvP death maps, the team realized that some of the hotspots were where players came out of a cinematic and were vulnerable to attack. They made some changes to mitigate this.
  • The team wanted the pre-expansion events to feel real and have real consequences, with a lasting impact on the world. It wasn't just another conflict that flared up for a while and went away.
  • The team has made more of an effort during the previous few expansions to have all of the storytelling mechanisms tied into gameplay.
  • Long sequences of talking, exposition, explaining, character interaction are not what WoW is best at. The Three Sisters comic was a lot of listening to dialogue, which fit a comic better than in game.
  • A lot of the character animations were made back when the cinematics camera was farther away from characters, but that doesn't hold up as well today with close up shots. The team will continue to improve this going forward.


How World of Warcraft Was Made: The Inside Story of Nearly 20 Years of Development
USGamer has an article on how World of Warcraft was made, with interviews with many people that worked on WoW throughout the years.



Outdoor Mob Scaling
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Well geared toons from the end of the previous expansion have always had a very easy time in the first few levels of a new expansion. The scaling isn't broken, it's how the scaling should work. The only way for this to not be an issue is to remove scaling altogether. And it's a design choice that the benefits of scaling outweigh downsides like this.
Exactly.

The way the outdoor world functions in Battle for Azeroth is exactly how Legion worked, in virtually every regard. But looking farther back, an endgame-geared character from the prior expansion having a harder and harder time killing things as they level is how WoW has worked since its very first expansion, The Burning Crusade. As you move into new content, you face progressively stronger foes. If you aren’t replacing your gear as you level because you’re already overgeared for your level, then in relative terms you're going to feel weaker against same-level enemies.

Specifically, level 110 enemies are tuned to be a fair fight for someone who just quested through Legion and hit 110 wearing items along the way (average item level of, say, 160 or so). That's essential, or fresh 110s moving into Battle for Azeroth content would run into a frustrating brick wall of difficulty. But it means that if you are level 110 wearing Argus gear and legendaries (average item level of, say, 230 or even higher), you’re massively overpowered in relative terms. Easily twice as strong as someone who just quested through Legion and did nothing else. And that’s nothing new - that's power progression, and the reward for the time spent on Argus and elsewhere strengthening your character.

But moving on, level 117 enemies are tuned to be a fair fight for someone who is wearing quest rewards from level 117 quests. The same player above in Argus gear will only recently have started to find upgrades from quests, and is actually now wearing nearly the exact same gear as the player who leveled straight through without doing Legion endgame content. This is exactly how it worked 4 years ago when someone wearing Siege of Orgrimmar gear was wrecking level 90 enemies in Frostfire or Shadowmoon at 90, and then started to have a tough time against level 97 mobs in Spires of Arak at level 97. Higher-level enemies are tougher.

Again, nothing new. The only difference is that, since Legion, one Antorus-geared player may have started in Tiragarde Sound and steamrolled it at 110, before running into resistance in Drustvar at 117, while another Antorus-geared player may have started in Drustvar and had an easy time at 110, only to find tougher enemies at 117 in Tiragarde, depending on the order in which they each chose to tackle the zones. It admittedly can feel awkward to return to a specific dungeon or a specific area and find that the enemies there have effectively grown stronger while you were away, but that is what enables flexibility in zone choice when leveling, and makes the entire world relevant at max level, a core part of what made Legion's outdoor world experience successful.

The pre-Legion design, applied to Battle for Azeroth Horde content, might have gone like this: Zuldazar and Atal’dazar could be 110-114 content, Vol’dun and Temple of Sethraliss 113-117, and Nazmir and Underrot 116-120. That would likely have felt better in terms of rationalizing increasing world difficulty as you level, but it would have come at the expense of a more linear leveling experience, after which those zones would be largely irrelevant at endgame. We feel that the upsides of having the outdoor world continue to be relevant, and be a place where we can tell ongoing War Campaign stories and stage other content, for the months to come, are worth that increased awkwardness while leveling.

Finally, looking at the max-level experience, players are already objectively much stronger than they were at 110 in Legion. We’re starting to see random pickup groups going back and doing Mythic Antorus with ilvl ~330 level 120 characters, for achievements and transmog, and an ilvl 330 PUG kills Mythic Argus the Unmaker in about 5 minutes. Top raid guilds were doing it in ~9 minutes at 110 just a few weeks ago. There's no special scaling or legacy buff involved: People are simply stronger now than they were a month ago, when fighting the same old foes.

At max level, everything you do to upgrade your gear and the power of your Heart of Azeroth will make your experience playing the game relatively easier. We’ve seen no data whatsoever to support claims that a fresh 120 has an easier time with any content, outdoors or otherwise, than one who has improved their gear through doing dungeons and world quests and the like. A player in ilvl 330 gear is killing world quest foes more than 40% faster than someone who just hit 120 at ilvl 280, while having a much larger health pool (and, again, enemy damage output isn't scaling up at all). That relative strength will continue to increase over the weeks to come with every additional bit of gear and additional Azerite powers acquired.

Philosophically, we completely agree that progression is an essential part of an RPG experience. Rewards need to mean something, and their impact needs to be felt when playing the game. To the extent that we compromise that value in some places, it's never done lightly, and is always in service of a what we view as a greater benefit elsewhere (in this case, the ability to choose a non-linear path through zones while leveling, and having the entirety of the new world remaining relevant at 120, instead of just small pieces of it).
by Published on 2018-08-24 09:37 PM

Baa'l Secret Hunt Update - A Waist of Time
The Secret Finding Discord has clocked in another secret!

Unfortunately, the Pendulum was removed from this belt during beta.




Part 1 - General Information
  • The Warcraft Secrets guide has a handy script to keep track of your progress:
    • /run local N,t={"SCROLL","1","2","3","4","5","6","7","8","9","10","11","12","FIN"},{52819,52809,52810,52818,52817,52816,52815,52814,52813,52812,53632,53633,53634,52827}for s,k in pairs(N)do d=IsQuestFlaggedCompleted(t[s])print(k,"=",d and "Y" or "N")end
  • A few locations are easier with a Goblin Glider, and one requires some sort of slow fall.


The Scroll
  • Head to Heart of Darkness in Nazmir. Start at the bridge at 46,54 that is in the Blood Troll area to get to the middle structure.
  • Once at the top of the Heart of Darkness, you need to carefully jump down the outside edge to click on the note at 51, 59.
  • If you are having trouble getting to the note, a Goblin Glider may be helpful.



Pebble One
  • Head to The Broken Shore, at 37.45, 71.63 and click on the light grey pebble on the table near Dark'thul.
  • You may need to talk to Dark'thul to turn him away from the table if he isn't sleeping nearby.



Pebble Two
  • Head to Boralus at 49, 40, walk through the net on the side of the dock and down into the cave. The pebble is in the center of the floor towards the back.



Pebble Three
  • Head to Atal'dazar, Zuldazar
  • From the flight path, take the road up towards the dungeon portal. Take a right to the road that goes up the mountain right before the portal.
  • Follow this road north until you see a large flat stone surface and the waterfall. Go through the small arch on the right towards the waterfall.
  • Continue along the path behind the waterfall, then across the rocks on the waterfall, down to a corner of the temple structure and grass. Repeatedly jump up that way, go forward and then up the side of the mountain.
  • Use a glider or some slow fall to head down into the valley and the cave at the bottom.
  • The pebble is located at the to the left of the large stone column right after entering, behind the tree branch.





Pebble Four
  • Head to Drustvar, up the path towards Arom's Strand, then jump down to the second tier of the waterfall, head into the cave, and click the right eye of the effigy in the back. The cave mouth is at 35, 55.



Pebble Five
  • Head to 63, 21 in Vol'dun (Tortaka Refuge) and drop down into the hidden cave. Be sure to avoid the NPC in the cave, as he will one shot you. The pebble is behind some rocks near the wall far away from the NPC, near the entrance.



Pebble Six
  • Head to 66.93, 14.84 in Stormsong Valley and enter the cave hidden in the bushes. The pebble is inside the cave at 68, 13.



Pebble Seven



Pebble Eight
  • Head back to 37,80 in Boralus to enter the maze. Go straight back and around the corner to the basement. Kill the five NPCs downstairs and get the pebble by the boxes and keg.



Pebble Nine
  • Go to 18, 7 in Drustvar to take the path to a cave. The pebble is on the top of the large rock outside.



Pebble Ten
  • Head to 75, 70 in Tirigarde Sound with some invisibility potions. Enter the cave, use the potion, and get the pebble. The screenshot below is facing into the cave, so walk in and look behind some rocks halfway back to the left.



Pebble Eleven
  • Head to 80, 19 in Tirigarde Sound and look for the waterfall. You'll need to head up and then jump down on to some rocks to access the cave behind the waterfall.



Pebble Twelve
  • Head to 10, 82 in Boralus, enter the hidden cave northeast of the ship's stern, head to the rocks on the right, and move your camera around until you can see the pebble.



Pebble Thirteen
  • Head to 63, 21 in Vol'dun (Tortaka Refuge) with water walking potions or a Water Strider then set a waypoint for Zandalar 45.78 -3.34.
  • Once there, head to Zandalar 55.72 -10.21 and into the underwater cave. There will be blips of fatigue along the way.
  • The pebble is close to the cave entrance near some rocks on the right when facing the entrance from the inside.



Baa’l and Uuna
  • Head to 62, 22 in Frostfire Ridge and defeat Baa'l after weakening him.
  • You either need to have Uuna or someone with an upgraded Uuna needs to have the summon active nearby to weaken Baa'l.
  • Baa'l can get into a bugged state where Unna won't be able to weaken him. Gastropod Shell will reset him and fix this.
  • This rewards Baa'ls Darksign
  • After being summoned Baa'l provides another hint.


Part Two
After you have Baa'l, get ready for some more traveling!

  • First up, head to 35, 32 in Spires of Arak and click the Orb.
  • Next, head to Stormwind (17, 56 in Elwynn Forest) and click on the Red Seed near the portal.
  • Back to Spires of Arak to find the Tiny Frog underwater on a rock at 53, 11.
  • Now, head to Blade's Edge Mountain at 33.64, 58.2 to click on the Brittle Bone near the crystal.
  • Back to Spires of Arak again to click the Misplaced Candle next to one of the larger candles at 68, 41.
  • Shadowmoon Valley is next, with an Odd Cup at 46, 26.
  • Head to the Outland version of Shadowmoon Valley to find the Interesting Rock near the green fire at 51.6, 43.8.
  • Swamp of Sorrows has your next object, the Blooming Lilly under the tree at 58, 31.6.
  • Next, head to Eastern Plaguelands for the Pretty Flower at 24, 78. You'll need to go down to the bottom of the crypt and look on the casket lid.
  • Deadwind Pass has the Old Book near the front pews, located at 41.2, 79.
  • Next, head to Blackrock Mountain and go to the Lower Blackrock Spire portal. Outside is a campfire with the fish nearby, at 77.9, 44.2.
  • Onward, to Duskwood! The Scratched Board is in the corner of the foundation of the ruined house at 52, 62.4.
  • Next up, Hillsbrad Foothills. You are looking for the Lost Ring, which is next to the skeleton right inside the entry of the building at 44.6, 26.4.
  • Head to 90, 38 in Badlands to grab the Spoiled Apple from the table inside the inn.
  • Blasted Lands has the Broken Tooth near a skull at 36.8, 27.6
  • The Burning Steppes has the Worn Helm on a skeleton at 27, 47.
  • Next, head to the Northrend version of Dalaran to grab the Leafy Leaf at 43, 20 behind the benches.
  • Continue on to Terokkar Forest to get the Musty Cloth in a crate near the Shadow Labs portal.
  • Next up is Twilight Highlands, where you'll find the Broken Tablet at 17, 57.9, near a hammer.
  • Finally, head to Feralas to click the Ashed Torch near the signs at 60.8, 67.8.



Grimmy
  • For the next part, you'll need a Windwool Hood, Deathsilk Shoulders, Netherweave Tunic, and Frostwoven Leggings.
  • All of those items must be the Uncommon version, not the Rare.
  • Next, head to vendors to purchase these items:
  • Once you have those items, head to Arathi Highlands at 85, 73 and click the Note on the table.
  • After reading the note, put on the armor pieces you brought and talk to Grimmy.
  • After talking to Grimmy, read the note next to him about his enemies.
  • Head out and emote at Grimmy's enemies while you have the grey items in your inventory:
  • You can be sure these steps are complete with this macro: /script print(IsQuestFlaggedCompleted(52822),IsQuestFlaggedCompleted(52823),IsQuestFlaggedComplete d(52824),IsQuestFlaggedCompleted(52826))
  • Next, you need to get 144 stacks of Potato from the potato in the field outside, at 88.38 69.21.
  • Head back to Grimmy, use the new dialogue option, and head out back to open the chest for the Waist of Time

by Published on 2018-08-24 04:22 PM

Warbringers: Azshara
Warbringers: Azshara was revealed this morning after the cosplay panel!


by Published on 2018-08-24 12:45 PM

The Hivemind Mount - Placeholder
It turns out that The Hivemind was a placeholder, and didn't make it into the final game.
Originally Posted by Blizzard (Blue Tracker)
The Hivemind mount was actually a placeholder during beta It's since been removed from data. The secret hunt is, however, far from over. Good luck!

To clarify, that idea was super cool, but didn't make it into the shipping product. It might be seen again in the future.

Patch 8.0.1 Hotfixes - August 23, 2018
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Achievements

Azerite Powers
  • Fixed an issue where Havoc Demon Hunters in Metamorphosis would not reliably trigger Meticulous Scheming.

Classes
  • Power Word: Fortitude, Arcane Intellect, and Battle Shout are visible on raid frames (out of combat) to all members of the class who can cast them.
  • Paladin (Forums / Skills / Talent Calculator)

Creatures and NPCs
  • Fixed an issue with Faceless Tendrils in Atul'aman that caused them to ignore line of sight.

Dungeons
  • Waycrest Manor
    • Fixed an issue where a sister in the Heartsbane Triad could end up as the last witch alive and still have her damage reduction shield.
    • Fixed a bug where the Heartsbane Triad could be considered defeated at incorrect times.

Items
  • Players should no longer be able to use the Electroshock Mount Motivator to motivate flight path mounts to move quicker.
  • Wolfpelt Greatcloak now has the same amount of stamina as other, similar cloaks.

Pet Battles
  • Beguiling Orb can now be interacted with by multiple players at the same time.

Player versus Player
  • Druid (Forums / Skills / Talent Calculator)
    • Balance
      • Ironfeather Armor no longer incorrectly increases the haste gained by Incarnation: Chosen of Elune.

Quests
  • Xun Xun Sweetflower will now allow you to complete "Exotic Spices."
  • Bumbles should no longer be missing from the Mildenhall Meadery for “Let’s Bee Friends”.

World Quests
  • Bear Heart and Caustic Sap now drop more frequently for “Bruin Potions”.

World
  • A Horde flight path icon for Erika Jones is now present on the world map.
  • The Fort Daelin Inn now grants rest.
  • The Watertusk now grants rest to Alliance players.
  • Binding your hearthstone to The Hozen Throne now refers to the player’s location appropriately as “The Hozen Throne”.
by Published on 2018-08-23 05:55 PM

Developer Q&A - Ion Hazzikostas
Ion Hazzikostas answered World of Warcraft: Battle for Azeroth questions today.


  • Class Tuning
    • The team is not done with class tuning. They don't think things are perfect, but want more data to make broader changes over multiple specs instead of just band aid fixes.
    • Arms mastery and feral druid AoE were so out of whack that it was almost useless for them and so they changed it immediately.
    • The end of the first week of September is the target for the first significant balance tuning.
  • Mob Scaling
    • Outdoor world scaling has not changed since 7.2. Blizzard has not changed anything. Argus had the same system.
    • Outdoor world mob scaling is done because the world remains relevant and rewards increase as your item level progresses, so the world should keep pace with you but more slowly.
    • Before world scaling, players would become so strong that it would disrupt the outdoor world experience when killing mobs too fast for others to tag them.
    • Creatures only end up with about 3-4% more health at higher gear levels after dungeon gearing.
    • There are some outlier mobs that scale too much, but these are addressed as they are discovered.
  • Mob Scaling while Leveling
    • Lack of progression while leveling is something the team understands and wants to address/do better in the future.
    • Before the world scaled to level, the increased challenge of mobs was not felt as much because it was understandable that mobs in higher level zones would increase in difficulty.
    • Mobs being more challenging at max level that were easy at lower levels is not a good feeling.
  • World PvP Level Scaling
    • A hotfix was deployed to lessen the scaling issues of lower levels against higher levels in world PvP.
    • The team wants higher level characters to have the clear advantage over lower level players, but they don't want the lower level to simply fall over.
  • Item Level Increase at Max Level
    • The reason item level increases rapidly right after reaching max level is to make sure upgrades feel relevant and noticeable.
    • There has to be a big enough increase to upgrades to help with the tougher content that is coming soon.
    • They have tested many different progression levels and are pretty happy with where they have landed.
  • Removal of Auto Accept and Group Finder Add Ons
    • The team felt that the auto accept and group finder add ons were turning into a button to auto complete world quests.
    • They want us to actually socialize and group with players to work together instead of just pushing a button and using each other.
    • Automating the process makes world quests essentially just traveling around the map and pressing a button. This is not a fun experience.
    • The trade off of having auto accept would be making world quests objectives take longer to offset the ease of the automated process and that isn't fun either.
    • World quests are balanced around many different play styles including solo players who don't group often.
  • Auction House Lag
    • Auction house and guild bank lag on popular servers is a hot button issue being discussed internally.
    • They are looking at optimization upgrades on the engineering side.
    • There are some tweaks coming in the next few days to the PTR to make deposits for certain trade skill items larger for single stack listings.
  • Guild Permissions/Communities
    • Players can once again edit their notes and add/change ranks.
    • The team is still collecting feedback about what needs to be addressed and added/readded to guilds. Let them know what problems guilds are having with permissions and they will be addressed.
    • There will soon be a way to block people from rejoining a community that they have been kicked from.
    • The team wants to see how people use communities and not dictate how they use them. They would love to hear more feedback on communities to guide where to go from here.
  • Island Expeditions
    • There was a bug that was fixed which caused less artifact power rewards from winning an Island Expedition.
    • The weekly reward is there as an exit option for the player so that they don't feel compelled to keep doing islands all week.
    • Island Expeditions remain the best source of Artifact Power and are repetitive, however, there needs to be a drop off at some point.
  • Artifact Power Requirements
    • The team wants you to be able to use your outer ring pretty much right away, but the other rings are goals to work towards.
    • Artifact Power Knowledge will start next week. This means that each rank will need less artifact power to level up. It will continue to decrease every week.
  • Azerite Gear
    • Azerite Gear will be tradable after a coming hotfix. It should be an option by reset next week.
    • Azerite Gear will be tradable if you have a piece with the same item level or better in that slot.
    • It was a mistake to not allow trading Azerite Armor. The reason behind why they originally chose this option was to avoid social pressure that comes with personal loot. However, these downsides aren't enough to justify the annoyance of not being able to trade the item.
  • War Mode
    • The War Mode bonus is something that they are being very careful with as they don't want people to feel they need to have War Mode on.
    • There are changes coming to address faction imbalance in War Mode Shards.
    • The reason War Mode sometimes feels imbalanced is raid world quests groups that scatter and remain in the shard after being brought into it.
    • War Mode on role playing realms is essentially your own sever except during popular play times. They are considering sharding RP realms with other RP realms if they see huge issues.
  • PvP Rewards
    • Conquest rewards are there to guarantee that you can work towards rewards on top of getting random ones.
    • The first conquest reward will be an ilvl 340 weapon.
  • Dungeon Trash Mobs
    • There are no plans to lessen the amount of trash mobs in certain dungeons.
    • Dungeon completion times are about the same as they were at this point in Legion.
  • World Quests and Emissaries
    • The team is ok with mythic players graduating out of feeling the need to do world quests for rewards as they outgear it.
    • Because the Horde and Alliance have completely separate factions this creates different rewards between them for certain emissaries.
  • Worgen and Goblin Model Updates
    • No new info except that they are coming.
  • Quests
    • Certain wanted quests do not give reputation for both factions. Horde is not the only one who has world quests without reputation rewards.
    • The team is looking into making sure each factions' wanted quests give similar amounts of reputation and will address it if they find it to be an issue.
    • There are a lot of side quests in the new zones in order to make the zone feel more alive and organic instead of just a single story.
    • The team wants to improve on making it obvious which quests are the main story.
  • Faction War Impacts
    • The team plans to explore how the war affects the different factions of Azeroth as the story unfolds.

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