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by Published on 2016-12-07 05:54 PM

Legion Developer Q&A - Ion Hazzikostas
Ion Hazzikostas was back once again today to answer your questions! Keep in mind that the notes below are rough and you should watch the video for the full context.



Communication and Patch 7.1.5 Release
  • The team wants everyone to feel heard and will continue to working on improving communication.
  • The next Q&A will be shortly after the holidays, probably in the first few weeks of January, around the release of Patch 7.1.5.

Secondary Stats and Item Changes
  • The change to secondary stats should ultimately not hurt specs that heavily rely on Crit.
  • The first step of these changes was to reduce the amount of secondary stat percentage you get per rating. The second step was to increase the budget of items across the board by 5% or so.
  • If you have 47% Crit right now, you are probably only going to lose a few percent after this change. This will be offset by the extra primary stats you get. Your overall power shouldn't be meaningfully affected.
  • Overall this change was aimed at shifting the balance of how much of an item's power comes from a secondary stat to help make item level a more consistent guide for what you should equip.
  • For the most part a 15 item level upgrade should be something that you can blindly equip and trust that it is the right thing to do. Most 10 item level upgrades should also be the same way. Once you get below that it may come down to the stats or sockets.
  • There is a lot of numbers tuning that is yet to happen.
  • Overall your raid group should have the same or a slightly easier time after Patch 7.1.5 comes out compared to the week before the patch came out.
  • Overall the team is mostly happy with balance on live right now, in terms of the overall DPS picture. There are a couple of specific outliers, such as extreme Surrender to Madness cases.
  • None of the changes in Patch 7.1.5 had the goal of nerfing or buffing a spec or class, it was mostly about fixing talent weightings, secondary stat values, and making itemization more intuitive.
  • Legion flattened out the rate at which secondary stats scale over the max-level period of the expansion. The team wanted to start you out with higher levels of Crit and Haste and not let you get to such extreme levels at the end of the expansion. In the past specs would not play well at lower gear levels early in the expansion and then end up hitting soft caps near the end of the expansion.
  • On non-jewelry items, the higher item level that you get, the larger share of an item's budget comes from primary stats. On jewelry there were no primary stats for it to go into, so jewelry scaled worse than other items. If you got a helm that is 20 item levels higher than your previous helm, it might have 20% more stats. If you got jewelry that was 20 item levels higher, it might have only had 12% more stats. This made secondary stats matter much more important than item level for jewelry. This was fixed in Patch 7.1.5.
  • Primary stats give tanks avoidance, which isn't super valuable for tanks. In the longer run the team can make primary stats have more of a direct mitigation value for tanks. In the mean time, the change to items has reduced the amount of budget that goes into secondary stats. You will get more Stamina and Armor, which does have value to tanks.

Class Changes
  • The class changes coming in Patch 7.1.5 are a result of the large sweeping changes that came with Legion. Some classes were stripped down and rebuilt, which resulted in some things not being right. The team didn't want to leave things wrong until the next expansion, so they are making changes to improve them in Patch 7.1.5.
  • Legion dropped a boulder in the lake, making ripples (class changes). These ripples will get smaller as the expansion goes on.

Warlocks
  • Warlocks have a few issues that hinder each spec.
  • Affliction got some mechanical and numerical improvements in 7.1.5. Soul Effigy has been getting a lot of feedback. The idea behind that talent is allowing a DoT class to use the multi-dotting on single target fights. Patch 7.1.5 makes it so that you can only target your own Soul Effigy, making it a little easier to switch to. Other options in that row should be stronger so that they feel like alternatives if you don't like that gameplay.
  • For Demonology, Demonic Empowerment is a source of frustration, you spend a lot of time ramping up, you feel like you are juggling a lot of things. This and the Destruction Warlock problem are larger problems that can't be fixed with tweaking some numbers. The team needs to think about how the rotation flows, make changes, and continue to iterate.
  • Patches like 7.1.5 and 7.2.5 are targeted to come out around 10 weeks after the last major patch, containing whatever can be finished by that date. Whatever is not completed in time gets pushed to the next patch.
  • Shadow Priests and a few other classes got a lot of attention this time around. Warlock issues will get fixed during the expansion, but the team didn't feel like they could get the changes done in time for this patch.
  • Rather than having three different resource models for Warlocks, the team tried to consolidate them into one for Legion. Destruction lost something with being unable to generate partial Embers. In a later patch, the team wants to try to let Soul Shards behave like Embers did in the past, allowing you to generate partial Soul Shards.

Havoc Demon Hunter
  • The team has tweaked things like Fel Barrage to break some of the synergies that push players towards the Momentum build. It will remain a viable build.
  • The team is working on numbers tuning for Patch 7.1.5 so that you don't feel locked into Momentum if you don't like Momentum.

Talent Diversity
  • Simulations and top players in the world can execute high skill requirement rotations almost perfectly, but most players won't. Sometimes the "best" choice is only the best if it is executed perfectly.
  • Other options that can be executed more consistently may be a better choice for most players.
  • There is more talent diversity than you would think if you just look at various class guides.

Balance Druid
  • The nerf to The Emerald Dreamcatcher is an attempt to narrow the gap between the high end and low end of legendary items.
  • Your spec shouldn't only be viable with a certain legendary.
  • This can be fixed by nerfing the legendary some and buffing the spec some. This way the player with the legendary doesn't have a power change and everyone without the legendary becomes a little bit more powerful.
  • This change shouldn't be a nerf for anyone.
  • Tuning for Balance Druids isn't done yet.

Item Stats and Sets
  • The latest PTR build changed many of the Nighthold loot stats. This way the items cover some of the stats that you want.
  • With six items in the set, you will have more choices to pick the four for the set bonus.

Unholy Death Knights
  • The legendary bracers fall under the same category as the Balance Druid legendary change.
  • Festering Wounds is something that is on the team's radar. A lot of the feedback is tied to the Unholy Artifact active ability.
  • The reason for the variance in number of Festering Wounds is to create some variation in your rotation, adding some decision making.
  • One good community suggestion is capping the number of Wounds consumed at 4 and having 2 Ghouls summoned, making it never necessary to go to 8.

Outlaw Rogue
  • Roll the Bones will not have the RNG lowered. The ability is themed around rolling dice and is something signature to Outlaw.
  • The team will continue to improve Slice and Dice so that there is another viable option in that row if you don't enjoy the gameplay of Roll the Bones. Maybe adding more Haste or something to make it feel more powerful.

Paladin
  • Greater Blessing of Might is a failed design. The thought was to capture some of the hybrid element of the class, but at the same time the team was nervous about balance.
  • If you are buffing someone significantly by being there, can you do the same amount of damage as a pure DPS class? If the answer is no, a lot of people might not want to sign up for that. If the answer is yes, you are just better than everyone.
  • The team tried to credit the contribution of the Paladin to the Paladin, which resulted in whoever got the blessing being unhappy. The Paladin isn't happy either, so no one is happy.
  • The team hasn't come up with a good solution for Patch 7.1.5, but they will continue to work on it and scrap it for a better design.

Surrender to Madness
  • Reduced Insanity drain in the first 18 seconds isn't helping lower skill Surrender players.
  • Surrender is really iconic, flavorful, and one of the cooler talents in the game.
  • There probably won't be a point where Surrender is not the best option for a single target short Patchwerk style fight. On a ten minute fight that will be a different story.
  • The goal is robust alternatives to Surrender to Madness, but they aren't quite there yet.
  • There should be talents that are better in a longer fight. In an average length fight it should come down to your desired playstyle.

Monk
  • Storm, Earth, and Fire has a number of mechanical issues. The team is working on getting them fixed for Patch 7.1.5, but if it isn't done it time it will be tuned around the bugs so that it isn't a DPS loss until it can be fixed.

Rune of Power
  • Some of the problem with this is tuning. Rune of Power is meant to be a situational talent, for fights where you won't be moving too much.
  • With the current tuning it feels necessary in every fight, making it feel bad when you have to move.
  • The underlying design might be better with a different cooldown and duration.
  • In the short term the team will look at tuning of the other talents.

Holy Paladin Healing
  • It isn't likely that more HoT and AoE healing is coming for Holy Paladins.
  • Strong single target healing is one of the hallmarks of the Holy Paladin and the team doesn't want to dilute that.
  • Healer balance and diversity is pretty good right now.
  • Even in dungeons the single target healing gets the job done adequately.

Marksmanship Hunter
  • The team is mostly happy with Marksman Hunters now.
  • Aimed Shot is meant to be a tradeoff. BM hunters are more mobile, but Marks has advantages that offset the lower mobility.
  • There is some tuning to be done to make the other specs feel more viable in other situations.

Artifact Power and Knowledge
  • The current plan is to create a system that won't reward you for holding on to your Artifact Power until Patch 7.2.
  • In Patch 7.2 your 20 point final trait may be converted into the new trait.
  • There will never be a reason to sit on Artifact Power.
  • Patch 7.1.5 makes catching up on alts much faster. If you are AK20, you can buy AK15 for your alt.
  • Alts shouldn't have to do everything a main character did to earn something, but there still should be a reasonable amount of gameplay.

Alt Gameplay
  • The team could make reputation sources at max level account bound so that you could send them to alts when they are no longer needed.
  • Unlocking World Quests and Suramar dungeons is account wide, other things like tradeskills don't make sense to unlock account-wide.
  • There are lots of players that want to make an alt to progress on another character when there are no short term progressions they can make on their main.

Long Loading Screens
  • The team is actively working on a fix, but it is proving challenging. If it affected all players it would be easier to track down, but it isn't an issue for everyone.
  • There have been attempts to fix it so far, but it hasn't been fixed for everyone.

Legendary Items
  • It is okay for legendary items to not be the best for every situation.
  • If you have a legendary that improves your AoE, it probably isn't the best on a single target fight.
  • As players get more legendary items, you might change out what legendary you have equipped based on the situation.
  • It may have been a mistake to make legendary items that always increase throughput. Items like Sephuz would have been very exciting in the past, but it is no longer exciting because of the alternatives you have, such as the Fire Mage bracers.
  • If you were choosing between Sephuz, Prydaz, and some of the situational legendary items it would be a more even choice, but the legendary items that provide more throughput make this
  • Players feel bad when they get Sephuz instead of a universally useful legendary.
  • The team will continue to tune legendary items so you don't feel that you aren't viable without one, such as the legendary braces for Unholy.
  • Quality of Life improvements come from legendary items, just like they have from set bonuses and other items in the past. Most set bonuses are things players would like to have baked into their class, this is how the game has worked.
  • Maybe in a future iteration these effects will be baked into the class.
  • Legendary effects are intended to be exciting and valuable.
  • Over time the team will continue to increase the drop rate of legendary items. Someone who starts the game later this year will be more likely to get their legendary item than someone did back during Legion launch week.
by Published on 2016-12-06 11:44 PM

2.4.3 PTR Upcoming Item Changes

The Gadgetzan Deck Recipes - They're Actually Preeetty Gooood

Patch 7.1 Hotfixes - December 6
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Fixed a bug that sometimes allowed the leech from Soul Rending to persist after Metamorphosis ended.

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Freezing Trap will no longer cause the target's next cast to fail in certain cases.

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Ice Block's cooldown will correctly reset at the end of an encounter.

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • You can now activate and deactivate Shadowform while mounted.

Class Halls
  • Players who were unable to submit Artifact Knowledge Work Orders should now be able to again.

Dungeons and Raids
  • Players in a dungeon during a server shutdown should no longer receive the Deserter debuff.

Throne of Tides
  • Fixed a bug that was causing Mindbender Ghur’sha to be non-interactable.

Trial of Valor
  • The Patient Zero achievement should now be obtainable, as intended.

Guarm
  • Increased the radius of Guarm's Multi-Headed from 8 yards to 30 yards on Mythic difficulty.
  • Decreased Guarm's health by 5% on Mythic difficulty.

Developers’ Notes: The Mythic difficulty change to the Multi-Headed mechanic is intended to require the use of 2 tanks on the encounter. We also slightly reduced Guarm’s health alongside this change in order to minimize the effect on groups that were accustomed to only using 1 tank. This is already active in the NA/ANZ region, and will take effect in other regions with their weekly restarts.

Helya
  • The magnitude of Corrupted Axion's healing absorb now properly scales down as the size of a raid decreases from 30 players to 10 players.
  • Resolved an issue that would cause Fetid Rot from targeting more players than intended on non-Mythic difficulties.
  • Reduced the health of several enemies in the Helya encounter on Normal and Heroic difficulties.
  • On non-Mythic difficulties, Adjusted Orb of Corrosion no longer targets Helya's tank targets, similar to its behavior in Mythic difficulty.

Odyn
  • Fixed an issue that could cause Odyn to sometimes cast a lethal Unerring Blast during the final phase of the encounter.

Items
  • Many trinkets available from Timewalking holiday dungeons and vendors have had their effects adjusted to more closely match the power level of Legion trinkets.

Player versus Player
  • Mass Invisibility can no longer be cast on allies holding battleground flags and orbs.

Quests
  • Havi's message when a player completes "Now That's Just Clawful" will no longer be displayed to all players in the area.
  • World Quest map markers for Kirin Tor World Quests should now function correctly.
  • During “Barrels o’ Fun”, a swirling holy light now radiates from the barrel that needs to be tracked.
  • Players no longer get roadblocked if they teleport out of Well of the Forgotten after interacting with the Bone Pile for the quest "The Rite of the Executioner".

Patch 7.1.5 - Emerald Dreamcatcher Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We want to reduce the overall strength of the The Emerald Dreamcatcher, but agree that removing the “Surgeweaving” playstyle it allows isn’t ideal. So, we’re going to take a different approach. Instead of adjusting the buff’s duration, we’re going to reduce the Astral Power cost reduction to 7 per stack (down from 10). This should allow you to continue the playstyle of weaving spells in-between Starsurges, but still lower the gap between players who have the Emerald Dreamcatcher and those who don’t.

Patch 7.1.5 - Shadow Priest Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
To clarify on the 18 seconds thing: The changes to Insanity drain are obviously an overall nerf to Surrender to Madness. That's intentional. We just disagree that it is proportionately more of a problem for lower-skilled players. If you weren't pushing Surrender past 100 stacks already anyway, the difference for you won't be as substantial. If anything, those players are likely to see an increase in duration of their non-Surrender Voidforms.

That said, there's obviously a lot changing for Shadow in 7.1.5, and once things stabilize, we intend to take another look at the rate of Insanity drain to make sure things end up where they should be.

Couple other notes for you:
  • We're planning to increase Void Bolt's DoT extension to 3 seconds, up from 2.
  • We're also increasing Shadow's damage across the board in the next build.

Having to recast dots in void form wouldn't be SO (still awful but meh) bad if we didn't have to die during STM lol.
The intent is that, within reason (e.g. you didn't go into Voidform with 1 second left on your DoTs, or forget to actually cast Voidbolt), you can keep your DoTs active during Voidform without having to re-cast them.

FinalBoss #124 - Method Interview
This week FinalBoss talked to Method about Mythic Helya, Legion and much more.

by Published on 2016-12-06 07:15 PM

2.4.3 PTR Upcoming Item Changes

The Gadgetzan Deck Recipes - They're Actually Preeetty Gooood

World Boss - Levantus
Levantus is up this week! He drops item level 860 gear and a Blood Relic. Shaman can also get the The Warmace of Shirvallah hidden artifact appearance for Doomhammer.






World Boss - Na'zak the Fiend
Na'zak the Fiend is also up for a little longer, so be sure to kill him as well! He drops item level 860 gear and an Arcane Relic.



Patch 7.1.5 - Shadow Priest Feedback
Originally Posted by Blizzard (Blue Tracker)
Thanks for this. Some great feedback here.

Overall, our goal in 7.1.5 is not to nerf Shadow's damage across-the-board, just the extreme cases that can occur with Surrender to Madness. Some of the mechanical changes will likely mean you're weaker or stronger in certain situations, but our intent is not to make Shadow "worse."

To speak more directly to your points:

Since Legion launched, most of the changes we’ve seen to Shadow have revolved around the balance of Surrender to Madness (S2M). The main issue with S2M is the amount of damage happening at high stacks of Void Form (VF). This gives Shadow a significant damage lead over other classes when played in the top 10 or so percentiles. This is illustrated in the WarcraftLogs analysis I made the week after the Mythic Emerald Nightmare opened: http://imgur.com/a/B84cl The top percentile players are able to extend their S2M the most, allowing them to spend a significant period of the fight at 100 stacks of VF, which wasn’t the intention when designing the spell.

S2M DPS definitely needs to be addressed. However, the methods being utilized right now are not only affecting top end players but also those at the lower ends of the spectrum. The drain formula change in the 7.1 hotfix (8+0.55 per stack) and the proposed change on the 7.1.5 PTR (6+2/3 per stack) "fix" the issue of the top end damage of S2M but also make S2M more difficult to play. This means that players who were struggling before may now find it impossible to reach decent S2M uptimes and as a result the gap between top performers and the rest will widen.

A different approach, to address the exponential growth of damage between the two groups without negatively affecting gameplay, would be to limit the stacks from Mass Hysteria (MH). Consider Mythic Emerald Nightmare gearing over a 300s fight, using the 7.0 drain formula (9 + 0.5 per stack). A change to MH’s cap from 100 to 50 stacks would reduce overall S2M single target damage by around 5% while reducing the peak DPS (100 stacks of VF and PI) by around 16%. The PTR proposed drain, and leaving MH capped at 100 stacks, reduces the overall damage by around 16% but only reduces the peak DPS by around 4%. This happens because, while they won’t be able to maintain 100 stacks of VF and MH for very long, high percentile players will still be able to reach that point and, combined with PI, they'll reach a similar peak DPS.

Bottom line, increasing the drain rate has a larger negative impact on VF as a whole than it helps to curb the extraordinarily high DPS achieved at high stacks of VF.


1) Not sure we agree that capping Mass Hysteria is the right approach. It would feel pretty artificial, and while we'll make those sorts of changes when absolutely necessary, we don't think that's the case here. Also, we don't agree that the change to Insanity drain makes Surrender to Madness more difficult for lower-end players; keep in mind that Insanity drain is actually lower for the first 18 seconds than it used to be.

The changes to Void Bolt (VB), having it interact with an area rather than only one target, are long overdue but they hurt Voidform's gameplay more than help in the current state. The main issue here is that by making it possible for DoTs to fall off during VF, you're stealth nerfing VF's average duration. When they fall off, we have to replace GCDs that would be used by Void Bolt, Mind Blast, or Mind Flay with Vampiric Touch or Shadow Word: Pain, both of which are poor insanity generators.

DoTs will fall off during VF with the current design because VB is only extending all DoTs in the area by 2 seconds. In order to keep a DoT duration the same, VB would need to have a 2s cooldown, which only happens at 125% haste [( 4.5 / 2 ) - 1 ], a value virtually unreachable at low stacks of VF.

For spread targets, Council-style fights (the ever famous niche of Shadow), the situation only gets worse; now we're having to refresh many different sets of DoTs, making the whole idea of VF being a "burn" phase a fallacy because we’re spending most of time inside VF refreshing DoTs instead of using nukes.

A possible solution would be for Void Bolt to refresh the duration of DoTs on the main target while increasing the duration of DoTs on nearby targets by a flat amount. That way we would have an improved version of today's multidotting for Dungeons and stacked groups, but wouldn't be punished on single or spread targets.


2) We had several issues with the way Void Bolt fully refreshing DoTs was working out. In multi-target encounters, it required you to constantly switch between targets to refresh (which gets highly APM-intensive during Voidform), and there was a high penalty for accidentally letting DoTs drop off before you could Void Bolt. Changing it to add duration to all nearby DoTs helps resolve both of those issues.

Conversely, in single-target situations, you were able to extend your DoTs pretty much infinitely. We want to move away from that. As a DoT-based class, you should have to re-cast them from time to time.

However, we do agree that you're probably having to re-cast them more than is necessary in the current build. We've increased the duration of Shadow's DoTs for the next build, to reduce how much time you actually have to spend maintaining them.

Right now Legacy of the Void (LotV) has no feeling around it. It’s just the talent that you pick when you don't want to S2M; it offers nothing special and gives an almost negligible benefit. As a lvl 100 talent it needs to be spiced up and should offer the player something noticeable. In addition, prior to the 7.1 drain change, LotV was more of a trap than a benefit because if you entered at 70 insanity in a non-execute or multitarget situation you would likely never reach 100 insanity, effectively reducing your VF duration.

3) We think it works well as a passive option in that row, and expect its DPS value to go up as a result of some of the other changes in 7.1.5. Depending on how much that is, we can buff it further if necessary.

The recent rework of Mind Spike is something interesting. It opens up the talent for an option that the player can pick when they want passive cleave (Dungeons and some raid encounters) akin to what Mages and Warlocks have with Ignite and Fire and Brimstone. The version pushed to PTR (Build 23109) has the same issue as another talent you’ve tried in the past, Shadow Word: Insanity - The removal of DoTs in a base rotation.

Shadow is a DoT based spec. It has been centered around DoTs and so far that play style has been a success in most situations in Legion. Having a spell that "requires" you to apply both DoTs to a target just to remove them feels really wrong and runs counter to the core mechanics of the class.

Mind Spike has great potential in this new form. With the changes to Mind Flay, having it become Mind Sear when used against a target with Shadow Word: Pain, Mind Spike has the potential to be an upgraded version of that. The talent could replace Mind Flay, not remove DoTs, and give us a strong specialized filler AoE spell, while still preserving the multidotting aspect of Shadow.


4) The new Mind Spike is an experimental change that we're not entirely certain is going to work out. We put it out for testing with the knowledge that, worst case, we can pretty easily revert it to how it is in 7.1. We'd ultimately like to rework Mind Spike in some fashion, but the version currently on the PTR might not be it.

Right now, one of the main balancing issues with Shadow is multidotting. When there are many high health targets Shadow is able to DoT them and melt them with Power Infusion and Surrender to Madness. While it creates a good gameplay to players, it becomes hard to balance when there are too many targets (3-4). A way to counter that effect would be to swap some of the damage today present on dots into Void Bolt or maybe into Mind Blast, but not too much because multidotting should feel strong.

5) It's true that multidotting presents some challenges for balancing Shadow, but we don't see that inherently as an issue. We want you to be strong in certain areas (for example, Shadow excels on multiple spread-out targets, such as the majority of the Odyn encounter), which in turn means you'll be weaker in others. As long as the variance between those areas doesn't get too large, we see that as a good thing.

Lingering Insanity (LI) delivered an odd situation for Shadow because our highest haste moment could be outside of VF. The new Lingering Insanity talent makes a nice middle ground, having you gradually lose haste while outside of VF. However, not having LI without the talent will create an even worse situation because you'll get to your peak haste and then drop straight to the bottom, making the rotation feel slow and a huge climb, like it is today at start of the fights. Even with the buffs to the insanity generators it hurts the flow the rotation had before.

A nice middle ground would be having the current PTR Lingering Insanity implementation baseline and having Void Lord back, but now it would allow Lingering Insanity to stay during Voidform, maybe now losing only 1 or 1.5 2 stack per second, which would reward getting back quicker to Voidform and make the haste change in the rotation smoother.


6) We think that hard “drop” is a good thing – it provides a stark contrast between how the spec feels inside and outside of Voidform. When dropping out of Voidform has such a noticeable impact, you get a much more direct sense of just how much you were getting out of it before. That said, we did recognize that some players might disagree, which is why we reworked Lingering Insanity into a talent.

Having its effect tied to our filler spell creates two undesirable scenarios: either we underuse its effects, wasting it by using Mind Flay normally; or we’re forced to not use our filler spell in order to save the effect for future add spawns. Neither of these are fun gameplay scenarios and make an interesting Legendary a pain to utilize.

The advantage that the ring had before, having the DoT spread tied to Mind Sear, was that it allowed you to control when to spread them, promoting smart gameplay. Since that isn't an option anymore, a possible fix would be to have the ring modify the next SWP and VT casts, giving them a Sunfire-like effect where they spread to up to 3 nearby targets. This would allow us to use our filler spell normally and also maintain the controlled nature of the effect that we have on live. Furthermore, this would also allow us to recast our dots during periods of high drain as the extra applications would also generate insanity, an indirect effect of the ring on live.


7) This is an interesting suggestion. It should still be pretty effective as-is, but we’ll talk about this idea some more.

FEEDBACK: Upper Nighthold (Heroic)
Originally Posted by Blizzard (Blue Tracker)
We're moving on with Nighthold raid testing, with five raid bosses on the higher levels of Nighthold accessible: Spellblade Aluriel, Krosus, Tichondrius, Star-Augur Etraeus, and High Botalist Tel'arn. We'll be leaving these bosses up for a couple of days. Please use this thread for feedback or bug reports on any of the encounters. When providing tuning feedback, please note the nature of your raid group (e.g. Mythic guild group, PUG, etc.).

Links to parsed logs are tremendously helpful.

(And yes, the team is aware of concerns with 7.1.5 class changes - the next build should have a new set of responsive changes, and we're working on communication on other fronts. But while the class team handles that, any feedback for the encounter design team would be much appreciated in pursuit of the goal of a fun and polished raid tier.)

Blue Posts
Originally Posted by Blizzard Entertainment
Developer Communication
It's going to take us more than 1 weekend to make the internal changes to our processes and flow of information necessary to show a notable increase in communication. I'd love to be able to respond to every question on here right now, but I just don't have those answers yet.

This is a real problem. Why don't any of you have answers to problems you have been informed about for months? What is going on behind the scenes where you do not have a clear solution to fixable issues?
I'm just speaking about myself here. I'm not a designer, and as such, haven't been involved in those discussions. That, in turn, makes it difficult for me to give any meaningful responses here beyond "Thanks for the feedback!" That's the issue we're working to resolve.

I don't think anyone's faulting you for that but I think even more "thanks for the feedback!" or "I'll pass this along to the devs" goes waaaaaaay further than radio silence for months.
I agree with this, I just think "here's what the developers think" is even better, and I (as well as the other CMs) am trying to do that as much as possible. (Official Forums)

Tanks in PvP and PvP Stat Templates
Our goal with tank design in Legion PvP has been for them to fill more of a "bruiser"-style role: tougher than a typical DPS, but not so much tougher that they're always the wrong target. Similarly, they should deal less overall damage than a pure DPS spec, but not so much less that you can ignore them.

That said, we've somewhat missed the mark in certain areas. Protection Paladins, for example, were able to put out a lot more healing than they probably should have. We've made a few adjustments already, and will continue to do so.

Would you look into getting PVP templates working in world PVP?
This is something we could theoretically do, we just disagree that it's the correct choice for world PvP. Inherent imbalances are part of what makes world PvP fun. Speaking personally, some of my best memories of world PvP have come from getting a bunch of friends together to take down 1 or 2 enemy players that significantly outgear us, or getting my revenge on someone that ganked me earlier by catching them off-guard in the middle of a world quest.

There's obviously going to be some gray area there - there's a point where it stops being world PvP and instead just becomes griefing, and not everyone is going to agree on exactly where that point is. Generally speaking, however, unfairness - both taking advantage of it, as well as overcoming it - is part of the appeal of world PvP. (Official Forums)

Extra World Boss
Just to confirm, It's intended that a 2nd world boss spawned this week. There are two Suramar world bosses that activate independently of the main weekly World Boss rotation. You shouldn't expect to see a Suramar boss every week, but from time to time, one will spawn. (Official Forums)

Sephuz's Secret Changes
The intent is not for Sephuz's Secret to be 100% useful in all situations. If it was, as many of you in this thread have pointed out, there's several straightforward and easy ways to accomplish that.

However, with that design, it's important that where it's good, it's REALLY good. The 7.1 version wasn't quite there, which is why we made the 7.1.5 changes to increase its effectiveness when you can activate it. We also added a couple more ways for it to activate (interrupts and dispels) to allow more specs some better methods of activating it. (Blue Tracker / Official Forums)

PTR Micro-Holiday Testing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Beginning tomorrow, December 6, we plan to begin testing of the new Micro-Holiday events being added in Patch 7.1.5. One event will be tested each day for the next few weeks, and we’d love to hear your feedback on them.

The testing schedule is as follows:

Tuesday, December 06: Call of the Scarab
Wednesday, December 07: Kirin Tor Tavern Crawl
Thursday, December 08: Love is in the Air
Friday, December 09: Hatching of the Hippogryphs
Saturday, December 10: March of the Tadpoles
Sunday, December 11: Volunteer Guard Day
Monday, December 12: Spring Balloon Festival
Tuesday, December 13: Glowcap Festival
Wednesday, December 14: Un'goro Madness
Thursday, December 15: Call of the Scarab
Friday, December 16: Kirin Tor Tavern Crawl
Saturday, December 17: Love is in the Air
Sunday, December 18: Hatching of the Hippogryphs
Monday, December 19: March of the Tadpoles
Tuesday, December 20: Volunteer Guard Day
Wednesday, December 21: Spring Balloon Festival
Thursday, December 22: Glowcap Festival
Friday, December 23: Un'goro Madness

As these events open, we’ll be starting up new threads to gather feedback on them. Please share any of your thoughts there. Thanks!
by Published on 2016-12-06 03:25 AM

Pactch 7.1.5 PTR - Build 23178
Keep checking back, as our notes are in progress.

  • Many Nighthold items had stat changes. Check out individual items on the WoWDB PTR site.
  • Stat scaling for Legion items changed. Items with an item level above 825 had their stats increased by roughly 5%.
  • This build changed the required Kirin Tor quest count to 3, down from 4.


New Music




Calculators Updated




Legendary Item Changes
Originally Posted by MMO-Champion
Shared

Death Knight

Demon Hunter

Druid

Hunter
  • Butcher's Bone Apron - Now Mongoose Bite increases the damage of your next Butchery by 15%, down from 20%.

Mage

Monk
  • Firestone Walkers - Fortifying Brew Cooldown now reduced by 2 seconds up to a maximum of 6 seconds, up from 1 second with a maximum of 4 seconds.
  • The Emperor's Capacitor - Chi spenders increase the damage of your next Crackling Jade Lightning by 125%, down from 250%.

Rogue

Shaman
  • Al'Akir's Acrimony - Chain Lightning now deals 10% increased damage on subsequent targets, up from 5%.
  • Spiritual Journey - Feral Spirits cooldown now recharges 500% faster up from 300%

Warrior
  • Timeless Stratagem - Now has equal amounts of Haste and Mastery, rather than being Mastery heavy.



Achievement Changes
Originally Posted by MMO-Champion
Honor
Player vs. Player

Promotions
Feats of Strength



Talent Changes
Originally Posted by MMO-Champion
Hunter
Survival

Monk
Brewmaster

Windwalker



PvP Talent Changes
Originally Posted by MMO-Champion
Mage
Any role



Spell Changes
Originally Posted by MMO-Champion
Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Blood
  • Vampiric Blood Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec. Death Knight - Blood Spec. Instant. 1.5 min cooldown.

Pets
  • Sweeping Claws Rakes an enemy with deformed claws, dealing 135% of normal damage as Shadow to the target and nearby enemies. Can be cast in Ghoul. 40 Energy. Melee range. Instant.

Demon Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Chaos Blades Increases all damage done by 8% 11.2% (based on Mastery) for 12 sec. While active, your auto attack deals 200% increased damage, and causes Chaos damage. Havoc Demon Hunter - Level 110 Talent. Instant. 2 min cooldown.
  • Soul Barrier Shield yourself for 12 sec, absorbing [ 1,950% of AP * Percent Health + 20% [ 2,250% of AP * Percent Health + 23% of AP * AP * Percent Health ] damage. Consuming a Soul Fragment adds [ 250% of AP * Percent Health ] to the shield. Soul Barrier's absorption cannot be reduced below [ 300% of AP * Percent Health ]. Consumes all Soul Fragments within 25 yds. Vengeance Demon Hunter - Level 110 Talent. 100 Pain. Instant. 30 sec cooldown.

Havoc
  • Demon's Bite Quickly attack for (260% of weapon damage) Physical damage. Generates 20 to 30 Fury. Melee range. Instant. Demon Hunter - Havoc Spec. Melee range. Instant.
  • Mastery: Demonic Presence Increases your Chaos damage by 8% 11.2% and your movement speed by 8%. Demon Hunter - Havoc Spec.

Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
PvP Talents
  • Celestial Guardian While in Bear Form, you take 30% 20% less damage from spells and receive 20% increased healing. Balance Druid - Tier 2 PvP Talent.
  • Focused Growth Reduces the mana cost of your Lifebloom by 50%, and your Lifebloom also applies Focused Growth to the target, increasing Lifebloom's healing by 20%. Stacks up to 3 times. Restoration Druid - Tier 5 PvP Talent. Instant.
  • Malorne's Swiftness Your Travel Form movement speed while within a Battleground or Arena is increased by 20% and you always move at 100% movement speed while in Travel Form. Tank Role - Tier 2 PvP Talent. Guardian Druid - Tier 2 PvP Talent.

Balance
  • Moonkin Form (Balance) While in this form, single-target attacks against you have a 0% chance make your next Lunar Strike, Solar Wrath or Stellar Flare instant. instant.
  • Moonkin Form While in Moonkin Form, single-target attacks against you have a 15% chance make your next Lunar Strike, Solar Wrath or Stellar Flare instant. Druid - Balance Spec. instant. Druid - Balance Spec.

Feral & Guardian
  • Survival Instincts Reduces all damage you take by 50% for 6 sec. Max 2 charges. Druid - Feral & Guardian Spec. Instant. 6 sec cooldown.

Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Butchery Strike all nearby enemies in a flurry of strikes, inflicting (518% 620% of weapon damage) Physical damage to each. Survival Hunter - Level 90 Talent. 40 Focus. 8 yd range. Instant.
  • Caltrops Scatters Caltrops in an area for 15 sec. Enemies who step on Caltrops will take [ 25% [ 50% of AP ] Bleed damage every 1 sec, and have 70% reduced movement speed for 6 sec. Survival Hunter - Level 60 Talent. 40 yd range. Instant. 15 sec cooldown.
  • Disengage Leap backwards. Hunter - Beast Mastery & Marksmanship Spec Survival Hunter - Level 45 Talent. Unlimited range. Instant. 1 sec cooldown.
  • Expert Trapper All of your traps are improved in the following ways: Freezing Trap When Freezing Trap's incapacitate effect ends, the victim and all neaby enemies' movement speed is reduced by 50% for 4 sec. Explosive Trap Increases Explosive Trap's damage to the triggering enemy by 75%. Tar Trap Enemies moving through the tar have a chance to be rooted in place for 4 sec. Steel Trap Your Steel Trap also deals an immediate [ 500% of AP ] Bleed damage when triggered. Caltrops Increases Caltrops damage by 50%. Survival Hunter - Level 100 Talent.
  • Guerrilla Tactics (Beast Mastery, Marksmanship) Explosive Trap deals 50% more damage, and Waylay's effects are further strengthened: Freezing Trap will not break due to damage for the first 6 seconds. sec. Tar Trap reduces enemies' movement speed by 90% for the first 4 sec seconds.
  • Guerrilla Tactics (Survival) Explosive Trap deals 50% more damage, and Waylay's effects are further strengthened: Freezing Trap will not break due to damage for the first 6 seconds. sec. Tar Trap reduces enemies' movement speed by 90% for the first 4 sec seconds. Explosive Trap deals 200% increased damage. causes the target to miss their next 2 melee attacks.
  • Serpent Sting Targets hit by your Raptor Strike and Carve are also affected by Serpent Sting, dealing [ 5 + 87% 115% of AP ] Nature damage over 15 sec. Survival Hunter - Level 90 Talent.
  • Snake Hunter Instantly grants you 3 charges of Mongoose Bite. Survival Hunter - Level 30 Talent. Instant. 1.5 min cooldown. 2 min cooldown.
  • Spitting Cobra Summons a Spitting Cobra for 30 sec that attacks your target for [ 1 + 20% of AP ] Nature damage every 2 sec. While the Cobra is active you gain an extra 3 Focus every 1 sec. Survival Hunter - Level 100 Talent. Instant. 60 sec cooldown.
  • Steady Focus Using Arcane Shot or Multi-Shot three two times in a row increases your Focus Regeneration by 25% for 12 sec. Marksmanship Hunter - Level 15 Talent.
  • Sticky Bomb Hurls a concussive grenade at your target which sticks to them and explodes after 3 2 sec, knocking back all nearby enemies. Survival Hunter - Level 75 Talent. 40 yd range. Instant. 30 sec cooldown. 25 sec cooldown.

Marksmanship
  • Bursting Shot Fires an explosion of bolts at all enemies in front of you, knocking them back, disorienting them for 4 sec, and dealing (40% 60% of weapon damage) Physical damage. Hunter - Marksmanship Spec. 10 Focus. Instant. 30 sec cooldown.

Survival
  • Explosive Trap Hurls a fire trap to the target location that explodes when an enemy approaches, causing [ 350% of AP ] Fire damage and burning all enemies within 5 yards for [ 35% of AP ] additional Fire damage over 10 sec. Trap will exist for 60 sec. Hunter - Survival Spec. 40 yd range. Instant. 40 sec cooldown. 30 sec cooldown.
  • Flanking Strike (New) Flanking strike has double the normal chance to trigger Hunting Companion. Hunter - Survival Spec.
  • Harpoon Harpoon's cooldown Beast Mastery, Marksmanship: The cooldowns of Harpoon and Disengage are reduced by 10 sec. Survival: The cooldown of Harpoon is reduced by 10 sec. Hunter - Survival Spec.
  • Lacerate Tears a bleeding wound in the target, dealing [ 12 + 223% of AP ] Physical damage over 12 sec. Hunter - Survival Spec. 35 Focus. Melee range. Instant. 10 sec cooldown.
  • Waylay (Survival) Explosive Trap deals 50% increased damage. staggers the target, causing them to miss their next melee attack.

Survival, Beast Mastery, Marksmanship
  • Freezing Trap Hurls a frost trap to the target location that incapacitates the first enemy that approaches for 60 sec. Damage will break the effect. Limit 1. Trap will exist for 60 sec. Hunter - Survival, Beast Mastery, Marksmanship Spec. 40 yd range. Instant. 40 sec cooldown. 30 sec cooldown.
  • Tar Trap Hurls a tar trap to the target location that creates a 8 yd radius pool of tar around itself for 30 sec when the first enemy approaches. All enemies have 50% reduced movement speed while in the area of effect. Trap will exist for 60 sec. Hunter - Survival, Beast Mastery, Marksmanship Spec. 40 yd range. Instant. 40 sec cooldown. 30 sec cooldown.

Mage (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Frozen Touch Increases your chance to generate Fingers of Frost charges by 40%. Increases the maximum number of Fingers of Frost charges by 1. Frost Mage - Level 60 Talent. 30 sec cooldown.

PvP Talents
  • Dampened Magic Name changed from "Cloak of Protection" to "Dampened Magic". Magical Damage over time effects deal 20% less damage to you. Mage Any2 Role - Tier 3 PvP Talent.

Arcane
  • Arcane Blast Blasts the target with energy, dealing [ 192.4% of Spell Power ] Arcane damage. Damage increased by 60% per Arcane Charge. Mana cost increased by 60% 125% per Arcane Charge. Generates 1 Arcane Charge Mage - Arcane Spec. 3% of Base Mana. 40 yd range. 2.2 sec cast.
  • Arcane Explosion Causes an explosion of magic around the caster, dealing [ 1 + 75% of Spell Power ] Arcane damage to all enemies within 10 yards. Damage increased by 60% per Arcane Charge. Mana cost increased by 60% 125% per Arcane Charge. Generates 1 Arcane Charge if any targets are hit. Mage - Arcane Spec. 2% of Base Mana. Instant.

Monk (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Crackling Jade Lightning Channel Jade lightning, causing [ 4 + 17.5% 35% of AP ] Nature damage over 4 sec to the target and sometimes knocking back melee attackers. 20 Energy, plus 20 per sec / 20 Energy, plus 20 per sec. 40 yd range. 4 sec cast (Channeled).

Talents
  • Dampen Harm Reduces all damage you take by 30% from the next 3 attacks that damage you for 15% or more of your maximum health. Castable while stunned 20% to 50% for 10 sec, with larger attacks being reduced by more. Monk - Level 75 Talent. Instant. 2 min cooldown.
  • Elusive Dance Purifying Brew now clears an additional 15% of damage delayed with Stagger. It also grants up to 15% 20% Dodge and damage done for 6 sec, based on the level of Stagger damage purified. Brewmaster Monk - Level 100 Talent.
  • Gift of the Mists Gift of the Ox has an up to 60% 75% increased chance to trigger, based on your missing health. Brewmaster Monk - Level 45 Talent.
  • Mystic Vitality (New) Stagger is now fully effective against magical attacks. Brewmaster Monk - Level 75 Talent.
  • Ring of Peace Form a Ring of Peace around the friendly target for 8 sec. Enemies in the ring that use a harmful spell or ability will be knocked out of at the target location for 8 sec. Enemies that enter will be ejected from the ring. Monk - Level 60 Talent. 40 yd range. Instant. 45 sec cooldown.
  • Rushing Jade Wind Brewmaster, Mistweaver: Summons a whirling tornado around you, causing [ 621% of AP ] damage over 6 sec to enemies within 8 yards. Windwalker: Summons a whirling tornado around you, causing [ 621% of AP ] damage over 6 sec to enemies within 8 yards. Applies Mark of the Crane to up to 5 nearby targets. Monk - Level 90 Talent. 1 Chi. Instant. 6 sec cooldown.
  • Summon Black Ox Statue Summons a Black Ox Statue at the target location for 15 min, pulsing threat to all enemies within 30 yards. You may cast Provoke on the statue to taunt all enemies near the statue. Brewmaster Windwalker Monk - Level 60 Talent. 40 yd range. Instant. 10 sec cooldown.

PvP Talents
  • Refreshing Breeze Increases the healing of Vivify by 25% 20%, and Vivify refreshes the duration of Essence Font on targets it heals. Mistweaver Monk - Tier 5 PvP Talent.

Paladin (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Hand of the Protector Holy, Protection: Calls down the Light to heal a friendly target for 30% of the target's missing health. While you are standing in your Consecration, Hand of the Protector's healing is increased by 20%. Retribution: Calls down the Light to heal a friendly target for 30% of the target's missing health. Protection Paladin - Level 75 Talent. 40 yd range. Instant.

Priest (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Mind Bomb Inflicts the target with a Mind Bomb. After 2 sec, or if the target dies, it unleashes a psychic explosion, stunning all enemies within 8 yds of the target for 2 4 sec. Shadow Priest - Level 45 Talent. 30 yd range. Instant. 30 sec cooldown.

PvP Talents
  • Greater Fade Fade out, removing all threat, increasing your movement speed by 100% 50% and causing most melee, ranged and spells to miss you. Lasts 6 sec. Holy Priest - Tier 3 PvP Talent. Instant. 30 sec cooldown.
  • Premonition Heals nearby targets within 20 yards for [ 300% of Spell Power ], and applies Atonement to yourself. Deals [ PS * BC ] Shadow damage to yourself for each Atonement you have active, and increases their duration by [ 3 [ 5 + 0.2% of Spell Power ] sec. Discipline Priest - Tier 3 PvP Talent. Instant. 12 sec cooldown.
  • Trinity The duration of your Atonement is increased by 5 15 sec and the healing transferred through Atonement is increased by 20%. However, Atonement can now only affect a maximum of 3 targets and can only be applied through Plea. Priest Any2 Role - Tier 3 PvP Talent.

Discipline & Shadow
  • Shadow Word: Pain (Discipline, Holy) A word of darkness that causes [ 1 + 41% of Spell Power ] Shadow damage instantly, and an additional [ 7 [ 9 + 41% of Spell Power ] Shadow damage over 14 sec. 18 sec.
  • Shadow Word: Pain (Shadow) A word of darkness that causes [ 1 + 41% of Spell Power ] Shadow damage instantly, and an additional [ 7 [ 9 + 41% of Spell Power ] Shadow damage over 14 sec. 18 sec.

Shadow
  • Mind Sear When Mind Flay deals damage, if the target is afflicted by your Shadow Word: Pain, it deals [ 40% of Spell Power 0;] damage to all nearby targets. Generates 1 Insanity per target hit. Priest - Shadow Spec.
  • Vampiric Touch A touch of darkness that causes [ 6 [ 8 + 79% of Spell Power ] Shadow damage over 18 24 sec, and heals the Priest for 50% of damage dealt. If Vampiric Touch is dispelled, the dispeller flees in Horror for 3 sec. Generates 6 Insanity. Priest - Shadow Spec. 40 yd range. 1.5 sec cast.

Rogue (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Feint Performs an evasive maneuver, reducing damage taken from area-of-effect attacks by 50% for 5 sec. 20 Energy. Instant. 35 Energy. Instant.

Talents
  • Gloomblade Punctures your target with your shadow-infused blade for (425% of weapon damage) Shadow damage 525% of weapon damage) Shadow damage, bypassing armor. Awards 1 combo points. Subtlety Rogue - Level 15 Talent. 35 Energy. Melee range. Instant.
  • Prey on the Weak Assassination: Enemies disabled with your , Subtlety: Enemies disabled with your Blind Kidney Shot, Cheap Shot, or Sap take 10% increased damage from all sources. Outlaw: Enemies disabled with your Blind, Gouge, Cheap Shot, or Sap take 10% increased damage from all sources. Subtlety: Enemies disabled with your Blind, Kidney Shot, Cheap Shot, or Sap take 10% increased damage from all sources. Rogue - Level 75 Talent. Rogue - Level 75 Talent.

PvP Talents
  • Thick as Thieves Your Tricks of the Trade now increases you your and the friendly target's damage by 15% for 6 sec. Outlaw Rogue - Tier 3 PvP Talent.

Subtlety, Outlaw, Assassination
  • Blind Blinds the target, causing it to wander disoriented for 60 sec. Damage will interrupt the effect. Limit 1. Limited to 1 target. Rogue - Subtlety & Outlaw Assassination Spec. 15 yd range. Instant. 2 min cooldown.

Shaman (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Earthbind Totem Summons an Earth Totem with [ 2% of Total Health ] health at the feet of the caster for 20 sec that slows the movement speed of enemies within 10 yards. Earth Totem. 35 yd range. Instant. 30 sec cooldown.

PvP Talents
  • Control of Lava Lava Burst damage increased by 50%. Your Flame Shock damage over time has a 10% chance to reset the remaining cooldown on Lava Burst, and increase its damage by 0%, stacking up to 0 50%, stacking up to 3 times. Elemental Shaman - Tier 4 PvP Talent.
  • Spirit Link You link yourself and two closest allies within 15 yards together. When linked targets take damage, 50% is distributed among the other linked allies. Linked targets receive 100% increased healing from your Chain Heal and Healing Rain. Lasts for 20 30 sec. Limited to 3 targets. Restoration Shaman - Tier 5 PvP Talent. 15% of Base Mana. 15 yd range. Instant.
  • Thundercharge You call down bolts of lightning, charging you and your target's weapons. The cooldown recovery rate of all abilities is increased by 70% 30% for 10 sec. Enhancement Shaman - Tier 5 PvP Talent. 40 yd range. Instant. 45 sec cooldown.

Warlock (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Seed of Corruption Embeds a demon seed in the enemy target that will explode after 18 sec, dealing [ 1 + 138% 215% of Spell Power ] Shadow damage to all enemies within 10 yards and applying Corruption to them. The seed will detonate early if the target is hit by other detonations, or takes [ 300% of Shadow Spell Power ] damage from your spells. Unlimited range. Instant.

Talents
  • Channel Demonfire Launches 15 bolts of felfire over 3 sec at random targets afflicted by your Immolate within 40 yds. Each bolt deals [ 46.62% [ 64% of Spell Power ] Fire damage to the target and [ 23.31% [ 32% of Spell Power ] Fire damage to nearby enemies. Destruction Warlock - Level 100 Talent. 4.8% of Base Mana. 40 yd range. 3 sec cast (Channeled). 15 sec cooldown.
  • Contagion You deal 12% 18% increased damage to targets affected by your Unstable Affliction. Affliction Warlock - Level 30 Talent.
  • Empowered Life Tap Life Tap increases your damage dealt by 12% for 15 10% for 20 sec. Warlock - Level 30 Talent.
  • Grimoire of Synergy Damage done by you or your demon has a chance to grant the other one 35% 25% increased damage for 15 sec. Demonology Warlock - Level 90 Talent. Approximately 2.5 procs per minute.
  • Haunt A ghostly soul haunts the target, dealing [ 1 + 805% of Spell Power ] Shadow damage and increasing your damage dealt to the target by 10% 30% for 15 sec. If the target dies, Haunt's cooldown is reset. Affliction Warlock - Level 15 Talent. 5% of Base Mana. 40 yd range. 1.5 sec cast. 30 sec cooldown.
  • Malefic Grasp While channeling Drain Soul, your damage over time effects deal 20% 80% increased damage to the target. Affliction Warlock - Level 15 Talent.
  • Sow the Seeds Seed of Corruption will now consume $@switch[]consume a Soul Shard, if available, to embed a demon seed in 4 2 additional nearby enemies. Affliction Warlock - Level 60 Talent.

PvP Talents
  • Curse of Shadows Magical damage over time effects will strike the target an additional time for 50% 30% of their damage as Shadow. Lasts 10 sec. Affliction Warlock - Tier 5 PvP Talent. 4% of Base Mana. 40 yd range. Instant. 30 sec cooldown.

Affliction
  • Seed of Corruption Embeds a demon seed in the enemy target that will explode after 18 sec, dealing [ 1 + 138% 215% of Spell Power ] Shadow damage to all enemies within 10 yards and applying Corruption to them. The seed will detonate early if the target is hit by other detonations, or takes [ 300% of Shadow Spell Power ] damage from your spells. Warlock - Affliction Spec. 4.5% of Base Mana 1 Soul Shard. 40 yd range. 2.5 sec cast.

Pets
  • Firebolt Deals [ 1 + 82% of Spell Power Deals 1;] Fire damage to a target. (Right-Click to toggle) Basic Attack. 40 Energy. 40 yd range. 1.8 sec cast.
  • Lash of Pain Lashes the target for [ 1 + 90.7% 110% of Spell Power ] Shadow damage. (Right-Click to toggle) Basic Attack. 60 Energy. 20 yd range. Instant.
  • Shadow Bite Bites the enemy, causing [ 1 + 38% 45% of Spell Power ] Shadow damage. (Right-Click to toggle) Basic Attack. 60 Energy. Melee range. Instant.

Warrior (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Charge Charge to an enemy, rooting it for 1 reducing its movement speed by 50% for 6 sec. Generates 20 Rage. 8-25 yd range. Instant. 1.5 sec cooldown.

Talents
  • Warbringer (Arms, Fury) Charge now deals [ 108% of AP ] damage to all enemies within 5 yds of the target, and stuns them for 2.5 sec. until cancelled.
  • Warbringer (Protection) Intercept now deals [ 108% of AP ] damage to all enemies within 5 yds of the target, and stuns them for 2.5 sec. until cancelled.

PvP Talents
  • War Banner You throw down a war banner at your feet, rallying your allies. Increases movement speed by 30% and reduces the duration of all incoming crowd control effects by 50% to all allies within 40 0 yards of the war banner. Lasts 15 sec. Arms Warrior - Tier 4 PvP Talent. Instant. 1.5 min cooldown.

Protection
  • Intercept Run at high speed toward an ally or enemy. When targeting an enemy, Intercept will root for 1 reducing the target's movement speed by 50% for 6 sec, but has a minimum range of 8 yds. When targeting an ally, Intercept will intercept the next melee or ranged attack against the ally within 10 sec while the target remains within 10 yards. Generates 10 15 Rage. Warrior - Protection Spec. 25 yd range. Instant. 1.5 sec cooldown.
  • Revenge Swing in a wide arc, dealing [ 1 + 340.2% 650% of AP ] damage to all enemies in front of you. Your successful dodges and parries cause your next Revenge to become free. Warrior - Protection Spec. 300 Rage. Melee range. Instant. 3 sec cooldown.
  • Shield Block Arms, Fury: Raise your shield, blocking every melee attack against you for 6 sec. Increases Shield Slam damage by 30% while active. Protection: Raise your shield, blocking every melee attack against you for 6 sec. These blocks can be critical blocks. Increases Shield Slam damage by 30% while active. Warrior - Protection Spec. 150 Rage. Instant. 1 sec cooldown.

Professions
Enchanting
  • Mark of the Ancient Priestess Permanently enchants a necklace to sometimes heal a nearby ally for 0 [ 400% of Spell Power . Enchanting. 1.5 sec cast. Reagents: Chaos Crystal x 15, Leylight Shard x 12. Tools: Runed Copper Rod.
  • Mark of the Ancient Priestess Permanently enchants a necklace to sometimes heal a nearby ally for 0 [ 400% of Spell Power . Greatly reduced materials. Enchanting. 1.5 sec cast. Reagents: Chaos Crystal x 12, Leylight Shard x 10. Tools: Runed Copper Rod.
  • Mark of the Ancient Priestess Permanently enchants a necklace to sometimes heal a nearby ally for 0 [ 400% of Spell Power . Reduced materials. Enchanting. 1.5 sec cast. Reagents: Chaos Crystal x 12, Leylight Shard x 12. Tools: Runed Copper Rod.

Engineering
  • Rechargeable Reaves Battery Craft a Rechargeable Reaves Battery. Engineering. 1.5 sec cast. Reagents: Reaves Battery, Leystone Ore x 75, Blood of Sargeras x 15.

Item Effects
  • Al'Akir's Acrimony Chain Lightning deals 5% 10% increased damage to each subsequent target.
  • Ayala's Stone Heart Your attacks have a chance to make your next Execute cost no Rage and be usable on any target, regardless of health level. Approximately 2 procs per minute. 2.25 procs per minute.
  • Butcher's Bone Apron Mongoose Bite increases the damage of your next Carve by 20% 15%. Stacks up to 10 times.
  • Cinidaria, the Symbiote Your attacks cause an additional 30% damage as Physical to enemies above 85% health and heal you for 100% of the damage done.
  • Crystalline Shockwave Your attacks have a chance to create a damaging shockwave that deals 0 Physical damage to enemies in front of you. 1 sec cooldown. Approximately 3 procs per minute.
  • Firestone Walker's Vintage Brew Each enemy you hit with Breath of Fire reduces the cooldown of Fortifying Brew by 1 2 sec., up to a maximum of 4 sec. 6 sec.
  • Head Shot Fire a bullet at your current target. 40 yd range. Instant. 2 sec cooldown. 60 sec cooldown.
  • Healthstone Instantly restores 15 health. Instant. 60 sec cooldown.
  • Ice Time Your Frozen Orb explodes into a Frost Nova that deals [ 1 + 1,200% of Spell Power ] damage. 1,400% of Spell Power ] damage.
  • Koralon's Burning Touch Scorch Scorch deals 350% increased damage and is a guaranteed Critical Strike against enemies below 25% health. 30% health.
  • Loramus Thalipedes' Sacrifice Fel Rush deals 5% 10% increased damage to each subsequent target hit.
  • Marquee Bindings of the Sun King After consuming Hot Streak, there is a 20% chance that your next non-instant Pyroblast cast within 15 sec deals 250% additional damage. 275% additional damage.
  • Nefarious Pact Your damaging spells have a chance to grant Nefarious Pact, increasing your casting speed by 0% for 10 12 sec. When Nefarious Pact expires, your casting speed is decreased by 0% for 10 8 sec. Approximately 0.7 procs per minute.
  • Sands of Time Absorbs up to 0 damage from an attack that would kill you. When this effect occurs, you instantly heal for 0 and then take all of the prevented damage over 10 sec. May only occur once every 3 min. 1 sec cooldown. 6 min. 1 sec cooldown.
  • Seal of Necrofantasia Empower Rune Weapon gains 1 additional charges and recharges 5% faster. 10% faster.
  • Spiritual Journey While Ghost Wolf is active, the remaining cooldown on Feral Spirits recovers 300% faster. 500% faster.
  • Sylvan Walker Increases Versatility by 1,000 when outdoors. 0 when outdoors.
  • The Emerald Dreamcatcher Starsurge reduces the Astral Power cost of your Starsurges by 10 for 3 2 sec. Stacks up to 2 times.
  • The Emperor's Capacitor Chi spenders increase the damage of your next Crackling Jade Lightning by 250% 125% and reduce its cost by 5%, stacking up to 20 times.
  • Triumvirate Your melee and ranged attacks have a chance to grant you a Fiery, Frost, or Arcane enchant for 15 sec. Approximately 1 proc per minute. 20 sec. Approximately 0.7 procs per minute.
  • Velen's Future Sight Increase all healing done by 10% and causes 100% 20% and causes 50% of overhealing on players to be redistributed to up to 3 nearby injured allies, for 10 sec. Instant. 1.2 min cooldown.
  • Void Infused Drink from the dark potion to surrender your mind to the Void. For the next 10 min, your Insanity will no longer drain. 100 yd range. Instant. you generate 10 Insanity every second. Instant.
  • Zann'esu Journey Flurry increases the damage of your next Blizzard by 35% 50%, stacking up to 5 times.
  • Zeks Exterminatus Name changed from "Zek's Exterminatus" to "Zeks Exterminatus". Your Shadow Word: Pain damage has a chance to increase the damage of your next Shadow Word: Death by 50% 125% and make it usable on any target, regardless of health level. Approximately 2 procs per minute.



Artifact Powers
Originally Posted by MMO-Champion
Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Blood
  • Vampiric Fangs (Rank 1) Vampiric Blood increases your maximum health by an additional 5% and increases all healing and absorbs received by an additional 5%.

Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Balance



Misc Changes
Originally Posted by MMO-Champion
Holidays
  • Timewalking Dungeon Event - While this event is active, players level 86 91 or higher may access a special Timewalking Dungeon Finder queue, which scales players and their items down to revisit past dungeons from the Cataclysm Mists of Pandaria expansion. While Timewalking, bosses will yield loot appropriate for a player's natural level.
  • Timewalking Dungeon Event (New) - While this event is active, players level 91 or higher may access a special Timewalking Dungeon Finder queue, which scales players and their items down to revisit past dungeons from the Mists of Pandaria expansion. While Timewalking, bosses will yield loot appropriate for a player's natural level.
  • Timewalking Dungeon Event (New) - While this event is active, players level 91 or higher may access a special Timewalking Dungeon Finder queue, which scales players and their items down to revisit past dungeons from the Mists of Pandaria expansion. While Timewalking, bosses will yield loot appropriate for a player's natural level.
  • Timewalking Dungeon Event (New) - While this event is active, players level 91 or higher may access a special Timewalking Dungeon Finder queue, which scales players and their items down to revisit past dungeons from the Mists of Pandaria expansion. While Timewalking, bosses will yield loot appropriate for a player's natural level.

Map Areas
Kalimdor
  • Northern Barrens > Broken Keel Tavern - Name changed from "Northern Barrens > Ratchet > Broken Keel Tavern" to "Northern Barrens > Broken Keel Tavern".
  • Winterspring > The Laughing Yeti - Music: Zone-WinterspringGoblin. TavernGoblin.

Unknown
  • Duskwood > Scarlet Raven Tavern - Name changed from "Duskwood > Darkshire > Scarlet Raven Tavern" to "Duskwood > Scarlet Raven Tavern".



Strings Changes
Originally Posted by MMO-Champion
  • SPELL_FAILED_CUSTOM_ERROR_329 (New) - You have already submitted the maximum number of Artifact Research work orders available.
by Published on 2016-12-05 01:50 AM

World Boss: Na'zak the Fiend is live in the US and EU, as intended. Head down into the tunnels of Falanaar to get to him.

How Would a Third Person Diablo Game Look?, Rhykker's S9 Builds

Battle for Gadgetzan Tournament!

We're Closing Our Doors

Dave Kosak Moves to Hearthstone Team
Dave Kosak was the Lead Narrative Designer on World of Warcraft, but has now moved to the Hearthstone team.



Argus Lore
Our friends at Gamepedia have a nice article and video covering the lore behind Argus! We will be heading to Argus in Patch 7.3.





Blue Tweets
Originally Posted by Blizzard Entertainment
PvE
In many ways, H-ToV is most meant for groups that comfortably clear Heroic EN, can't/won't do Mythic, yet still want a challenge (WatcherDev)

Re: recent talk of raid tuning and exploits, this blog is old and full of outdated examples, but still accurate: https://t.co/uLNYMknKnQ (WatcherDev)

Questing
the "Like the Wind" WQs are just so annoying. Latency above 50ms and it'll be impossible to complete....
We've made some adjustments to these quests to improve overall responsiveness and gameplay for players with high latency. (WarcraftDevs)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
Can you talk about mobility creep in games, not just League as I’m seeing games like Overwatch, WoW, Dota2 etc with like hyper agile heroes that completely dumpster the immobile one because they can just dodge any of their damage out put and dish out a fair amount of their own. Why not make everyone mobile
In my experience it keeps happening because mobility (especially high-speed windowed mobility) is fun. As a player, it gives you a lot of interesting decisions about initiating a fight or running away from one. You can get to where you need to be quickly or get out of what you need to get out of quickly. Movement can help band-aid some bad decisions you made a few seconds ago. I think it’s totally natural that almost every game ends up with a mobility creep problem. But then as a designer you catch yourself. You don’t want to go add mobility to every character, because that’s just admitting defeat that there aren’t more attractive mechanics out there than mobility. So you get a little stubborn because you know you’ll come up with something… someday. I also think it’s the case that even when a slow-moving character is demonstrably viable or even stronger than the fast-moving character, that players still opt for the fast-moving character. Humans like to go fast. (Source)

About the PvE aspect of lots of online games, especially big MMOs, do you think that there is a window of opportunity for a competitive PvE scenario? Maybe a monetized scenario like the most financially successful PvP ones?
I think competitive PvE is a hugely unexplored space. We did live raids for awhile at Blizzcon (though they were a logistical nightmare) and even did a race a couple of times.

If I was working on a group-based PvE game (I’m not), I would try and figure out how to make it competitive. I would try and figure out if it could be an esport. There are several sports that are compelling to view (for some folks!) where the opposing sides don’t directly interact much: golf, bowling, track and field, most races. Those kind of feel like the live equivalent of competitive PvE. (Source)



Dark Legacy Comics #562
DLC #562 has been released.


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