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  1. #1
    Fluffy Kitten Stoy's Avatar
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    Patch 10.0.5 Hotfixes - January 30, 2023

    Patch 10.0.5 Hotfixes - January 30, 2023
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    Classes
    • Hunter
      • Marksmanship
        • Fixed an issue where Calling the Shots was incorrectly receiving more benefit than intended while using the Chimaera Shot talent.
      • Survival
        • Fixed an issue where Deadly Duo was not properly increasing the damage of Kill Command.
    • Monk
      • Brewmaster
        • Fixed an issue where Stagger’s effect was incorrectly reduced.
      • Mistweaver
        • Fixed an issue that caused Rapid Diffusion to consume Thunder Focus Tea, Tea of Plenty, and Tea of Serenity Renewing Mist procs.
    • Shaman
      • Mana Spring now restores 200 mana when triggered at level 70 (was 400).
        • Developers’ note: With its changes in 10.0.5, the mana restored by Mana Spring is outperforming similar effects, so its value is being brought down in line with our intent.
    • Warlock
      • Affliction
        • Soul Swap now correctly copies the stack count of Agony.
        • Soul Swap now correctly copies Soul Rot, Phantom Singularity, and Vile Taint.
        • Haunted Soul is no longer canceled when Haunt is Soul Swapped.
        • Soul Swap no longer causes Corruption to damage you if Absolute Corruption is talented.
        • Soul Swap now correctly shows its remaining cooldown after exhaling.
        • Malefic Affliction is now correctly removed when your Unstable Affliction target dies.
        • Soul Rot is now affected by Dread Touch and Mastery: Potent Afflictions.
        • Fixed an issue where Malefic Affliction wouldn't be granted if Malefic Rapture damage was absorbed.
        • Fixed an issue where Grim Reach was benefitting twice from damage modifiers.
        • Fixed an issue where Inevitable Demise was increasing the damage of Drain Life by an incorrect amount.
        • Fixed an issue where Deathbolt would deal more damage than intended in low level areas.

    Dungeons and Raids
    • The Nokhud Offensive
      • Balakar Khan
        • Fixed an issue causing Nokhud Stormcasters to sometimes become immune to damage during the encounter.
        • Fixed an issue causing Nokhud Stormcallers around the perimeter of Nokhudon Hold to sometimes become attackable.
        • Fixed an issue causing Nokhud Stormcasters to become attackable before the intermission of the encounter.
    • Vault of the Incarnates
      • Dathea, Ascended
        • [With weekly restarts] Static Discharge damage reduced by 15% on Mythic difficulty.
        • [With weekly restarts] Volatile Infuser health reduced by 10% on Mythic difficulty.

      • Kurog Grimtotem
        • [With weekly restarts] Frostwrought Dominator, Earthwrough Smasher, Flamewrought Eradicator, Stormwrought Despoiler, Tectonic Crusher, Frozen Destroyer, Blazing Fiend, and Thundering Ravager health reduced by 10% on Mythic difficulty.
        • [With weekly restarts] Earth, Flame, Frost, and Storm Dominance damage reduced by 10% on Mythic difficulty.
        • [With weekly restarts] Shattering, Blistering, Chilling, and Thundering Presence damage reduced by 10% on Mythic difficulty.
      • Raszageth
        • [With weekly restarts] Raszageth's health reduced by 3% on Mythic difficulty.
        • [With weekly restarts] Static Charge damage reduced by 15% on Mythic difficulty.
        • [With weekly restarts] Static Charge's damage is further reduced by distance on Mythic difficulty.
        • [With weekly restarts] Volatile Spark's Burst cast time increased to 4.5 seconds on Mythic difficulty (was 3.5 seconds).
        • [With weekly restarts] Volatile Spark now spawn with 3 stacks of Volatile on Mythic difficulty (was 4).
        • [With weekly restarts] Stormsurge's Shield effect reduced by 10% on Heroic difficulty.
        • [With weekly restarts] Volatile Spark's Burst cast time increased to 6 seconds on Heroic difficulty (was 5 seconds).

    Enemies and NPCs
    • Fixed an issue where some of the new rare enemies did not have the silver Rare Elite dragon border.

    Items and Rewards
    • The Tamed Eagle trinket now summons the flying eagle visual effect upon use (was when equipped).
    • Added Apprentice's Robes and Apprentice's Boots (Night Elf Mage variant) to Carla Granger.
    • Carla Granger's Rugged Trapper's Boots and Battleworn Shoes are now Bind on Equip and can be collected.
    • Fixed an issue where All-Totem of the Master shockwaves could hit additional enemies through floors or other terrain.

    Player versus Player
    • Evoker
      • Chrono Loop (PvP Talent) can no longer be applied through immunities.
    • Rogue
      • Assassination
        • [With weekly restarts] The amplified form of Numbing Poison as applied by Shiv now has 40% reduced effectiveness in PvP combat.
          • Developers’ note: This was intended to go alongside the PvP change to Numbing Poison earlier in the season.

    Professions
    • Enchanting
      • Vendors have purchased so many Enchanted Writhebark Wands that they are now offering a lower price for them.
    • Engineering
      • [With weekly restarts] Piece of Scrap is now always granted on successful Tinker usage for specialized engineers (except for Tinker: Arclight Vital Correctors and Tinker: Grounded Circuitry).
      • [With weekly restarts] Tinker: Plane Displacer now lasts between 15 and 18 seconds (was 12 and 18 seconds) and correctly places potions on a 5 minute cooldown (was 10 minutes).
      • [With weekly restarts] Aspects of Tinker and Bomb malfunctions have been redesigned or retuned:
        • Safety Component optional reagents are now always discovered when Tinkers malfunction.
        • Significantly reduced the damage dealt from explosion malfunctions.
        • Success chance no longer scales with Engineering Skill. The amount this granted has been made baseline.
        • Success chance granted from casting item quality has been halved, the amount lost has been made baseline.
        • Success chance granted from Specialization nodes has been doubled.
        • Maximum amount of success chance for Engineers remains unchanged. Non-engineers can achieve a slightly higher value than previously.
        • Tinker: Arclight Vital Correctors now has a slight bonus to success chance for Engineers, with its maximum success chance equal to the Shadowlands variant.
          • Developers’ note: There are multiple avenues of progression to increase your gadget success chance in Dragonflight, and the difference between a newbie Engineer and an experienced tinker is substantial. However, it is clear that the gameplay did not support the fantasy and instead resulted in mostly frustrating experiences. These adjustments are intended to address many of those pain-points while maintaining the feeling of progressive mastery. While we will not be sharing exact values, we would also like to clarify that an Engineer with all 4 Safety specialization nodes and a Quality 3 tinker will reach the maximum success chance and do not need to use the Calibrated Safety Switch optional reagent. We will look for opportunities to make this system more transparent in future patches. Thank you all for your feedback!
    • Jewelcrafting
      • Sundered Onyx Loupe and Chromatic Focus have had their recipe difficulty corrected to their intended values.

    Quests
    • To make “The Fifth Challenge of Tyr” more enjoyable and group friendly, the following adjustments have been made:
      • The amount of progress awarded for using Irideus’ Power Core on Elite denizens of Tyrhold was increased to 35% (was 20%), meaning that you only need to use it 3 times (was 5).
      • 4 more enemies were added as viable targets for Irideus' Power Core: Ancient Protector, Phenran, Overloading Defense Matrix, and Overseer Stonetongue.
      • Irideus’ Power Core’s cast time has been reduced to 1.5 second (was 3 seconds).

  2. #2
    Legendary! SinR's Avatar
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    I looked and 44 guilds, 5 Alliance 39 Horde, have cleared M Vaults.

    Maybe the nerfs are in order

  3. #3
    Quote Originally Posted by SinR View Post
    I looked and 44 guilds, 5 Alliance 39 Horde, have cleared M Vaults.

    Maybe the nerfs are in order
    I'm just more surprised they haven't nerfed LFR too. It's in pretty bad shape and I haven't heard too many groups able to do it under 4 that there is just so much that can easily wipe the group.

  4. #4
    Quote Originally Posted by SinR View Post
    I looked and 44 guilds, 5 Alliance 39 Horde, have cleared M Vaults.

    Maybe the nerfs are in order
    The HoF site is messed up (small indie company and all).

    Raider.io shows 74 guilds at 8/8 mythic, although that isn’t much better.

  5. #5
    "We will not share exact values and therefore make the system more transparent. We will look for opportunities to make this system more transparent in future patches."

    Cool.

    That means as an Engineer I still get bombarded with questions from customers, that nobody can answer because Blizzard doesn't tell anybody how anything works, and everything has to be guessed.

  6. #6
    Pandaren Monk Forgottenone's Avatar
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    Quote Originally Posted by Lucetia View Post
    I'm just more surprised they haven't nerfed LFR too. It's in pretty bad shape and I haven't heard too many groups able to do it under 4 that there is just so much that can easily wipe the group.
    It's sort of nice seeing LFR actually working together. I've seen a significant amount of people happy to help others learn. Those who refuse or who are outright toxic get removed almost immediately.

    That said, it would be nice for a blanket maximum health reduction and damage reduction for everything in the fight. Just enough so most LFR groups don't need 4 or more.

  7. #7
    why the f... would you nerf only mythic and ignore other modes ?

    let sweating tryhards tryhard and do something for majority of playerbase instead focusing only on top 1 %.

  8. #8
    Quote Originally Posted by Lucetia View Post
    I'm just more surprised they haven't nerfed LFR too. It's in pretty bad shape and I haven't heard too many groups able to do it under 4 that there is just so much that can easily wipe the group.
    My thoughts exactly. I insta leave when i see this fight in LFR because i know i am in for a never ending loop of players quitting after each pull / wipe. It's just not made for it. Too much one shot mechanics.

    On EU at least, queue for wing 1 and 2 as dps is 15min. 45 min for wing 3. Speaks for itself really.

  9. #9
    Yeah LFR need auto-play option! I wan watch cute cats videos on YT when I play my games!!

  10. #10
    Quote Originally Posted by kamuimac View Post
    why the f... would you nerf only mythic and ignore other modes ?

    let sweating tryhards tryhard and do something for majority of playerbase instead focusing only on top 1 %.
    My question exactly. It's like they are desperately trying to get rid of the average majority.

  11. #11
    Quote Originally Posted by Gratlim View Post
    My thoughts exactly. I insta leave when i see this fight in LFR because i know i am in for a never ending loop of players quitting after each pull / wipe. It's just not made for it. Too much one shot mechanics.

    On EU at least, queue for wing 1 and 2 as dps is 15min. 45 min for wing 3. Speaks for itself really.
    Kil'jaeden had a similar problem and most accepted very quickly that its a boss you just skip on lfr for your own sanity. I don't think a lot would change if they nerf some numbers as long as you can fall down the platforms.

  12. #12
    Quote Originally Posted by Loveliest View Post
    My question exactly. It's like they are desperately trying to get rid of the average majority.
    Because HC is now below average and every organized group can progress it in few weeks.

  13. #13
    Quote Originally Posted by Danuel View Post
    Because HC is now below average and every organized group can progress it in few weeks.
    so hc guilds should just "git gud " while mythic tryhards needs to be hold by hand by blizz ?

    where is the logic in this -_-

  14. #14
    Quote Originally Posted by kamuimac View Post
    so hc guilds should just "git gud " while mythic tryhards needs to be hold by hand by blizz ?

    where is the logic in this -_-
    You don't need "git gud" on HC - you need to be average and don't stand in fire.

  15. #15
    So glad they "fixed" Soulswap. Was beginning to think that such a core talent in our spec was going to get dropped like a hot brick because its pretty damn crap......
    Last edited by Catamitus; 2023-01-31 at 01:48 PM.

  16. #16
    Quote Originally Posted by Danuel View Post
    You don't need "git gud" on HC - you need to be average and don't stand in fire.
    so why are mythictryhards doing that ? they are supposedly much better in not standing in fire then hc raiders ? only they need to be helped by blizzard ?

    typical mythic raiding hypocrites.

  17. #17
    Quote Originally Posted by kamuimac View Post
    so why are mythictryhards doing that ? they are supposedly much better in not standing in fire then hc raiders ? only they need to be helped by blizzard ?

    typical mythic raiding hypocrites.
    dude you know different bosses can be different tuned on different difficulty level?

  18. #18

  19. #19
    Quote Originally Posted by Danuel View Post
    Because HC is now below average and every organized group can progress it in few weeks.
    3% of accounts have killed Raszageth HC according to https://www.dataforazeroth.com/colle...he-storm-eater and ~17% of raiding guilds have killed it according to Wowprogress so I wouldn't call it "below average".

  20. #20
    God forbid Resto Shamans actually be good at anything…. F tier heal class gets a tiny buff to make them finally slightly less f tier and of course Blizzard rushes to nerf it…

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