Odinn

Patches Beyond 6.2 Confirmed; Flying Not Coming in Warlords or Beyond

24 posts in this topic

12360-patches-beyond-62-confirmed-flying

 

In an interview with Philip Kollar of Polygon, World of Warcraft lead designer Ion "Watcher" Hazzikostas has confirmed that Blizzard is working on the next patch for Warlords of Draenor beyond Patch 6.2. The interview also confirms that flying is not on the table to return in Warlords or future expansions, among other details.

 

You can read the full interview on Polygon. Highlights are included below.

 

- Flying is not coming in Warlords, nor is it likely to return in the future:

 

"Having looked at how flying has played out in the old world in the last couple of expansions, we realized that while we were doing it out of this ingrained habit after we introduced flying in The Burning Crusade, it actually detracted from gameplay in a whole lot of ways," Hazzikostas explains. "While there was certainly convenience in being able to completely explore the world in three dimensions, that also came at the expense of gameplay like targeted exploration, like trying to figure out what's in that cave on top of a hill and how do I get up there."

 

- The Adventure Guide, Timewalking, and other features will be the major focus of 6.2 alongside the new Hellfire Citadel raid and Tanaan Jungle zone.

 

- Patch 6.2 isn't the final update for Warlords of Draenor (emphasis added):

 

"We've got plenty of more story to be told after this," Hazzikostas says when asked whether patch 6.2 would be the last big content update for Warlords of Draenor.

 

tanaan_jungle_1.0.0.jpg

That Burning Crusade feel, only now with even more Fel badness.

 

Do you have any thoughts on the permanent removal of flying, or predictions for the upcoming patch after 6.2? Let us know!

 

We now know authoritatively that there will be additional patches in Warlords of Draenor beyond 6.2, and the dev team has suggested flying is not only not returning in WoD, but may not return in any future WoW content.

Share this post


Link to post
Share on other sites

It means I'm not buying the next expansion or any future expansion. If WoD has been any indication, then my non-flight playing experience is going to suck for the foreseeable future of World of Warcraft. I have zero faith left in this company now. Blizzard blew most of it with Cataclysm (and Diablo 3), and Warlords of Draenor has finished the job. So disappointed, yet not really surprised - which makes my disappointment even greater.

  • Like 1

Share this post


Link to post
Share on other sites

I don't believe they will remove flying entirely - they have too many flying mounts in the in game store to carry it through.  6.2 not the last patch but 6.2 the last tier?

  • Like 1

Share this post


Link to post
Share on other sites

I think not allowing flying is a pretty big mistake. Making flying dangerous is a design challenge that could be overcome.

 

Here's some ways (imo) they could at least attempt to fix flying mounts:

 

  • Not allow flying to the top of the skybox: Part of the problem with making flying dangerous is you would need copious amounts of enemies/obstacles to account for the height you can fly. It's totally explainable from a lore and gameplay point of view that you would be unable to fly above certain heights due to a thinning atmosphere or lower temperatures. (being able to fly higher could also form part of a flying progression system throughout an expansion, could even provide part of a tiered flying "spec" choice, higher vs faster)
  • Flying mobs and combat: This is something they said they tried but couldn't get to work, but we never really got to see any of it. I still fail to see how flying combat couldn't work. It would allow the developers to introduce a whole new set of class (or mount, or even a combination of) specific abilities and even something to develop an entirley new type of encounter around. Bringing something entirely new and refreshing to not only WoW but the entire MMO space. The strength of flying mobs would alone provide the necessary challenge to areas they don't want to be accessible by air.
  • Flying progression throughout an expansion: Touched on this above, but flying could totally be a method of progression much as it was in BC if not more with some fleshing out. Starting with a slow speed, which increases as the player progresses through patches/quests with new training to increase speed/combat abiltities/how high they can fly. This could also serve as a major feature and part of a gold/time sink of an expansion.

It just seems to me they've dropped flying entirely without trying absolutely anything to fix it, at the very least nothing they've shown the public at all which seems crazy just to rely on their instincts/internal testing.

 

Flying units were always a part of the Warcraft universe and simply abandoning the concept entirely in WoW because they can't figure out how to design it to be an interesting challenge / feature rather than a design they haven't developed since its introduction is really sad.

  • Like 3

Share this post


Link to post
Share on other sites

i think and feel this is complete and utter BS how they gonna say here we are going to make you pay for flying , now cold flying ,

better now fly like the wind! and have more flying mounts then ground mounts and then all because they can seem to get there head out the arse they make us suffer no flying after blizcon they said no flying till 100 then was changed to patch 6.2 now it is indefinitely going to be gone man i say how bout i shove this fishing pole up your arse and pull out a few murlocs! at least give us a refund for all the flying we had to pay we need to start the shove this pole up there arse movement here here:) 

Share this post


Link to post
Share on other sites

If flying isn't allowed. I will find a different game. I have 5 years in this game. I have numerous flying mounts. I personally think you should have flying and non flying servers. Some people like flying some don't. However, I am telling you right now. You will lose a LOT of players by doing that. This xpac has been craptastic, I have 13 90's and 4 100's. I barely login on to them because I don't raid and I have already did lore master twice (Horde and Aliance), and have the explorer for Drenor. Now I want to explore it a different way. 

There plenty of games that can offer as good or better experience than any thing Blizzard is offering. If there isn't 3 months worth of content at release your game is more expensive than a console game that takes a month to solve. 

Have a Nice Day and Best Wishes but you won't be getting my money anymore. 

Edited by SpakyTwo
  • Like 1

Share this post


Link to post
Share on other sites

Only thing the end game blizzard wants IS raiding. If you don't raid or PvP... well yeah then the game isn;t for you and that's fine.

Share this post


Link to post
Share on other sites

I'm good with this. The lack of flight in Draenor hasn't been an issue for me and this means going forward I won't have to deal with bored jerks flying down and ganking like they do through all of the BC/Wrath/Cata/Mists zones.

Share this post


Link to post
Share on other sites

I am completely disappointed with Blizzard. I've been waiting to get flight back. We were originally told it would come after enough players hit level 100, then we were told it would come with patch 6.2, now we are being told never. If that is the case, why do they keep selling flying mounts. My druid loves using swift flight form and I want to be able to use it in WoD. If they are going to remove flight permanently from this expansion and future ones, then they need to remove the glyph making travel form 100% for druids and make it baseline. Depending on how things play out, I may seriously consider leaving the game before the end of WoD or once the next expansion dawns. Give those of us who don't (or can't) raid on a regular basis something fun to do. Exploring with flight was just as enjoyable as ground exploration and removed some of the aggravation of not being able to assess an area for those of us with limited time restraints. Stop catering to the young people who have all the time in the world and realize that half your player base has aged and now have other responsibilities in real life, or plan to lose a significant portion of your paying player base.

Share this post


Link to post
Share on other sites

The success of WoW is due to many reasons. One of them was the ability to not have to follow a strict pathway that opens up new areas (exceptions were raid zones like....back in Vanilla when you had to do quests to gain keys or access to raiding zones and currently you have to complete low end raids to enter higher end raids).

 

The loss of NEW future areas (they are not removing old flight areas) without flight is disappointing. We all enjoy flying and frankly WoW flying is quite smooth and fluid.

It is a shame that now after 10 years a guy in charge is forcing players to play how HE likes to play and removing choice from transportation.

 

Games like EQ2 had horrible and ugly flight system and for WoW to remove something that they did very well and players enjoy is a kick in the groin to a long term player base.

 

Lack of flight will not kill WoW but it does show how the powers that be are either skimping on programming or are being led by a person who does not love the game.

Share this post


Link to post
Share on other sites

Not flying while leveling and doing quests was fine since you will experience dialogues / cut-scenes while doing the quest. I got to say that I enjoyed exploring and experiencing the scenery of MoP and WoD while progressing through to max level/obaining Loremaster achievements. That was one of the reason why Blizzard didn't allow flying.

 

Now they are stating they want to remove flying so players may experience more combat. Source: "Flying trivializes Combat"

 

 

I totally sympathize with people's desire to do that, they want to be efficient and have it be their choice, but we have to balance our intent to create a game against creating a sandbox where anything goes. There's a happy medium there somewhere, but flying mounts in most cases just do too much to undermine too many of our core intentions with the game world, the basis of the game: combat, or guiding players through a game experience, and for those reasons we have continually chosen (when we could) to disallow flying mounts in the 'current' outdoor content. In the past that's meant only while leveling, but in our experiences with the Isle of Thunder and Timeless Isle we feel like we can extend that for a bit longer in the new content, and have it be kind of a big deal again once you're able to earn flying in the first big content patch, and in the meantime putting focus on flight paths as well as having some more interesting travel options for players to use.

 

At some point during any expansion, players will have experienced all the scenery, done all the quests/treasures etc and will want to be able to fly. Maybe Blizzard could have made it so that if a player has done all the exploration achievements, they will be able to use flying. 

Also to discourage bored people that are just swooping in to kill players, remount and fly away, they can change it so people who are PvP flagged in the last 30 mins cannot fly.

 

 

I think not allowing flying is a pretty big mistake. Making flying dangerous is a design challenge that could be overcome.

 

Here's some ways (imo) they could at least attempt to fix flying mounts:

 

  • Not allow flying to the top of the skybox: Part of the problem with making flying dangerous is you would need copious amounts of enemies/obstacles to account for the height you can fly. It's totally explainable from a lore and gameplay point of view that you would be unable to fly above certain heights due to a thinning atmosphere or lower temperatures. (being able to fly higher could also form part of a flying progression system throughout an expansion, could even provide part of a tiered flying "spec" choice, higher vs faster)
  • Flying mobs and combat: This is something they said they tried but couldn't get to work, but we never really got to see any of it. I still fail to see how flying combat couldn't work. It would allow the developers to introduce a whole new set of class (or mount, or even a combination of) specific abilities and even something to develop an entirley new type of encounter around. Bringing something entirely new and refreshing to not only WoW but the entire MMO space. The strength of flying mobs would alone provide the necessary challenge to areas they don't want to be accessible by air.
  • Flying progression throughout an expansion: Touched on this above, but flying could totally be a method of progression much as it was in BC if not more with some fleshing out. Starting with a slow speed, which increases as the player progresses through patches/quests with new training to increase speed/combat abiltities/how high they can fly. This could also serve as a major feature and part of a gold/time sink of an expansion.

It just seems to me they've dropped flying entirely without trying absolutely anything to fix it, at the very least nothing they've shown the public at all which seems crazy just to rely on their instincts/internal testing.

 

Flying units were always a part of the Warcraft universe and simply abandoning the concept entirely in WoW because they can't figure out how to design it to be an interesting challenge / feature rather than a design they haven't developed since its introduction is really sad.

 

I totally agree with skipgamer, instead of just angry.png THROWING IT AWAYangry.png  they simply have to cool.png FIX ITcool.png .

 

 

Share this post


Link to post
Share on other sites

I feel like this was justified on blizzards part. It is their game after all, whether or not they need the player base to keep the game alive. From my perspective I found flying to be a nuisance rather than a benefit. I'm not a mount guy, so I don't feel cheated, but imo the pros for flying did not out weigh the cons. The only thing I will miss about flying is how slow archaeology is without it. I can still see the scenery with my gliders and feather, and I am rarely annoyed that either of them is on cooldown, and even so it just encourages me to spend 5-8 mins wherever I am before I use it again. Either mining her bing killing mobs exploring , whatever. I enjoy leveling, and there is nothing more detrimental to my process than getting dive bombed by Max lvl toons, and if they can't fly at least they would have to find me on foot. Which I feel like is a reason I don't get ganked quite as much leveling in wod. I'm on a horde server soff places like Nagrand I try and stay away from until 100 anyways. But in other eyes this is a pro, the people who enjoy ganking lowbees as fast as possible, I don't know anyone who finds that fun, but I'm sure they're out there. This reason has made me hate Outland with a passion. All the time spent corpse walking and logging to get my main. That continent was pretty cool, but I hate it because of the bad experiences I had there I dislike it. I know this post is mostly opinionated nonsense that 99.9% of people who read it will disagree with, but I figured I would put my 2 cents in. Because I have been hoping since launch that they would not add flying again, and I am happy to see they arent. I've been playing since mid vanilla and wod is by far my favorite expac. I know, I know, I must be a "kiddie" gamer, who has no idea what he's talking about.

Share this post


Link to post
Share on other sites

I seem to be in the minority of people, considering I don't mind flying not being around in WoD. On that note though, I do think throwing flying out as a mechanic in all future expansions to be a little ridiculous. They could miss out on a lot of cool idea with the absence of flying.

 

There are things I will miss, and things I will not. The constant ganks from max levels while I'm leveling an alt will definitely be something I won't miss, but exploring the new areas from a multitude of perspectives is something I will.

 

The game is evolving, and for good or bad I know I'm one that will be sticking around until the end.

 

And for those claiming it will ruin the game and that they're going to quit, that's fine. The multitude of people seem to claim Vanilla was the best part of WoW... and I would like to remind you that flying wasn't around then.

Share this post


Link to post
Share on other sites

I think not allowing flying is a pretty big mistake. Making flying dangerous is a design challenge that could be overcome.

 

Here's some ways (imo) they could at least attempt to fix flying mounts:

 

  • Not allow flying to the top of the skybox: Part of the problem with making flying dangerous is you would need copious amounts of enemies/obstacles to account for the height you can fly. It's totally explainable from a lore and gameplay point of view that you would be unable to fly above certain heights due to a thinning atmosphere or lower temperatures. (being able to fly higher could also form part of a flying progression system throughout an expansion, could even provide part of a tiered flying "spec" choice, higher vs faster)
  • Flying mobs and combat: This is something they said they tried but couldn't get to work, but we never really got to see any of it. I still fail to see how flying combat couldn't work. It would allow the developers to introduce a whole new set of class (or mount, or even a combination of) specific abilities and even something to develop an entirley new type of encounter around. Bringing something entirely new and refreshing to not only WoW but the entire MMO space. The strength of flying mobs would alone provide the necessary challenge to areas they don't want to be accessible by air.
  • Flying progression throughout an expansion: Touched on this above, but flying could totally be a method of progression much as it was in BC if not more with some fleshing out. Starting with a slow speed, which increases as the player progresses through patches/quests with new training to increase speed/combat abiltities/how high they can fly. This could also serve as a major feature and part of a gold/time sink of an expansion.

It just seems to me they've dropped flying entirely without trying absolutely anything to fix it, at the very least nothing they've shown the public at all which seems crazy just to rely on their instincts/internal testing.

 

Flying units were always a part of the Warcraft universe and simply abandoning the concept entirely in WoW because they can't figure out how to design it to be an interesting challenge / feature rather than a design they haven't developed since its introduction is really sad.

 

I find it funny that they say flying combat wouldn't work. Look at Vashj'ir and entire underwater zone with associated combat. It works fine, a little wonky here and there for melee but overall it is fine. When you use a transformation mount and quickly start to fly sometimes the model doesn't load and you literally see your character swimming through the air. Using the same mechanics but in the sky seems reasonable and very doable. How different would the whole skyreach experience had been if you could do combat while flying (oh wait you sorta do already, point proven further).

 

As far as not flying though I don't care too much. As long as there are plentiful flight points that work well its gold. Most of the time when flying somewhere, I just pick my trajectory, hit auto run, and zone out for a bit. 

Share this post


Link to post
Share on other sites

I understand where Blizz is coming from with the flight restriction as it affects game play. Not being able to fly forces you to experience content the way they intend it to be played and provide better continuity to the story. I personally took advantage of the boost to create a new monk (a class I've never played) and learn how to use him as I explored the world. Not being able to fly, quite simply, helped me avoid getting lost and allowed me to learn how to use the new class grinding through Draenor. I liked it.

I do have to say, however, now that I have finished the content it would be nice to fly through the new world looking for items and Rares that I haven't seen yet.

Allowing flight through areas that you've completed enough quests in seems like a way they could protect their content and please us flyers. Or even open it up after Nagrand as a reward for completing everything (something a-la "The furies feel you could better help restore balance to draenor if you can travel more quickly." <Insert flying mount questline here> And then some Fury dailies from the garrison to make it flow).

But I also can't help but think that the flight restriction is also a way to protect new 90s from suffering insta-ganks from maxed out 100s though. And for that I respect the decision also.

Has there ever been discussion of placing a level cap on PvP combat? Levels seems doable, item level might be more appropriate. It would allow dedicated (and talented) PvP players to have a fun challenge against equal peers, and would eliminate cheap Honour farmers. Just a thought.

Share this post


Link to post
Share on other sites

Not flying while leveling and doing quests was fine since you will experience dialogues / cut-scenes while doing the quest. I got to say that I enjoyed exploring and experiencing the scenery of MoP and WoD while progressing through to max level/obaining Loremaster achievements. That was one of the reason why Blizzard didn't allow flying.

 

Now they are stating they want to remove flying so players may experience more combat. Source: "Flying trivializes Combat"

 

 

At some point during any expansion, players will have experienced all the scenery, done all the quests/treasures etc and will want to be able to fly. Maybe Blizzard could have made it so that if a player has done all the exploration achievements, they will be able to use flying. 

Also to discourage bored people that are just swooping in to kill players, remount and fly away, they can change it so people who are PvP flagged in the last 30 mins cannot fly.

 

 

 

I totally agree with skipgamer, instead of just angry.png THROWING IT AWAYangry.png  they simply have to cool.png FIX ITcool.png .

 

Makes me wonder what they are really talking about when they say "trivializes content" because, what content in the leveling zones is really trivialized when you are at max level?? I did (and do) understand not allowing flying in Zones like Isle of Thunder/Isle of Giants/Timeless Isle/Tanaan Jungle, but I don't get their reasoning for not allowing flying at max level when (in theory) while questing we would/should have already done the content they speak of from a grounded position.

 

It just seems like they are making this decision based on a very limited amount of content that would be skipped if flying was allowed at max level, and it doesn't really make sense to divide the community and piss off a lot of your player base just because Blizzard has this "vision" for how people are supposed to play (after several years of flying allowed at max level). If anything, I don't explore right now (and haven't) simply because flying isn't allowed. Flight points and ground based exploration just really hold no appeal to me - not after years of being able to fly.

 

No sir... I don't like it!

Share this post


Link to post
Share on other sites

For me this basicaly means that i'm going to buy every expansion that disallows flying. As mentioned above, I hate being ganked while leveling an alt, the world seemed so unimpressive. I just mount up, hit auto run and tab out. In WoD i experienced the feeling i had back in the days when i needed to walk through zones, it made the whole world seem bigger. While many players might leave (or like always, say they leave but then come back) many others will be pleased with this and stay. New people will come so whatever..

  • Like 1

Share this post


Link to post
Share on other sites

I was like most players who did not mind the no flying until patch 6.X hit.

Then when I read this news I was up in arms as was most of the playerbase.

That was until I was watching one of Panzer's videos where she was talking about this and she pointed out two things.

One- Blizzard was careful to say 'probably' no more flying in new content. Probably being their way out. This was a trial balloon- just like politicians use when they want to release a controversial idea onto the voters.

Two- they used the word NEW content. Draenor as of now, is no longer new. I actually have zero issue of never flying during new content. There is no reason to do so.

But there comes a time when flying should be implemented. Trying to do archaeology alone is a PITA.

I know that flying can really make a virtual world feel a lot smaller, but as of now, Draenor feels really small. Why? Because there are no tall peaks that make me wonder- what is up there? I have pretty much covered every square inch of the place.

I have been sharing recently, that all of Blizzard's bad news concerning new decisions they have made  have two things in common-

CHEAPER & EASIER.

The art in 6.2 looks incredible and the Tanaan Jungle is very immersive. BUT. There is hardly any story to it.

Blizzard has been on this roll the past year or so in cutting back on quest lines involving mini stories.

This is an MMO. If you think class questing, zone questing, etc are too much of a burden, then you just changed your MMO into a giant COOP game.

Share this post


Link to post
Share on other sites

This makes me sad, I was so looking forward to this expansion and it has been very disappointing.  I know I'm not alone in this since 90% of my friend list is never online any more, most of my guilds are dead, it's tragic. There's so much grinding and so little payoff for me.  

The lack of flight, not gonna lie, is a big problem for me.  I understand the reasoning behind wanting people to explore and figure out jump puzzles and such, but why not stick to the MoP system where you are forced to do that as you're leveling and get flight at max.  It's not even about accessibility and stuff for me, it's about expedience.  Every time I have to get somewhere I have to fly to some distant flight point, then fight through a ton of mobs just to get there ... good luck getting a friend or guildmate to wait 15 minutes for you trying to get to them on the other end of the continent that way .. that is if you can find a guildmate or friend playing these days.

Secondly, this makes some sense if you have one or two characters ... but when you have a bunch of alts (I have 15 across three servers) it gets incredibly tedious not only leveling through the same level-restricted areas but then being stuck fighting through the same crap every time you need to get somewhere once you are leveled. (I wont even get into how alt-unfriendly this xpac is compared to MoP with everything being BoP rather than BoA or BoE -- including crafting materials *insert ragey face*)  Additionally, there are only so many times you can explore the same places or try to figure out how to get to a treasure before you want to jump off a cliff.

 

Thirdly, I understand that flight is a problem on PvP servers .. I did play on one for a while, and it is a pain in the arse with idiots ganking you (largely why I left) .. but there seems to be a simple and obvious solution for that ... don't allow flying on PvP servers or if you are PvP flagged, it's that simple.  Personally, I think there should be a negative buff applied to a player that kills another player who is grey to them ... I find it just unsportsmanlike, but I know I tend to get butthurt over PvP so you know ;P

 

Lastly, I have no objection to not being able to fly in patch zones .. the way you can't fly in Tol Barad or the isles in MoP, I just object to not being able to get places quickly and efficiently over an entire content, especially once you've followed all the paths in terms of quests and exploration on 10 characters already =_=

 

I hope that this idea is just a "probably" to see how people react, but I don't think it is.  It feels like we are getting less and less bang for our buck and I don't see that reverting (I really hope I'm wrong).  I'll be honest, I probably won't quit playing .. I'd like to say I will, but I probably won't, I do love this world.  That said, I have to be honest that my enjoyment of the game, at least as far as the new expansion and patches, has declined sharply (which is sad).  And the fact that most of the people I play with have quit or reduced their play time significantly hasn't helped with that.  I don't think I'm alone in this, I'm not on a very popular server, but even so, I very rarely see people even trying the world bosses.  In MoP, those bosses were always being killed. People seem to just log in to queue up their Garrisons or to raid.  I myself only do LFR (I currently lack the technical ability to raid due to living rural and having sub-par Internet speed), so for me, there's not all that much to do (that's fun).  Just please realize that not all your players PvP or raid and give us something other than mindless grinding for materials or reputation.

 

Alrighty, thanks for letting me whine :)  I still love the game, I'm just a little dissatisfied with some of the more recent choices made.

Share this post


Link to post
Share on other sites

I was like most players who did not mind the no flying until patch 6.X hit.

Then when I read this news I was up in arms as was most of the playerbase.

That was until I was watching one of Panzer's videos where she was talking about this and she pointed out two things.

One- Blizzard was careful to say 'probably' no more flying in new content. Probably being their way out. This was a trial balloon- just like politicians use when they want to release a controversial idea onto the voters.

Two- they used the word NEW content. Draenor as of now, is no longer new. I actually have zero issue of never flying during new content. There is no reason to do so.

But there comes a time when flying should be implemented. Trying to do archaeology alone is a PITA.

I know that flying can really make a virtual world feel a lot smaller, but as of now, Draenor feels really small. Why? Because there are no tall peaks that make me wonder- what is up there? I have pretty much covered every square inch of the place.

I have been sharing recently, that all of Blizzard's bad news concerning new decisions they have made  have two things in common-

CHEAPER & EASIER.

The art in 6.2 looks incredible and the Tanaan Jungle is very immersive. BUT. There is hardly any story to it.

Blizzard has been on this roll the past year or so in cutting back on quest lines involving mini stories.

This is an MMO. If you think class questing, zone questing, etc are too much of a burden, then you just changed your MMO into a giant COOP game.

 

 

 

^ exactly this.

 

no flying reeks of more blizzard content-rushing & cutbacks.

 

one word sums it up really easily actually.

 

lazy.

Edited by falconarc

Share this post


Link to post
Share on other sites

After reading this, I've come to the conclusion the only way to express my displeasure is to cancel my two subscriptions.  Some of the most epic moments involved flying. For example, The whole Ice Crown area required flying.  You were leading an army into the heart of the enemy territory.  Even today, I'm probably leveling my 20th character in Ice Crown and, although I have flying, there's a certain epic feel to it.  I have relived this story line so many times.  Doing a "/played", I've literally invested almost a year of my life playing this game.  

 

It saddens me to see the direction the game is going.  Those epic moments are no longer there.  After the second or third time though, WoD content gets boring.  There is no variety.  

 

So, I have decided to send a message to Blizzard by the only way I think it'll get to those who count. I hope by pulling my financial support, my message is loud and clear.  I'm not happy with this new direction.  I ask that you bring professions back, always allow flying once you've reached level cap.  My prayer is that you become again the story tellers you once were.  

 

Getting people to return is going to be much harder than keeping the people you currently have.  My subscription runs out in August.  You have until then to rethink your decision or to change my mind. We'll see how 6.2 goes, at this point, after one time though it, I don't see myself wanting to repeat it.  At least for now.

 

 

Share this post


Link to post
Share on other sites

Well as we all know blizzard many times changes things when no one beleive will do and vice versa.

I beleive eventualy will allow flying in WOD BUT i am very dissapointed for now because i have many flying mounts i love to fly and now i have to go only with ground mounts.

I think the decesion for now is ok espessialy for ppl that are in pvp servers (they can fix this not to be able to attack for 10 minutes after dismount or something like this) but they are many out there did all the exploration and now all they want is flying....

Well lets be patient and wait for things to change and not be so negative and after all canceling subscription (if a had a nickel every time someone says or thinks (including me that its going to cancel sub)  its just a click away so no worries.

After 10 years in the game i still want to login hopping things will be better patch after patch but i get dissapoinment every time.... :/ so blizzard should think a bit about old players and not only the new ones....

 

Something offtopic i want to say is that last night i just hit 100 on my 10th alliance char and joined LFR , well staff didnt dropped for my mage 3 times in a row with coins and i got so dissapointed but after remembering the vanilla days that i had 6 months raiding to get my first loot i realised that blizzard changed things from black to white...well there is a gray too and the solution is not making all of us loot whores but who am i to judge things..so i beleive there is a more important problem from flying, the speeding up things like loot and gearing up an 100 char in one day and trying next day normal mode , BUT when someone can play so fast and gear so fast why not flying blizzard, come on -:)

 (Sorry for my bad english though)

 

Share this post


Link to post
Share on other sites

If flight isn't going to be part of any future expansions or patches then sadly I am going quit playing.

 

They have since reversed this decision. Flying will be re-enabled in a post-6.2 patch.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      In the official Invasion Points preview we learn that Invasion Points are scenarios intended for 3-10 players. Standard Invasion Points have three stages and randomized content (NPCs / environmental hazards). An Invasion Point is finished after you take down a Legion Commander.
      Blizzard describes Invasion Points as "other worlds attacked by Legion". Every 6 hours, different Invasion Points will be available on the map of Argus. Players will unlock Invasion Points during the week of September 5.

      Greater Invasion Points are up for an entire week and contain six new world bosses that drop item level 930 loot. Don't forget that in Patch 7.3, there will be a fixed world boss rotation, so no boss should be up twice in a row (Withered J'm nightmare).
      Invasion Points Preview


      We did a preview of some Invasion Points during testing on PTR. Click the image to learn more about environmental hazards, mobs or watch our gameplay videos.
      Blizzard (Source)
      In Patch 7.3, the forces of Azeroth will undertake a journey most perilous. Not only will they travel to the eredar home world, Argus, but they will also have opportunity to strike even deeper at the Burning Legion by shutting down Invasion Points on other worlds.
      Players will first be introduced to Invasion Points through a quest that challenges them to enter and defeat the demonic forces inside. Each Invasion Point can be accessed without a queue to enter and while no group is required, additional players will be able to enter the Invasion Point instance within a short period of each other. No queue is required to enter.
      There are two tiers of Invasion Points that will not only increase in difficulty, but also increase in rewards—and you’ll need to bring along extra help if you want to complete the highest tier. 
      Tier 1 Invasion Points will allow anywhere from 3–10 players within the instance. While you can enter alone, you’ll ideally want to recruit at least two other friends to join you in order to complete the scenario. Tier 2 Invasion Points or Greater Invasion Points, will require a raid to bring down the boss within, but with greater risk, also comes greater reward. Several Invasion Points will be available on Argus at any given time along with one Greater Invasion Point. The portals into these encounters will be visible on your world map and each player will need to click on the portal to enter (even when in a group.)  Each Invasion Point will cycle within a couple of hours and despawn, so you’ll want to keep an eye on the timers indicated on your map.  You and your party will face some additional challenges from location to location, whether it’s contending with the extremes of cold or playing in fire. Completing these Invasion Points will provide Argus Waystones which can be used toward earning a weekly reward.
      Greater Invasion Points
      Greater Invasion Points will provide access for you and your raid to one of the new World Bosses and the chance to get some great loot starting at ilvl 930. If you don’t have a raid at your beck and call, there’s always the Group Finder (I) where you’re sure to be able to recruit some heroes to join you. Bosses will only award loot once per week.
      Invasion Points Bosses
      From its stronghold on Argus, the Legion employs a vast array of portals to spread across the cosmos like a plague. Countless worlds have been plundered for resources, their inhabitants forced to serve the Dark Titan or endure a slow, agonizing death.
      Unless these worlds can be liberated, the Burning Crusade will consume everything it touches and leave the universe in ashes.
      Matron Folnuna
      Matron Folnuna destroys worlds by infecting them with her spawn. These vile creatures spread like a plague over the landscape, corrupting and devouring anything in their path.
      Mistress Alluradel
      All those who gaze upon Mistress Alluradel fall under her sinister control. She commands victims of her dominance to inflict gruesome torments upon themselves. A thrall’s only hope of escape is death, and Alluradel will not allow that release until their agonized screams have ceased to amuse her.
      Inquisitor Meto
      Inquisitor Meto’s mastery over fel magic is rivaled by few in the Legion. Meto uses this power to sow chaos and destruction across the cosmos, leaving countless burning worlds in his wake.
      Occularus
      Occularus feeds on the minds of his enemies, savoring their despair as he sears their flesh. This malevolent creature has devoured worlds, yet his hunger remains insatiable.
      Sotanathor
      Sotanathor’s legendary strength was forged through countless burning campaigns across the cosmos. A brutal general, this demon commands vast legions that have never known defeat.
      Pit Lord Vilemus
      Pit Lord Vilemus’ brutality is renowned even among the Legion. He delights in setting his foes aflame in fel fire, then laughing at their despair as they beg for the mercy of death.
    • By Stan

      Patch 7.3 preview continues with the the official Shadows of Argus key art, depicting Turalyon, Alleria, the Army of the Light and Sargeras.
      Shadows of Argus Key Art
      Turalyon & Alleria leading the Army of the Light in the final battle against Legion with Sargeras and Argus in the background. The is Patch 7.3's official key art by Glenn Rane.

      In case you missed today's reveal ceremony, Patch 7.3 arrives August 29 and full patch notes can be found here.
    • By Stan

      The official Patch 7.3 Patch Notes are here. Check out all the class changes!
      Patch 7.3 is hitting servers next week and here are full patch notes with all new features and class changes.
      Cinematics and the release date (August 29) were unveiled today during the reveal ceremony at Gamescom 2017. For more information about Patch 7.3, feel free to visit our Argus hub.
      Blizzard (Source)
      World of Warcraft Patch 7.3
      New Features
      Argus
      Following recent events in the Broken Isles, a link has been created between Azeroth and Kil'jaeden's homeworld of Argus, bringing the Burning Legion closer than ever to destroying Azeroth. In order to stop them once and for all, Illidan and Velen are taking the war directly to the surface of Argus, where they hope to join forces with Alleria, Turalyon, and the Army of the Light to launch an all-out assault on the Legion's primary base of operations.
      Board the Vindicaar, a vessel that will serve as your mobile base of operations on Argus, as well as one of your few safe havens on the planet.
      As you explore Argus, you’ll visit new locations across the planet, experiencing the epic conclusion to the Legion storyline and unlocking new world quests and other content along the way.
      Invasion Points
      Azeroth isn’t the only world connected to this hostile place. While on Argus, you’ll unlock the ability to enter the very portals the Burning Legion use to transport to other worlds. Once there, complete an event or defeat a boss to earn epic rewards.
      New Dungeon: Seat of the Triumvirate
      Once the heart of the ancient eredar civilization where Velen, Archimonde, and Kil’jaeden ruled their people, this temple has fallen to ruin. Return with Velen to retrieve an ancient relic of power, and battle the darkness that has overtaken this sacred place, in a new 5-person dungeon among the ruins of Mac’Aree on Argus, featuring four bosses:
      Zuraal the Ascended Zuraal represents the Shadowguard’s first success at creating a Void-infused Broken whose mind has not fallen into madness. A renowned brawler in his past life, Zuraal uses his newfound dark strength to empower his attacks and decimate his foes. Saprish The ever-tactical Saprish deploys the forces of the Shadowguard with calculated precision. Though a skilled commander and strategist, Saprish relishes taking a direct hand in battle. He turns his foes’ weaknesses against them, leaving his vulnerable adversaries at the mercy of his voracious pets. Viceroy Nezhar Like others of his ilk, Viceroy Nezhar is obsessed with harnessing the power of the Void to serve his own ambitions. Drawn to the Seat of the Triumvirate by the immense darkness emanating from deep within, Nezhar will stop at nothing to claim it for his own. Given the viceroy’s experiments at infusing vessels with the power of shadow, the implications of what he might accomplish on Argus are dire indeed. L'ura When Velen and his followers fled Argus aboard the Genedar, the naaru L’ura stayed behind to buy the draenei time to escape. Kil’jaeden, enraged by this betrayal, ordered the wounded naaru sealed away in the Seat of the Triumvirate. Over the long millennia that passed, L’ura fell from Light to Void. Her elegant song of courage and hope became a shadowy dirge of despair, luring those seeking to lay claim to her power. Updated Features
      Argus World Quests
      As you progress through each of the areas to explore on Argus, you’ll unlock new World Quests and new Emissaries eager for your help.
      Artifact Customization
      Harness the power of Argus to activate the Netherlight Crucible aboard the Vindicaar, allowing you to augment your Artifact Relics. The Crucible can be used to strengthen and customize Relics, increasing their raw power and allowing players to choose from a set of additional powers, including a second Artifact Trait to improve.
      Combat Animations
      New and updated animations, effects, and audio are coming to all three Mage specs, all three Priest specs, and Elemental and Restoration Shamans. Restoration Druids have updated animations.
      Class Halls, Champions, and Missions
      Your Class Hall and its assorted Champions played key roles in the defense of Azeroth, and their keen efforts are needed to succeed with the new challenges of Argus. You’ll find dozens of new missions, along with new Troop types, and an increase in your Champions’ item level to 950.
      Dungeons
      Loot dropped in Normal, Heroic, and Mythic dungeons is now increased in power by 20 item levels:
      Normal: item level 845 Heroic: item level 865 Mythic: item level 885 Mythic Keystone rewards scale up to a maximum of item level 915 in the dungeon, and item level 935 in the weekly chest, both capped at Mythic Keystone 10. This cap in will increase to Mythic Keystone 15 at a future date.
      The difficulty of Heroic and Mythic dungeons has increased to reflect the improved rewards. Normal dungeon difficulty is unchanged.
      Pet Battles
      Venture through the raids of Cataclysm to find new battle pets for the much-anticipated achievement, Raiding with Leashes V: Cuteaclysm. You’ll boast about finding a host of mostly elemental pets when you revisit Blackwing Descent, Bastion of Twilight, Throne of the Four Winds, Firelands, and Dragon Soul.
      Advance scouts have reported spotting 18 legendary boss pets scattered about Argus, and these miniature monstrosities have otherworldly special abilities that the denizens of Azeroth have never seen before, such as the slightly terrifying Greater Apocalypse ability. Additionally, more than a dozen different capturable wild pets are said to be found on Argus, as well as a number of pets that can only be obtained via reward items and the new Family Fighter achievement.
      Professions on a New Planet
      Professional development turns a new page on Argus, with new gathering nodes for Herbalism and Mining, new material types for Skinning and Tailoring, and a new soulbound reagent: Primal Sargerite. Look for new items that can be created by crafters, as well as a new shoulder enchant that provides materials specific to Argus.
      In a related turn of events, six renowned NPCs have emerged in the world of fishing. Every day, visit Akule Riverhorn, Corbyn, Ilyssia of the Waters, Impus, Keeper Raynae, or Sha’leth to earn reputation and explore the new rewards they have to offer, and ultimately earn the Fisherfriend of the Isles achievement to unlock a new alternate appearance for your Underlight Angler artifact fishing pole.
      Changes
      Achievements
      “Represent”, “Ten Tabards”, “Twenty-Five Tabards” and “Thirty Tabards” now require that a number of unique tabards be obtained. These Achievements no longer require the tabards be equipped. Artifact Knowledge
      The Orders are now working together to improve Artifact Knowledge, and Artifact Knowledge now increases every week for everyone at the same rate, without the need to submit work orders. Classes
      The Avoidance stat has been reduced in effectiveness by 27% at all levels. Death Knight Frost The synergy between Hungering Rune Weapon and Breath of Sindragosa has dominated the spec, leaving little room for variety. We’re adjusting this combo, and overall damage has increased to compensate. The result should be a more competitive talent picture. All three level 100 talents are tweaked for balance and to play more smoothly. Hungering Rune Weapon should still be hectic to use and require planning, but should not drastically overcap resources anymore. All damage increased by 14%. Hungering Rune Weapon has moved to the level 100 row, swapping with Glacial Advance, which is now on the level 58 row. Breath of Sindragosa damage increased by 10%. Hungering Rune Weapon duration reduced to 12 seconds (was 15 seconds) and additionally grants 20% haste. Obliteration duration increased to 10 seconds (was 8 seconds). Obliteration now causes Howling Blast to grant Killing Machine (in addition to Frost Strike). These changes collectively reduce Frost’s propensity to be flooded with resources in many of its talent/legendary setups Horn of Winter cooldown increased to 45 seconds (was 30 seconds). Murderous Efficiency chance reduced to 50% (was 65%). Koltira's Newfound Will generates 1 Rune (was 2) and now causes Obliterate to deal 10% extra damage. The following talents have shifted around in the talent tree to provide more choices and allow for better balanced options. This requires targeted balance changes. Runic Attenuation is now level 56, Murderous Efficiency is now at level 57, and Frozen Pulse is now level 90. Freezing Fog effect reduced to 20% (was 30%). Frozen Pulse damage reduced by 39%. Icy Talons bonus increased to 15% (was 10%). Shattering Strikes bonus increased to 60% (was 40%). The utility talent row on level 75 should now provide a better payoff in situations where Frost’s comparative lack of mobility is felt. Volatile Shielding now causes Anti-Magic Shell to generate 100% additional Runic Power (was: removes Runic Power generation), and no longer deals damage. White Walker replaced with new talent, Inexorable Assault: For every 1 second spent in combat with no enemy within 8 yards, you gain a stack of Inexorable Assault. Each stack causes your next autoattack to deal additional Frost damage. Druid All Specs Mass Entanglement is now a 15-yard AoE around the target. Prowl cooldown reduced to 6 seconds (was 10 seconds). Rebirth is now castable in all forms. Feral Feral’s updates are focused on addressing two issues with the spec: reducing the dominance of complexifying talents such as Savage Roar, Jagged Wounds, and Bloodtalons, and reducing the damage gap between learning the spec and playing it perfectly. Feral has traditionally been a high skill-cap spec, and we have no intention of changing that, but this suite of updates should make the spec more approachable and less punishing for those still learning its nuances. All damage increased by 33%. Bloodtalons damage bonus reduced to 20% (was 50%), and now additionally procs from casting Entangling Roots. Elune's Guidance cooldown reduced to 30 seconds (was 45 seconds), and combo points granted reduced to 5 + 5 over 5 seconds (was 5 + 8 over 8 seconds). Fixed a bug with Incarnation: King of the Jungle, where Ferocious Bite’s optional additional 25 energy cost wasn’t being reduced by 50% as intended. Incarnation: King of the Jungle now only allows the use of Prowl while in combat once throughout its duration, and now reduces the cost of all Cat Form abilities by 50% while active (was 60%). Jagged Wounds now causes your Rip, Rake, and Thrash abilities to deal the same damage as normal, but in 20% less time (was 33%). Moment of Clarity’s damage bonus to affected abilities increased to 20% (was 15%), and now affects Brutal Slash. Predatory Swiftness no longer affects or is consumed by Rebirth. Sabertooth damage bonus to Ferocious Bite increased to 20% (was 15%). Savage Roar duration increased by 50% at all combo point levels, and damage bonus reduced to 15% (was 25%). Tear the Flesh (Artifact trait) now increases damage dealt by Rake by 6% (was 7%) per rank. The following talents have shifted around in the talent tree to provide more choices and allow for better balanced options. Elune's Guidance has moved to level 100 row, swapping with Brutal Slash, which is now on the level 90 row. Jagged Wounds has moved to level 75, swapping with Savage Roar, which is now on the level 90 row. The rhythm and pacing of AoE situations should now feel more consistent with the rest of Feral’s abilities. Swipe Energy cost reduced to 40 (was 45). Thrash Energy cost reduced to 45 (was 50). Thrash Now generates 1 combo point if it hits a target. Savage Roar is generally maintained at full uptime, so the “deals increased damage for their full duration” on it provided no gameplay, only added complication. In comparison, Tiger's Fury and Bloodtalons still provide interesting gameplay due to their limited nature. Savage Roar now increases the damage of Feral damage over time effects dynamically, based on whether Savage Roar is active or inactive at the time of dealing damage. Previously, Feral damage over time abilities dealt a set amount of total damage over their full duration based on whether Savage Roar was active or not when the damage over time abilities were cast. Tiger's Fury and Bloodtalons functionality remains unchanged. Hunter The Porcupine family has been re-named to Rodent. Monk Windwalker Rushing Jade Wind damage increased by 22%. Nearly all damage sources are now covered by Versatility, and these were two that didn't need to be left out. Touch of Death’s damage is now increased by Versatility. Touch of Karma’s damage is now increased by Versatility. Paladin The Paladin class mount vendor now offers a glyph that allows Paladins to transform their Divine Steed into their class mount. Blessing of Sacrifice should now robustly prevent against reducing the casting Paladin below 20% health. Developers’ note: This is a bugfix to Blessing of Sacrifice to eliminate the issue with it reducing you to below the listed health amount, and even occasionally killing you. It should now be safe to rely on it to perform as expected. Retribution Traits and legendaries that buff Crusade should still be attractive, but not as far ahead of the pack as they previously were. All damage abilities increased by 6%. Chain of Thrayn now correctly, additively stacks with Crusade. Wrath of the Ashbringer trait bonus reduced to 2 seconds per rank (was 2.5 seconds per rank). Mastery’s effect on Judgment damage increased by 46%, and Mastery’s effect on Judgment debuff strength increased by 17%. Execution Sentence damage increased by 17%. Righteous Blade trait bonus reduced to 4% per rank (was 5% per rank). Unbreakable Will is no longer triggered when you’re under the effect of Sleep Canister. Protection There should now be much less DPS and survivability swing between Seraphim and non-Seraphim builds. Non-Seraphim builds now do better damage, and Seraphim builds do not sacrifice as much defense as they previously did. Seraphim cooldown increased to 45 seconds (was 30 seconds) Damage increased by 8%: Avenger's Shield, Judgment, Hammer of the Righteous, Blessed Hammer, Consecration, Shield of the Righteous, Eye of Tyr. Bulwark of the Silver Hand now gives 35% Armor (was 20%). Shaman Elemental Earthquake damage increased by 19%. Static Overload redesigned: After using Stormkeeper, your next Chain Lightning causes Elemental Overload to trigger on every target. Elemental continues to have strong AoE capabilities, but we want to help make their single target damage a bit more attractive. All damage abilities increased by 6% (with the exception of Chain Lightning). Earth Shock damage increased by 7%. Frost Shock damage increased by 13%. This set of changes gives Elemental much more room to benefit from their mastery stat before reaching the hard cap of 100% proc rate. Elemental Blast damage increased by 7%. Elemental Blast now provides 2000 stats at level 110 (was 2400). Elemental Overload now does 85% of base damage (was 75%) and its proc rate has been reduced by 17%. Totem Mastery: Storm Totem bonus reduced to 5% (was 10%). Warlock Healthstone now heals 25% of the user’s health at all levels. Developers’ note: Healthstones should be more useful at current endgame health amounts. Warrior Fury Juggernaut damage bonus reduced to 3% per stack (was 5% per stack). Execute damage increased by 20%. Class Halls
      The Tier 3 Class Hall research bonus now costs 1,000 Order Resources (was 2,000). The Tier 4 Class Hall research bonus now costs 2,500 Order Resources (was 4,000). The Tier 5 Class Hall research bonus now costs 5,000 Order Resources (was 8,000). All research durations for changing a bonus have been reduced 1 day (was 3 days). The cost to change the Tier 7 research bonus has been increased to 5,000 Order Resources (was 2,000). Companion App
      Added support for Argus world quests and missions. Dungeons
      Players can no longer swap equipment in Mythic Keystone dungeons while under the effect of the Bursting or Grievous damage-over-time effects. Items
      Attack Power has been removed from all player gear and replaced with Strength or Agility, except in cases where those stats would be inappropriate (such as guns). Many holiday-themed items now have substantially-reduced cooldowns when their associated holidays are active. Many legacy class set items that did not have a sell price now have a sell price. Contributing to a building on the Broken Shore no longer awards a Legionfall Recompense item, and the Artifact Power value of the Artifact Power token awarded has been reduced. Artifact Power items no longer have a sale price, as they should always be useable. Artifacts Hidden Appearances – You are no longer required to be using your current specialization’s Hidden Artifact Appearance to gain progress towards unlocking its 3 color variants. You can now gain progress towards unlocking the 3 color variants of your Artifact’s Hidden Appearances set while you are in any spec and using any Artifact appearance. Challenge Appearances – You are no longer required to be using your current specialization’s Challenge Artifact Appearance to gain progress towards unlocking its 3 color variants. You can now gain progress towards unlocking the 3 color variants of your Artifact’s Challenge Appearances set while you are in any spec and using any Artifact appearance, as long as you have unlocked the base challenge appearance for a given spec. The Appearance requirement “Defeat all Legion dungeons” has been changed to “Complete 10 different Legion dungeons”, and now includes Seat of the Triumvirate. Druid Feral Garb of the Astral Warden 2-piece set bonus (Item - Druid T19 Feral 2P Bonus) redesigned and now causes Thrash to deal 15% increased damage (was “Thrash generates 1 combo point if it hits a target.”). Garb of the Astral Warden 4-piece set bonus (Item - Druid T19 Feral 4P Bonus) now causes Shred and Swipe to deal 8% increased damage for each Bleed effect you have on the target (was 15%). Shaman Elemental The Regalia of the Skybreaker 2-piece bonus (Item - Shaman T20 Elemental 2P Bonus) now reduces Storm Elemental cooldown by 2 seconds (was 1.5 seconds). Player versus Player
      Fierce Gladiator’s Cloak’s rating requirement has been increased to 2300. Additional Artifact Power tokens are awarded to players that win Arena matches based on the player’s rating, starting at 1800. Enchanter's Illusion - Glorious Tyranny is now available to purchase from Prideful Gladiator vendors, for characters who earned Duelist: Season 14 or Duelist: Season 15. Enchanter's Illusion - Primal Victory is now available to purchase from Warmongering Gladiator vendors, for characters who earned Duelist: Warlords Season 1, Duelist: Warlords Season 2, or Duelist: Warlords Season 3. All Classes Pets in PvP are now immune to Taunt effects for 20 seconds after being Taunted. Shaman Restoration The totem summoned by Grounding Totem will no longer take damage from spells that are redirected to it. Quests
      The Broken Shore now offers an Emissary Quest. User Interface
      A “Summon Random Favorite Battle Pet” button has been added to the Pet Journal. Legendary quests now display as orange markers on the world map. Legion dungeon and raid maps now have clickable icons where sub-maps connect, making it easier to navigate between floors. Mount and pet unlocks now have a unique toast. The Dressing Room pane is now larger. The Shop has a new checkout interface. You can now turn left and right with the Move Pad accessibility feature.
    • By Stan

      An official preview of the Argus campaign talking about how you get to Argus and the content unlock schedule.
      If you haven't played WoW for a while, look at our Returning Player Guide for Patch 7.3 and Argus introduction, with more details about how to get to Argus and what awaits you before taking the fight to Argus.
      Content Unlock Schedule
      Week 1 (August 29)
      Unlock the initial chapters in Krokuun and Krokuun world quests. Start gaining reputation with new factions. Week 2 (September 5)
      Continue the Argus story in Mac'Aree and unlock Mac'Aree world quests. In Mac'Aree, you can only gain reputation with Argussian Reach. Invasion Points / Greater Invasion Points will open. Get new ilvl 930 items from Argus world bosses within Greater Invasion Points Week 3 (September 12)
      The final zone, Antoran Wastes, becomes available. Complete the story to unlock Antoran Wastes world quests. In the zone, you can only get reputation with Army of the Light. Seat of the Triumvirate dungeon unlocks. Netherlight Crucible will be accessible. Blizzard provided clarifications explaining how the new Relic customization system works. We started with 7.3 coverage way back and created a hub with all information. Get ready, Argus awaits!
      Blizzard (Source)
      As the fel-scarred planet Argus looms in the skies overhead, Azeroth’s greatest heroes prepare a desperate mission into the heart of the Burning Legion’s stronghold. Succeed, and Azeroth may at last know peace; fail, and all worlds will burn. The battle against the forces of the Legion has all come down to this.
      The journey to Argus begins within the Exodar. Velen is gathering allies to join him on a journey most perilous aboard a new ship known as the Vindicaar. Once on Argus, adventurers progress through a series of story chapters in three new regions. Each week, new elements of the story on Argus become available, telling the tale of what was, what is, and what could be.
      To help you prepare for your expedition to this hostile world, we’ve provided an itinerary for your time ahead:
      Week 1: Begin the invasion of Argus and embark on an epic storyline beginning in Krokuun. Team up with the Army of the Light and take the fight to the very heart of the Legion in the Antoran Wastes. Gain access to new World Quests and Emissaries on Argus.
      Week 2: Finish the story of Krokuun and travel to the ruined draenei city of Mac’Aree. Gain access to Invasion Points and thwart the Burning Legion’s plans on other worlds. Additional World Quests in Mac’Aree are available along with access to Invasion Points.
      Week 3:  Finish the Shadows of Argus storyline, unlock all World Quests, and venture into the new dungeon, the Seat of the Triumvirate. Activate your Netherlight Crucible on the Vindicaar to begin forging Relics.
      THE HAND OF FATE
      Your journey from Azeroth begins with the quest The Hand of Fate.  Azeroth’s heroes are asked to travel to the Exodar and meet with Velen and his gathering allies—many of whom are familiar faces. It’s all hands on deck for the arduous task ahead.
      EMBARKING ON THE VINDICAAR
      After you join up with Velen and the rest of the invasion party, it’s time to embark aboard the new draenei vessel — the Vindicaar. It serves as the base of operations for your time on Argus and is outfitted with a variety of conveniences that become accessible over time, including an innkeeper, mailbox, profession trainers, portal to Dalaran, repairs, quest givers, vendors, the Vindicaar Matrix Core, Navigation Console, and Netherlight Crucible.
      Netherlight Crucible
      The Netherlight Crucible is a forge that will help you enhance the relics on your Artifact weapon. As you progress through the storyline on Argus, you’ll unlock the forge’s abilities and the additional power of your Artifact weapon through your chosen relics.
      Navigation Console
      The Navigation Console aboard the Vindicaar connects to beacons on the surface of Argus.  These beacons will help you quickly travel from point to point throughout Argus and back to the Vindicaar when needed.
      The Matrix Core
      Several Vindicaar powers unlock within the Matrix Core at the heart of the ship as you progress through Argus. These powers can be used to aid you along the way.
      Light’s Judgment: This allows you to target and fire Light’s Judgment, the Vindicaar’s main weapon, while on Argus. Lightforged Warframe: This allows use of the Lightforged Warframe mechanized armor suit while on Argus. Shroud of Arcane Echoes: This allows the use of the Shroud of Arcane Echoes’ power, making you untargetable by enemies for a limited time while on Argus. Fel Heart: The Fel Heart of Argus allows you, when on Argus, to be brought back to life after taking fatal damage and continually heal while not in combat. Thaumaturge Vashreen (Ethereal Vendor)
      Veiled Argunite can be earned in a variety of ways including killing rare elite mobs. Much like Nethershards on the Broken Shore, this currency can be used to purchase Relinquished items from Thaumaturge Vashreen that create ilvl 910 soulbound gear for your specialization.
      Profession Trainers
      Not all Profession trainers can be found on the Vindicaar, but with a new world to exploit explore, there are new opportunities for new crafted items. Azeroth’s finest will need the best equipment to take on the challenges ahead— and opportunity awaits for their crafters.
      TAKING THE HIGH GROUND
      Like the Broken Shore, the demonic forces of the Burning Legion aren’t going to roll out the red carpet for you. To get a foothold on the surface of Argus, you’ll need to make sure the Vindicaar is protected from the Legion’s defenses. While the devastation to this once shining world is widespread, there are bright spots among the new —and perhaps old—allies along the way. There are two new factions to encounter along the way: the Army of the Light and Argussian Reach.
      The Army of the Light: The Army of the Light has been at war with the Legion on Argus for centuries, engaging in tactical guerilla strikes using their warship, the Xenedar. While outnumbered, they aren’t down—and they’re certainly not out. They continue to fight with cunning, striking at points of opportunity quickly and moving on. Argussian Reach: Although many struggled to oppose the Burning Legion's conquest of Argus, not all were able to escape. Emboldened by the arrival of new allies, these refugees and outcasts stand united in their mission to reclaim their home. TRAVELING ARGUS
      Lightforged Beacons are similar to flight paths and are discovered as you progress through the storylines within Krokuun, Antaron Wastes, and Mac’Aree. These beacons transport you quickly back to the Vindicaar or out to any additional beacons you’ve discovered throughout the three regions.
      NEW WORLD QUESTS
      As with the Broken Isles and Broken Shore, World Quests become available throughout the various regions as you venture through Argus. They offer a variety of rewards and a new Emissary Quests that align with the new factions Army of the Light and Argussian Reach.
      There’s plenty to learn about both past and present Argus as you progress through the regions and experience the stories of those who have been impacted by the Burning Legion. For some, it will be a tale of redemption; for others, it is a tale of deepest loss. In the end, it’s a story that the future of Azeroth depends on.
    • By Stan

      A source of the latest information related to Patch 7.3 and beyond!
      Our Patch 7.3 hub organizes all 7.3 data and latest news coverage in a single place.
      Welcome to our centralized hub dedicated to the biggest patch ever introduced to World of Warcraft. For easier navigation, we'll keep it updated throughout testing by adding links to our latest coverage, so that you won't miss out on any important information.
      Patch 7.3
      Patch 7.3 titled "Shadows of Argus" is arriving August 29.
      Official Patch Notes *new* Blizzplanet's Gamescom Interview with Ion Hazzikostas *new* Returning Player Guide Reputation Guides (Argussian Reach & Army of the Light) Ion Hazzikostas Patch 7.3 Interview  Content Rollout Schedule Dungeons (M+) Changes Build Highlights // Class Changes
      In this section, you will find the most recent changes sorted by build.
      Patch 7.3 Build 24853 Patch 7.3 Build 24727  Patch 7.3 Build 24651 Patch 7.3 Build 24608 // Feral Druid // Frost DK & Mage Changes Patch 7.3: Upcoming Frost Death Knight Changes Patch 7.3 Build 24539 // Patch 7.3 Feral Druid Changes Patch 7.3.0 Build 24500 Patch 7.3.0 Build 24473 Dev Notes
      Blizzard usually posts on the official forums once a new PTR build is deployed to test realms, giving an overview of new features that become available for testing.
      Build 24829 Build 24608 Build 24539 Build 24500 Build 24473 Artifact Power & Advancement
      In Patch 7.3, you will be able to unlock the Netherlight Crucible, a new way of Artifact customization via relics.
      Artifact Knowledge Changes The Netherlight Crucible (Extended Preview) (Build 24700) The Netherlight Crucible Clarifications (Official) The Netherlight Crucible Early Preview (Build 24608) Antorus the Burning Throne
      The new raid is currently tested on PTR and will be available in Patch 7.3.5.
      Antorus, the Burning Throne Raid Preview (Build 24473) Antorus Raid Rewards Antorus Raid Zone Preview Part 1 Antorus Raid Zone Preview Part 2 Antorus Raid Zone Preview Part 3 Antorus & The Pantheon Legion Ending & Next Expansion Leaks New Creature Models (Antorus Bosses, Titans, Lore Characters) (Build 24473) Tier 21 Sets
      In Antorus, you will find Tier 21 Sets dropping from the bosses.
      Tier 21 Sets Preview (Normal Tints) // Mythic Tints Tier 21 Death Knight (Build 24608) Tier 21 Druid (Build 24500) Tier 21 Mage (Build 24651) Tier 21 Monk (Build 24539) Tier 21 Paladin (Build 24539) Tier 21 Priest (Build 24500) Tier 21 Rogue (Build 24539) Tier 21 Warlock (24651) Argus & Gameplay Videos
      Argus is a new planet that has three zones. Krokuun, Mac'Aree and Antoran Wastes. In the following articles, you will find detailed information about all the different zones.
      How to Get to Argus (Intro) Vindicaar Matrix Core Powers & Assessment Argus Gameplay Part 1 (up to Krokuun) (Build 24473) Argus Gameplay Part 2 (End of Chapter 1) (Build 24500) Argus Gameplay Part 3 (Mac'Aree) (Build 24539) New Factions
      Two new factions have been added to the game in Patch 7.3.
      Argussian Reach (Faction) Preview Army of Light Faction Preview Weapons of the Lightforged (Build 24473) Gearing & Alts
      All useful information in terms of gearing and alts.
      Reputation Catch-up & New Heirloom Amulet *new* Unsullied & Confiscated Gear *new* Veiled Argunite & New Gear Tokens Invasion Points
      A new type of repeatable content, aka scenarios with different stages with the goal to defeat a boss at the end.
      Invasion Points // "Lesser & Greater Rifts" Coming to WoW Invasion Point: Blood (Build 24539) Invasion Point: Ice (Build 24539) Seat of the Triumvirate
      A new five-player dungeon located in Mac'Aree (Argus)
      Seat of the Triumvirate (Dungeon) (Build 24608) New Transmog Items (Build 24500) Missions
      New Champion Equipment & Missions Mounts
      New Mounts (Build 24473) Lightforged Golem Mount Shackled Ur'zul (Mythic Argus Mount) Pets
      New Tameable Hunter Pets (Build 24781) New Pets (Build 24473) New Pets (Build 24853) Professions
      New Profession Updates (Build 24473) // The Future of Obliterum World Bosses
      New World Bosses (Build 24473) New Caster Animations
      In Patch 7.3, several caster Classes received updates to their animations.
      Official Preview Druid, Mage, Shaman Animations (Build 24473) Priest Animations (Build 24473) Restoration Shaman Animations (Build 24500)