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<Defiance> on Shadowsong/Borean-Tundra, US
11/11 H - AoTC
5/11 - Mythic
Tue/Thur/Sun 630-930 pm PST
Fri - Optional fun run for alts/friends and family
Currently accepting exceptional and positive players of any class for the Mythic progression.
Melee: OPEN -- Desired: Rogue, Ret, DH, Fury, Feral Ranged: OPEN -- Desired: MM Hunter, Boomkin, Ele Sham Healer: OPEN -- Desired: Resto Druid Off-spec FLEX Tanks Defiance is a casual-core or semi hardcore guild that raids and runs Mythic+'s but we always try to find something to do every day of the week while hanging out together in Discord. We have done the top 100 thing in past expansions. We don't call it quits when content gets rough, we review our strat, adjust as needed and get back to it. With that being said, we want to make progress but we are more concerned with just enjoying the game and each other's company.
We are not interested in the elitists and nobody likes a know it all, just have a positive attitude. We work to build an environment and community that players want to log into everyday and enjoy. Doing so helps prevent burnout so we can enjoy endgame content without all the stress most Mythic raid environments endure.
Feel free to add our battletags to get in touch with us. We look forward to hearing from you!
Blizzard added three new face options with golden eyes for Blood Elves in the latest Battle for Azeroth Alpha Build.
It appears that even existing races will receive additional customization options in Battle for Azeroth. The first addition were Upright Orcs and recently MMO-Champion posted about three Blood Elf face options featuring golden eyes here.
Female Blood Elf
Male Blood Elf
Images via MMO-Champion
The devs are experimenting with this change, which takes the nature of cooldowns back to how they were in Vanilla.
Players noticed that in the latest Battle for Azeroth Alpha build damage and healing cooldowns, that didn't previously have a global cooldown, now had one. Ion Hazzikostas confirmed this and explained the reasoning behind the change.
Watcher call this change "an experiment" in the beginning of his post, although later on he depicts it as something the team has desired for a while and is working on improving. They are not planning on putting interrupts and signature skills, like Lay on Hands, on the global cooldown, but they have changed offensive cooldowns and on-use trinkets to be on the GCD. The reasoning behind this is that there isn't much decision making into pushing a Macro containing multiple spells. They will try to balance this by extending the duration of said offensive cooldowns. They understand that people are going to feel weird initially about this, but it has worked so far, for example, with Stormkeeper for Elemental Shamans (and most of Ele and Enhancement Shamans abilities).
Thank you for the feedback. This set of changes reflects an experiment in the latest Alpha build. Some context and explanation follows.
The "global cooldown" was so named because it originally was nearly universal. In the early days of WoW, virtually all abilities were on the GCD, with some of the only exceptions being "on next swing" attacks like the old Heroic Strike and Maul, which didn't have an immediate effect when activated. For melee players especially, with mostly instant abilities, the global cooldown was the metronome that governed the rhythm and pacing of WoW combat, including the agile Rogue being able to act more quickly than others. But over the years, more and more abilities have been taken off the GCD, to the point that, depending on class, spec, and talent choice, it's possible in Legion for someone to have 10+ abilities in their spellbook that ignore the "global" cooldown.
Recently, we took a step back and surveyed the landscape of what did and didn't respect the GCD, looking to justify each of these decisions anew. This process is still ongoing, and further changes may come.
Aside from setting the overall pacing of combat, abilities being on the global cooldown can create potentially interesting choices: If you're in an arena match and are low on health being melee attacked, but so is your target on the enemy team, do you use your next GCD to try to finish off your opponent, or to get yourself out of harm's way? That's a nuanced decision, where a skilled and experienced player is more likely to intuitively make the right read of the situation. If your defensive/escape tool is off the GCD, then there is no decision: You simply do both.
But on the other hand, taking something off the GCD improves responsiveness, and opens up avenues of reactive gameplay. Until Wrath of the Lich King, most spell interrupts were on the global cooldown. Back then, someone tasked with interrupting a boss (Reliquary of Souls in Black Temple was notorious in this regard) would often stop using any abilities at all when it was their turn in the rotation, lest they find themselves on cooldown and unable to interrupt. That's technically a decision, but more of a nuisance than a satisfying choice. Similarly, trying to use Lay on Hands to save the day in response to a sudden dip in your tank's health, only to have the spell fail to cast because you'd executed a standard part of your rotation a half-second prior, simply felt bad. We have no plans to put either of those abilities back on the GCD.
This brings us to a broad category of abilities that are off the GCD in Legion: Offensive burst cooldowns. These are almost always pre-planned and not generally used in response to an unexpected situation. With them off the GCD, talenting into such abilities often just becomes a matter of adding another line to a burst macro without any additional gameplay as a result. In endgame raid and dungeon situations, stacking all possible cooldowns has an outsized impact on someone’s total performance, while in PvP, the fact that major damage amplifiers can be applied simultaneously with an outgoing damage ability (e.g. Battle Cry/Recklessness -> Avatar -> Mortal Strike) heavily limits counterplay and makes worst-case burst damage more severe.
Thus, we're putting most activated offensive cooldowns, along with On Use offensive trinkets, back on the GCD. We will tune these effects around this change (see, for example, the increase to the duration of Recklessness in the latest Alpha build). Abilities like the Elemental shaman's Stormkeeper have demonstrated that an offensive cooldown that takes the place of another spell (and even has a cast time) can still feel very potent.
Finally, while we wouldn't make a gameplay change solely for this reason, there is some additional upside to being able to better telegraph the activation of a major cooldown via animation and visuals. For example, Battle Cry/Recklessness has a warcry animation associated with it, but in practice that visual is virtually never seen, since it's usually overriden by an attack animation milliseconds later.
When you're used to a specific ability being off the GCD, there is some learned muscle memory that will make for a jarring experience when that changes. Or abilities that have always been macroed together may now need to be split out into two separate keybinds. Thus, we realize that initial reactions to the change are likely to be mixed at best. But we're making these changes with an eye towards long-term improvement to the pacing and feel of combat, as outlined above.
Please play around with these changes, and let us know what you think: Are there any specific offensive cooldowns that we've changed in this build that feel especially bad? Are there any abilities that are still off the GCD but don't need to be? (source) I don't have Alpha access, but from what people report on Reddit and Discord almost all signature offensive and healing cds are currently on the global cooldown. Things like the Mage's Time Warp or the iconic cooldowns for each specialisation, Arcane Power, Combustion* and Icy Veins, are affected by this. Fury Warriors have also been hit pretty hard by this change. Therefore, DPS performance may be affected slightly by this, but it varies for each class. *(There are mixed reports on if Combustion has indeed been affected by this)
The team has been trying to find ways to tone down the use of multiple cooldowns at once, especially in PvP, for a while now. However, this change will heavily affect the game's fluidity; even if they extend the duration of these cooldowns, gameplay will still feel very clunky. It also makes on-use trinkets even more undesirable than they already are. Lastly, even though toning down secondary stats is one of BfA's main selling points, some specialisations may have to prioritise Haste to stay competitive (since Haste lowers the GCD).
Overall, putting useful abilities on the global cooldown will affect PvP a lot, while on the PvE side of things it will depend on how cooldown reliant each specialisation is. It does seem, though, to put the fluidity of the game a step back, instead of forward and I think that's the main reason this has been heavily criticised by the community. It's also going to create tensions, given that everyone can find arguments about why their class' CD should be off the GCD.
Feel free to share your thoughts in the comment section below!
It's finally happened (again), someone managed to get every single achievement available in WoW at the moment. Xirev just completed his 6 year journey and succeeded in getting that sweet 100% in every category:
A World First then (for Legion achievements anyway), and a staggering amount of work put in, throughout all of WoWs various activities. There was also another contender, Метатроша, that was only 1 achievement off max when Xirev finished, and had the same number of points at the time, as Alliance have 1 extra 10 pointer. Quite the photo finish at the end there.
The reddit thread also got a Blizzard response:
Wowhead got a hold of Xirev for an interview, and here are a couple of excerpts:
What was the single hardest achievement for you? The hardest achievements have got to be the high rated PvP ones, most other achievements are just tedious to get through. If you exclude PvP then I’d say Going To Need A Bigger Bag, granted I did it when realm hopping was still a thing, probably harder now. I don’t really feel like any achievement has been too hard to do, I like just setting my mind to something and going at it until it’s done without any second thoughts. For example, I did 4.000 daily quests over a span of 2 weeks to get the 10000 Daily Quests Completed achievement done and I did Draenor Curator before flying in Draenor was out.
People are dying to know: What is your /played at? I don't know for certain since I have 2 accounts and but don't necessarily play them both at the same time constantly. On my main account I have 800 days and on my second account I have 250 days (which I've only had since the start of Legion), so I would say that in total I probably have around 850-900 days played. My Mage alone has 434 days played, yea not that much compared to others. I almost never afk ingame and most of my game time is effective playing and collecting. The rest of my game time is spread across my alts, I have 30 characters at 110, 2 of every class and 8 Mages, yea I play alts a lot.
Be sure to check out the full interview, featuring a more detailed story of this 6 year journey.
And again, huge congratulations to Xirev on this, and hopefully he'll continue to push for these kinds of accolades in BfA as well!