Jump to content
FORUMS
Sign in to follow this  
Valks

Legion Alpha: New Build Released

Recommended Posts

19759-legion-alpha-new-build-released.jp

Check out the latest Alpha patch notes to be released, including changes to how Hybrids are going to be working in the future!


The first build notes came out from Celestalon, which you can check out below:

Blizzard Icon Alpha Build Notes


Hey all,

We have another alpha build going up today. This build includes a variety of revisions and bugfixes all around, but most notable changes are focused on classes:
  • Class Status – We’ve made many iterations based on feedback and testing. Here are some highlights:
  • Charm Spells – These spells are potentially very powerful when used on stronger-than-average creatures. Previously, we handled this by making any particularly strong creatures (such as most creatures in dungeons and raids) immune to these effects. For Legion, we’ve limited the amount of damage dealt by charmed creatures to what a standard outdoor creature could do, and will soon be relaxing those immunity restrictions accordingly. This way, you’ll be able to use things like Control Undead and Enslave Demon more often, especially in dungeon content, and still get a reasonable value out of them.
  • Mana and Utility for Hybrids – Most non-healer hybrids now use mana, primarily to fuel utility spells and abilities. See below for more details.
  • Interrupt Duration Reduction – We’ve added baseline interrupt duration reduction to several specializations, which should help them get casts off more often, primarily in PvP. This includes Shadow Priests, Restoration Shamans, and all Warlocks. (EDIT: To clarify, this is a reduction to the duration of interrupts used ON them, not BY them.)
  • Warlocks – Several changes in order support Warlocks being more tanky. A greatly improved version of Soul Leech is now baseline, in place of Fel Armor, and Demon Skin is a new talent in Soul Leech’s place that further enhances Soul Leech significantly.
  • Brewmaster Monks – Reigned in their overpoweredness. (Note that this is not final tuning, just getting things in the right ballpark so as not to negatively impact testing too much.)
  • Holy Paladins – Light of the Martyr design tweaked.
  • Balance Druids – Astral Power generation tweaked.
  • Shadow Priests – Insanity generation tweaked.
  • Enhancement Shamans – Stormbringer and Windfury chances tweaked.
  • Blood Death Knights – Extensive changes to many talents.
  • Arcane Mages – Arcane Missiles proc logic changed; Arcane Blast is now the optimal way to generate Arcane Missiles charges, instead of spamming instants.
  • Rogues – Tricks of the Trade has returned.

Thanks, and we look forward to your feedback!

Also, check out the design notes from the previous build, if you haven't already as well: http://us.battle.net/wow/en/forum/topic/20742915913

(source)


The initial post was followed up by a more in-depth post about the changes coming to Hybrids. It looks like the non-healer specialisations of hybrids will be getting their mana bars back! Check out what Sigma had to say:

Blizzard Icon Sigma on Hybrids

 

As Celestalon mentioned, this build includes a general change that affects a number of non-healing specs on hybrid classes. Resources were previously handled somewhat inconsistently across these specs: Balance and Retribution, for example, have a DPS resource (Astral Power or Holy Power) as well as a mana bar that's used only for the occasional heal or utility spell. Shadow, Enhancement, and Elemental had eliminated the mana bar, and had DPS resource costs (Insanity or Maelstrom) associated with various heal and utility spells. After discussing this, we decided to go with the mana approach on all hybrid healing classes except for Monks.

So, this build, you'll now have a visible mana bar on Retribution, Protection Paladin, Balance, Shadow, Enhancement, and Elemental. Feral and Guardian are also subject to these changes, although their mana is not visible in form by default. On all of these specs, mana regen and cost of healing spells has been made more consistent. You should have the ability to cast a reasonable-strength heal at any time as a utility option, but mana limits you from spamming it for too long, until you pause and regen. Because the mana pool on all of these classes is much smaller than a healer's, it does not take inordinately long to refill the bar--roughly 30 seconds. On classes like Shadow with a large number of utility spells, mana will force you to make some choices between using Shadow Mend and PW:Shield and spells like Mass Dispel.

The tuning will continue to be revised as we test this out on alpha, but it should give a much more consistent opportunity for hybrid classes to access that aspect of their class and make decisions about how to use their hybrid spells. Please let us know any feedback.

(source)

Share this post


Link to post
Share on other sites

For a moment there i thought that enhancement would need mana to fuel his spells again, but it's really good that they are using this system for hybrids, having free-cost heals would make things very awkward, if they made it insignificant they would not be worth using at all (besides questing) and if they made it significant we could see some enhancement shammys taking a role as healer, by spamming their free heals.

Share this post


Link to post
Share on other sites

For a moment there i thought that enhancement would need mana to fuel his spells again, but it's really good that they are using this system for hybrids, having free-cost heals would make things very awkward, if they made it insignificant they would not be worth using at all (besides questing) and if they made it significant we could see some enhancement shammys taking a role as healer, by spamming their free heals.

 

Agreed. Especially if you look at PvP, it would be a nightmare since they could just spam off-heal for their partners.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      The War Within pre-patch event will start on July 30th!
      Blizzard hasn't officially announced the release date for the War Within pre-patch, but the latest splash screen suggests otherwise.
      Called Radiant Echoes, the War Within pre-patch event begins on July 30, 2024. This gives players four weeks to join in before the new expansion officially drops on August 26 (or August 22 for Early Access holders).
      We expect the pre-patch to hit live servers on or before July 30!
      Check out the full splash screen in all its glory!
      Placeholder for tweet 1803346055330750635
    • By Stan
      Conzil FTP has completed Scholomance in 13.3 seconds in MoP Remix with a Level 20 character.
      While we understand that clipping isn't ideal, it's commonly used by most speedrunners in MoP Remix, and this run is no exception. Conzil defeated only the final boss of Scholomance in just 13.3 seconds.
      Why Level 20? Trial characters in Remix are capped at Level 20, allowing players to continue growing in power without surpassing that level, effectively creating an overpowered twink.
    • By Stan
      Over the past two decades, WoW saw 10 expansions, each bringing new content and increasing storage demands. From the original "Vanilla" release in 2004, requiring just 4 GB, to the upcoming "The War Within" expansion in 2024, which demands at least 128 GB SSD storage, Blizzard's iconic MMORPG continues to grow. 
      Today, we're diving into how the storage demands for World of Warcraft have grown over the past 20 years. While the original game needed only 4 GB of storage, two decades of new content and improvements have significantly increased this requirement. Now, you'll need at least 128 GB of SSD storage to enjoy the latest expansion!
      The following timeline highlights the release dates and storage requirements of each WoW expansion from its inception with "Vanilla" to the highly anticipated "The War Within" in 2024. 

      Recap
      Below is a recap of minimum storage requirements for all expansions. Thanks to Reddit user factor3x for the data!
      2004: World of Warcraft (Vanilla)
      Release Date: November 23, 2004 Storage Requirement: ~4 GB 2007: The Burning Crusade
      Release Date: January 16, 2007 Storage Requirement: ~10 GB 2008: Wrath of the Lich King
      Release Date: November 13, 2008 Storage Requirement: ~15 GB 2010: Cataclysm
      Release Date: December 7, 2010 Storage Requirement: ~25 GB 2012: Mists of Pandaria
      Release Date: September 25, 2012 Storage Requirement: ~30 GB 2014: Warlords of Draenor
      Release Date: November 13, 2014 Storage Requirement: ~35 GB 2016: Legion
      Release Date: August 30, 2016 Storage Requirement: ~45 GB 2018: Battle for Azeroth
      Release Date: August 14, 2018 Storage Requirement: ~70 GB 2020: Shadowlands
      Release Date: November 23, 2020 Storage Requirement: ~100 GB 2022: Dragonflight
      Release Date: November 28, 2022 Storage Requirement: ~120 GB 2024: The War Within
      Release Date: August 26, 2024 Storage Requirement: ~128 GB As you can see, the storage requirements have skyrocketed, but Blizzard has also improved their file system. They now use the same data for both retail and PTR, which has notably reduced the size of the clients. In the past, having separate retail and PTR clients took up a lot more disk space!
    • By Stan
      The requirements for The Great Vault have been updated in the Beta for the first War Within Season!

      For raids, you'll need to defeat 2, 4, or 6 bosses from Nerub'ar Palace to unlock the slots. For dungeons, you must complete 1 Heroic, Mythic, or Timewalking Dungeons to unlock the slots. The PvP category has been removed from the Great Vault and replaced with a World tab. To unlock items in the World Tab, you need to complete 3, 6, or 12 Delves or World Activities. You’re probably familiar with Delves, but World Activities are new. Under World Activities, think of events like Researchers Under Fire or Superblooms in Dragonflight.
      Overall, the World Tab is a great option for players who don't participate in raids or dungeons. You can still unlock your 3 item slots by completing Delves or other outdoor events.
    • By Stan
      Paladins didn't go unnoticed in this week's War Within Beta Build. Read on to find out more about the latest class changes!
      Latest Paladin Changes
      Laying Down Arms - When an Armament fades from you, the cooldown of Lay on Hands is reduced by 15.0 sec and you gain Shining Light or Infusion of Light. Holy Shock - Has an additional 10% critical strike chance. Generates 1 Holy Power. Triggers a burst of Light on the target, dealing [ 48.96% of Spell Power ] Holy damage to an enemy, or [ 147.36% 190% of Spell Power ] healing to an ally Grand Crusader - Reduces the cooldown of Judgment by 3 sec. Normal, Blessed Hammer : When you avoid a melee attack or use Crusader Strike, you have a 15% chance to reset the remaining cooldown on Avenger's Shield Shield. + . Crusader's Judgment : When you avoid a melee attack or use Crusader Strike, you have a 15% chance to reset the remaining cooldown on Avenger's Shield Shining Light - Every 3 Shields of the Righteous make your next Word of Glory cost no Holy Power. Maximum 2 stacks. Dawnlight - 10% of Dawnlight's damage and healing radiates to nearby allies or enemies, reduced beyond 5 targets. Casting Holy Prism or Barrier of Faith causes your next 2 Holy Power spending abilities to apply Dawnlight on your target, dealing [ 300% of Spell Power ] Radiant damage or [ 600% 480% of Spell Power ] healing over 8 sec Hand of Divinity - Call upon the Light to empower your spells, causing your next 2 Holy Lights to heal 40% 30% more, cost 50% less mana, and be instant cast. Tyr's Deliverance - Allies healed also receive 10% increased healing from your Holy Light, Flash of Light, and Holy Shock spells for 12 sec. Releases the Light within yourself, healing 5 injured allies instantly and an injured ally every 1 sec for 20 sec within 40 yds for [ 35% 30% of Spell Power ] Valiance - Consuming Shining Light or Infusion of Light reduces the cooldown of Holy Armaments by 3.0 sec. Blessing of the Forge - Avenging Wrath summons an additional Sacred Weapon, and during Avenging Wrath your Sacred Weapon casts spells on your target and echoes the effects of your Holy Power spenders. abilities. Divine Favor (New) - After casting Barrier of Faith or Holy Prism, the healing of your next Holy Light or Flash of Light is increased by 40%, its cast time is reduced by 30%, and its mana cost is reduced by 50%.
×
×
  • Create New...