Starym

Legion Hotfixes: September 8th

17 posts in this topic

23026-legion-hotfixes-september-7th.png

 

Gem nerfs, no more mid-air stops after movement abilities, Blackrook Hold fixes and more.

The third set of hotfixes in as many days, a relatively minor one with the biggest change addressing the issue that gem secondary stats were a little out of order and made sockets a far too valuable affix on items, so they were toned down. Read the rest:

Blizzard LogoSeptember 8th

September 8


Hotfixes

Classes

  • (In progress) Players should no longer be stopped abruptly when executing uncontrolled movement spells such as Roll, Fel Rush, and Flying Serpent Kick.

Priest

  • (PvP) Holy Word: Chastise will no longer remove periodic damaging effects from targets in PvE situations.

Dungeons

  • Black Rook Hold
    • Fel Vomit from the Smashspite the Hateful encounter in Black Rook Hold will no longer persist after the encounter is defeated.

Items

  • The secondary stats on Legion gems have been significantly decreased.
    • Developers’ notes: Gems are not in the same place as they were in previous expansions. They’re a bit too powerful, and this was not intended. Sockets are still quite valuable and will continue to be so, but we need to reduce the difference between an item having a socket vs. not having a socket.

PvP

  • Ashran
    • Ashran Dominance now rewards 500 honor for completion.
    • Slay Them All now rewards 200 honor for completion.
  • Honor awarded from skirmishes has been tripled.

Professions

  • Enchanting Rank 2 and Rank 3 recipes now have the “Requires Previous Rank” text.
  • Mass Prospecting should now return the same amount of gems as normal Prospecting.

Quests

  • Players can now complete "WANTED: Shara Felbreath" after leaving combat and returning.
  • Enemies should now have lower health and damage in Chapter 3 of the Warrior Class Hall scenario.
  • A marker on your map should now appear for the objective of the Stormheim quest “The Trials Continue”.
  • Marksman hunters who left Niskara without talking to Vereesa can speak to her at Krassus' Landing to complete the "Rescue Mission" quest.
  • The Mage Order Campaign quest "What Is Going On Here" objectives should now complete reliably.

 

Suramar

  • Blackhawk's Bulwark PvP Captains should respawn more quickly.
  • Fel Cannons in Felsoul Hold should respawn more quickly.
  • The World Quest map marker for Starstalker Point Alliance has been moved to its accurate location.
  • During “Ghostship”, players can no longer use the Valarjar Harpoon to damage other players or player controlled NPCs.

 

 

Blizzard LogoBlizzard, September 7th

Classes

Hunter

  • Barrage now fires in a tighter cone, and its visual has been improved to better show its area of effect.
    • Developers’ Notes-- Barrage fulfills a fantasy of a wild spray of shots in a large area. Of course, that can be dangerous, and often Hunters accidentally pull additional enemies with Barrage, especially in Legion dungeons. We saw this as a failure on our part to convey what it actually does. This hotfix should allow Hunters to get a feel for the shape and size of it and build a reliable expectation of what will happen when they cast Barrage. No change was made to Barrage’s damage. We hope that this helps Hunters and their groupmates to have a more pleasant dungeon experience.

Rogue

  • Outlaw Rogues with Curse of the Dreadblades ability active will no longer take the backlash damage if Saber Slash strikes a second time.

Shaman

  • The Enhancement Shaman Stormflurry Artifact Trait will now properly interact with the Ascendance talent and the Windstrike ability.

Warrior

  • The Fury Warrior Artifact Trait Odyn's Champion has had its chance to activate doubled, but its effectiveness has been lowered. The tooltip will be incorrect until a future patch.

Class Halls

  • The Vault Ticket (Rogue) is now a daily reset instead of weekly reset.  This may not take effect until next Tuesday if you have already looted the Vault this week.
  • The "Deadlier Warglaives" quest (Demon Hunter) will now only consume a single Obliterum.

Dungeons

Maw of Souls

  • Helya: Decreased the frequency of Helya's Taint of the Sea during the Breached Vessel phase.
  • Helya: Altered the visual of Corrupted Bellow in order to perform better on lower-end machines.
  • Helya: Lowered the baseline damage of Corrupted Bellow and added a damage increase on subsequent damage events.

Holiday

  • Darkmoon Faire tinctures and droughts no longer work at 110.

NPCs

  • Vault Keepers in Stormheim should no longer become stuck and prevent players from looting the Glimmering Treasure Chest.

PvP

  • Players in a raid group will no longer earn PVP credit, nor receive Sightless Eyes in the Underbelly.

Professions

Cooking

  • (Work in progress) Fixing a bug that prevents players from being able to turn in “Opening the Test Kitchen” to Nomi.

Fishing

  • Players with the artifact trait "Better Luck Next Time" now have a chance to catch boots.

Quests

  • The damage done by the Fel Annihilator in the Battle for the Exodar scenario has been reduced.
  • Players who have completed "Jarl Come Back Now" but are not Neutral with Jandvik Vrykul can return to Toryl in Jandvik to get their reputation reset.

Suramar

  • Blackhawk's Bulwark PvP Captains should respawn more quickly.
  • Fel Cannons in Felsoul Hold should respawn more quickly.

 

Zones

  • An unintended increase in player population in certain zones, notably Class Halls, has been fixed.

 

Blizzard LogoBlizzard, September 6th

Classes

Demon Hunter

  • (Hotfix in testing) Demon Hunter Sigils will now correctly activate if the Demon Hunter is crowd controlled after placing the Sigil.

Priest

  • The Discipline Priest artifact trait Sins of the Many will now properly increase Atonement healing done.
  • Spending artifact trait points as a Discipline Priest should no longer reduce the amount of Atonement healing done by Shadowfiend or Mindbender.

Class Halls

  • In Skyhold, Quartermaster Durnholf will pay more attention to players and not walk away from them so quickly.

Dungeons

  • Assault on Violet Hold
    • Mindflayer Kaahrj's Faceless Tendril should now prefer targets that are not being targeted by Eternal Darkness.
    • Corrected a spawn location for Mindflayer Kaahrj's Faceless Tendril that was inside the floor.
  • Maw of Souls
    • Helarjar Champions’ Bone Chilling Scream does not hit pets anymore.
  • Darkheart Thicket
    • Rotheart Keeper's Vile Mushrooms now explode, damaging nearby enemies.
       

Items

  • (Hotfix in testing) Rocfeather Skyhorn Kite: cooldown raised to 15 minutes (was 2 minutes). Shared cooldown raised to 3 minutes.
  • (Hotfix in testing) Brulfist Idol: Knockback height reduced significantly.
    • Developers’ Notes: The two toys above (combined, or in conjunction with other things such as Emerald Winds) were too effective and diminished the value of utility and world-navigation tools that are core to certain classes and professions.
  • Touch of the Void: the tentacles summoned by this trinket no longer scale past level 100.
  • Reduced the active effect potency of Heirloom trinkets acquired from Warlords of Draenor Mythic Dungeons.
  • Fixed a bug that could cause players, who were simultaneously both very lucky and very unlucky, to receive the same legendary item more than once.

Missions

  • Significantly improved the quality of the bonus reward available on Artifact Power missions..

NPCs

  • Pollous the Fetid in Val'sharah should no longer evade and become unkillable.
  • Unstable Powers now target fewer players with their Unstable Power orbs.
  • Inquisitor Tivos’ Drain and Searing Gaze should now target fewer players.

Professions

Engineering

  • Gunshoes and Gunpowder Charges should now craft stacks instead of single items.

Skinning

  • The amounts of leather and scales dropped per creature skinned have been reduced.

Quests

  • Druids who abandoned either "Essence of Balance" or "Essence of Regrowth" should now be able to reaccept the quests by returning to the Emerald Dreamway.
  • Profession World Quests can now be completed in a raid group.

Suramar

  • Completing the quest "Make Your Mark" should now properly count progress towards the achievement "Why Can't I Hold All This Mana?"
  • Players who have completed "Jarl Come Back Now" but are not Neutral with Jandvik Vrykul can return to Toryl in Jandvik to get their reputation reset.

 

Blizzard LogoBlizzard, September 2nd

Classes

Demon Hunter

  • The Havoc Demon Hunter Artifact ability Fury of the Illidari no longer plays an extra spell effect visual from the gold trait Rage of the Illidari without the Rage of the Illidari trait learned.

Druid

  • Healing Touch (Balance and Guardian Druids) healing increased 33% and mana cost increased 100%.
  • Full Moon will now always deal full damage to the primary target. Damage is reduced for secondary targets.

Hunter

  • Dead Survival Hunters will now be able to swim in their Eagle Ghost Form.

Priest

  • Spending trait points in the Discipline Priest Artifact will now properly also increase the damage of your Mindbender or Shadowfiend summons.

Shaman

  • The Sharas’dal, Scepter of Tides buff Queen’s Decree is no longer dispellable.

Warlock

  • Soul Harvest should no longer incorrectly aggro all enemies in sight.
  • Demonic Empowerment, Demonwrath, and Thal'kiel's Consumption no longer require line of sight to your pets.

Class Halls

  • Artifact Power gained from class-specific Class Hall Missions have been increased.
  • Priests who have completed the quest "Recruiting More Troops" should now be able to recruit troops from Vicar Eliza.
  • Bubbling Keg in the Monk Class Hall now respawns more quickly.
  • The Swirling Void Potion item from the Priest Class Hall Advancement "Altars of Blessing" now properly provides the Void Infused buff to players.
  • The different areas of the Shaman Class Hall have been united into a single chat channel.

Dungeons

  • Players are able to enter a Random Legion Heroic if they are locked to all Legion Heroic Dungeons.

Neltharion's Lair

  • Ularogg Cragshaper now starts with more energy when he enters combat.

NPCs

  • Helarjar Soulkeepers will no longer cast Expel Soul.

Professions

  • The engineer-only auction house in Dalaran should now be fully functional.
  • Players should no longer be spammed with new recipe notifications during the blacksmithing quest "Ironhorn Leysmithing".

PvP

  • Demon Hunter Glide speed is reduced while carrying a battleground flag.
  • Demon Hunter Fel Rush speed is reduced when cast in the air while carrying a battleground flag.

Quests

  • The Druid quest “Focusing the Energies” will no longer consume all Blood of Sargeras in your inventory.

Artifact

  • Players who log out during “The Heart of the Dreadscar” should be able to proceed with the quest when they log back in.
  • For “The New Blood”, players can now loot an additional Tome of Blighted Implements to fulfill the requirement to do so if they already have the Tome of Blighted Implements in their inventory.
  • Fleet Admiral Tethys is now available in the Hall of Shadows to turn in "The Dreadblades", even when Fleet Admiral Tethys is in Stormheim.
  • Warriors who enter the scenario for "The Hunter of Heroes" will now properly advance the quest if they walk into Tideskorn rather than take Aerylia’s ride.
  • Tyrosus will now be waiting in Dalaran correctly for Holy Paladins returning to turn in "The Silver Hand".

Azsuna

  • Players should more reliably receive credit during the quest "Back From The Dead".

Highmountain

  • The Legion has it out for Malfurion in the War of the Ancients quest “Huln’s War – Reinforcements”. They are now sending three times as many wrathguards to stop him from summoning dryad reinforcements.

Stormheim

  • Players are now able to turn in "Blood and Gold" at Yotnar, who is visible after completing the later trials in the quest chain.
  • The Ancient Tideskorn Blade for the quest "To Honor the Fallen" should now drop 100% of the time from Kvaldir vrykul in Helmouth Shallows.

Suramar

  • Players leading a Withered army after turning in “Feed Thalyssra” should be able to access a chest that was previously inaccessible.

Zones

  • Added a new graveyard at the top of Thorim's Peak in Stormheim.

 

Blizzard LogoBlizzard, September 1


Hotfixes

Classes

Death Knight

  • Anti-Magic Barrier should no longer grant more than the intended bonus when combined with other effects that increase health.
  • Vampiric Blood should no longer grant more than the intended bonus when combined with other effects that increase health.

Mage

  • Ignite spreading will no longer incorrectly remove other Mages' Ignite.

Monk

  • Fortifying Brew should no longer grant more than the intended bonus when combined with other effects that increase health.

Shaman

  • Enhancement Shamans should no longer be prevented from using instant Healing Surge while moving.

Warrior

  • Commanding Shout should no longer grant more than the intended bonus when combined with other effects that increase health.

Items

  • The tooltip for Tome of the Clear Mind now correctly states a maximum player level of 109 for its use.
  • Equippable items from Legion dungeon treasure chests should match your class proficiencies.
  • Skaggldrynk should now properly share a cooldown with other combat potions.

NPCs

  • Tarben <Jarl of Tideskorn Harbor> should now cast his Jarl’s Command fear spell a bit less often.
  • In Darkbrul Arena, Stonefist Brawler’s stun attack should now be removable by effects that remove stuns.

Professions

  • Reaves Module: Snack Distribution Mode no longer requires feasts.

PvP

  • Experience earned from gaining Honor has been reduced by approximately 50%.
    • Developer’s note: We want battlegrounds and skirmishes to be a worthwhile and rewarding activity while leveling, but that should not be the most efficient method for gaining XP. While we've decreased the experience from PvP, it is still more efficient than it was in previous expansions.

Quests

  • Fixed an issue where faction transfers would interfere with Death Knight's ability to complete the Class Hall quest "The Firstborn Rises".
  • Fixed a bug causing players who died during the sequence of Dalaran's teleportion would get stuck in Deadwind Pass.
  • Paladins should now be able to progress with their Class Hall Campaigns after completing the quest "The Scion's Legacy", by speaking with Lord Maxwell Tyrosus.
  • Teensy Weensy Fae Dragons should now appear more frequently during the quest “Teensy Weenies!”.

Artifact

  • Rogue player should no longer sometimes experience issues using their Smoke Bomb during "The Unseen Blade".
  • Players should no longer be erroneously placed in a phase in Deadwind Pass that makes them unable to complete quests in the area, including "Following the Curse."
  • Hunters completing to quest to obtain their second or third artifact should no longer receive the quest "Hunter to Hunter" after turn-in.
  • The points of interest for the Warrior quest “Legacy of the Icebreaker" are now displaying correctly and the stage objectives update appropriately.

Azsuna

  • Daglop should no longer disengage with the player, allowing “Minion! Kill Them!” to be completed normally.
  • During "The Right Weapon for the Job", shipwrecked captives in the Shipwreck Arena clubhouse should no longer glow as if they’re viable targets for the quest.
  • Players who leave the area and return during the “The Scythe of Souls” should be able to complete the quest.
  • Players entering the Nor'danil Wellspring in Azsuna should no longer be incorrectly queued to enter the Withered Scenario in Suramar.
  • Players should no longer fail to loot several quest objects in the Nar’thalas Academy during quests such as "Study Hall: Combat Research" and “Dressing with Class”.

Highmountain

  • The bungee rope attached to the player should no longer disappear during the quest “Going Down, Going Up”.
  • Mayla Highmountain should no longer leave combat and reset the Wrath of Dargrul boss fight during “The Underking”.
  • On “Murlocs: The Next Generation” and “Oh, the Clawdacity!”, Murky’s abilities no longer affect other players in PvP. Gurrullrurlll mrrrgrglru ruluulll.

Stormheim

  • "Waking the Shieldmaiden" now has a correctly-placed location dot on the map.

Val’sharah

  • Fixed a number of issues with the "Defend The Temple" Bonus Objective in Val'sharah.

UI

  • Obelisk of the Void should appear in the Dungeon Journal for all ranged damage dealers and healers.

Zones

  • Orgrimmar, Stormwind, and previously invasion-affected areas should once again be unified for single realms.
    • Developer’s note: On RP servers, we’re setting sharding and cross-realm zoning back to how things were working before the Burning Legion invaded. This had been changed for stability during pre-launch events and invasions.
 
  •  

Share this post


Link to post
Share on other sites

I feel the gem nerf is counter intuitive to what the devs have denoted as their intention earlier. With WoD the new system was that gem slots would be super valuable. So, a raid drop could be the basic version. Then it could be warforged. Then the top goal was the have warforged with a socket. This was to encourage people to repeat the same raid (and keep those sub fees coming in) and to reward them for it. By nerfing it in many ways that goal is sort of gone. If I am to keep doing the same content the reward must be worth it and be satisfying. A sizeable dps increase is a good reward. Something like a 1% increase, not so much. Now, I know they were trying to address the issue of power creep. Where suddenly we get a tier bonus or trinket and our dps triples and we can face roll anything. However, you lower that too much and the incentive to continue is gone. 

Share this post


Link to post
Share on other sites
19 minutes ago, demonardvark said:

I feel the gem nerf is counter intuitive to what the devs have denoted as their intention earlier. With WoD the new system was that gem slots would be super valuable. So, a raid drop could be the basic version. Then it could be warforged. Then the top goal was the have warforged with a socket. This was to encourage people to repeat the same raid (and keep those sub fees coming in) and to reward them for it. By nerfing it in many ways that goal is sort of gone. If I am to keep doing the same content the reward must be worth it and be satisfying. A sizeable dps increase is a good reward. Something like a 1% increase, not so much. Now, I know they were trying to address the issue of power creep. Where suddenly we get a tier bonus or trinket and our dps triples and we can face roll anything. However, you lower that too much and the incentive to continue is gone. 

For sure. It feels like now the focus is entirely on the new Titanforged system, rather than caring about sockets.

Share this post


Link to post
Share on other sites
Just now, Blainie said:

For sure. It feels like now the focus is entirely on the new Titanforged system, rather than caring about sockets.

Agreed and I frankly don't like the titanforge system that much. I feel its purely designed to keep people resubbing somewhat if you will like a slot machine. Now, not only do you need a specific piece to drop at X percent, now you need to roll, to try to get it to stack to an appropriate ilvl. Now, you can somehow earn seals or whatever currency to do so, but then you in theory have to burn them all for a single piece. Now, i've already seen some crazyness, a guy in my guild had an item titanforge like 4 times in a row. However, I can math good. The odds are exceedingly low. 

Now, it is clear to anyone that played both games, that Legion is heavily influenced by Diablo. World quests, keystones, etc. I think the loot system is to match that. Where in diablo its not enough to get the item drop it needs the right stats. So you can spend 300 hours trying to get the right weapon. If the raid drops are more frequent that's not necessarily an issue, however, it took me 89 kills and 36 caches to get vial of convulsive shadows off iron maidens in wod. Now your telling me I need to roll it better? 

Certainly hardcore min maxers will be drawn to this, however, I don't feel many people will want to play titanforge slot machine.

  • Like 2

Share this post


Link to post
Share on other sites
14 minutes ago, demonardvark said:

Agreed and I frankly don't like the titanforge system that much. I feel its purely designed to keep people resubbing somewhat if you will like a slot machine. Now, not only do you need a specific piece to drop at X percent, now you need to roll, to try to get it to stack to an appropriate ilvl. Now, you can somehow earn seals or whatever currency to do so, but then you in theory have to burn them all for a single piece. Now, i've already seen some crazyness, a guy in my guild had an item titanforge like 4 times in a row. However, I can math good. The odds are exceedingly low. 

Now, it is clear to anyone that played both games, that Legion is heavily influenced by Diablo. World quests, keystones, etc. I think the loot system is to match that. Where in diablo its not enough to get the item drop it needs the right stats. So you can spend 300 hours trying to get the right weapon. If the raid drops are more frequent that's not necessarily an issue, however, it took me 89 kills and 36 caches to get vial of convulsive shadows off iron maidens in wod. Now your telling me I need to roll it better? 

Certainly hardcore min maxers will be drawn to this, however, I don't feel many people will want to play titanforge slot machine.

A good comparison that seems to be being made more and more as the days pass. I don't think it's a bad thing and I really do love Legion right now, but the gearing system could perhaps use another look.

Share this post


Link to post
Share on other sites
27 minutes ago, Blainie said:

A good comparison that seems to be being made more and more as the days pass. I don't think it's a bad thing and I really do love Legion right now, but the gearing system could perhaps use another look.

pretty much 100% agree. The other game i compared the loot system to was destiny, there it works because you can roll a lot more frequently so it's not the big of a deal. It follows the diablo trend a little harder, 95% of what you get will be garbage, but once you get something it's a guaranteed (more or less) upgrade.

Share this post


Link to post
Share on other sites
9 minutes ago, demonardvark said:

pretty much 100% agree. The other game i compared the loot system to was destiny, there it works because you can roll a lot more frequently so it's not the big of a deal. It follows the diablo trend a little harder, 95% of what you get will be garbage, but once you get something it's a guaranteed (more or less) upgrade.

At least in Diablo, when I do get something good, I'm overjoyed. It's also good that we can trade the loot away if it is on PL. I don't want to be sitting there disenchanting my BiS chest just because it isn't titanforged by 5 more item levels.

Share this post


Link to post
Share on other sites

Re: Titanforging, I'm pretty sure blizz at one point confirmed that the 'hit' chance for each roll was the same (5% if I remember correctly).  

And yeah, gems losing their luster (what secondary stats?) is pretty disappointing.  Probably a good thing I sold as many as I could early :\

Share this post


Link to post
Share on other sites
Just now, MrEdren said:

Re: Titanforging, I'm pretty sure blizz at one point confirmed that the 'hit' chance for each roll was the same (5% if I remember correctly).  

And yeah, gems losing their luster (what secondary stats?) is pretty disappointing.  Probably a good thing I sold as many as I could early :\

Correct, however, the way statistics works when calculating the chance of an action repeating you multiple the probability of it not add it. So, flip a coin whats the percent chance you get heads? 50/50. Flip two coins, what the percent chance you get 2 heads. people want to say 50/50 but it's really 25%. This compounds. So, lets say a piece of gear needs to titan forge 4 times. 5% chance alright lets roll, wrong. A 5 percent chance is .05 so multiplied four times you get 0.00000625 or .000625% chance of success. So, while our first roll might be good, the odds of each additional roll succeeding becomes exponentially worse. They way this plays out if you basically have to default get a higher titan forge before wasting seals to roll on it. Simply because you only need say 2 success now vs four, however, there is still the default 5% or lower chance of the initial titan forge.

So, in short, that 7% drop item, has a much higher chance of garbage because of the needed additional rolls on it.  So, the short of it is patience will be mandatory. You need the initial luck of a pre-titan forged item (which of course has lower drop rate) and then it's worth the risk to spend the currency for additional rolls on it. Now, if there is no cap on total owned or a high one (i think 10 was old one) then it's not terrible but it dictates a whole lot of work for just one good item (better spend it on them trinkets that are supposed to be so good xD)

also i feel bad for all the jewelcrafters out there, demand is going to be low

  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, demonardvark said:

I feel the gem nerf is counter intuitive to what the devs have denoted as their intention earlier. With WoD the new system was that gem slots would be super valuable. So, a raid drop could be the basic version. Then it could be warforged. Then the top goal was the have warforged with a socket. This was to encourage people to repeat the same raid (and keep those sub fees coming in) and to reward them for it. By nerfing it in many ways that goal is sort of gone. If I am to keep doing the same content the reward must be worth it and be satisfying. A sizeable dps increase is a good reward. Something like a 1% increase, not so much. Now, I know they were trying to address the issue of power creep. Where suddenly we get a tier bonus or trinket and our dps triples and we can face roll anything. However, you lower that too much and the incentive to continue is gone. 

While I agree with that (and the rest you posted) I have to say I'm pretty happy about this change for the world first race. The less randomized top gear is the fairer the race. As you say personally I REALLY need big incentives to keep running the same stuff again and again, this is where is fully disagree with Blainie and Diablo, there really is NOW big upgrade in that game anymore as you get basically all you need in the first 3 days of a season and then the rest is just Ancient upgrades that are not as huge.

Share this post


Link to post
Share on other sites
17 minutes ago, Starym said:

have to say I'm pretty happy about this change for the world first race.

Fact is: most of us don't care at all about the world first.

Share this post


Link to post
Share on other sites
1 hour ago, Starym said:

While I agree with that (and the rest you posted) I have to say I'm pretty happy about this change for the world first race. The less randomized top gear is the fairer the race. As you say personally I REALLY need big incentives to keep running the same stuff again and again, this is where is fully disagree with Blainie and Diablo, there really is NOW big upgrade in that game anymore as you get basically all you need in the first 3 days of a season and then the rest is just Ancient upgrades that are not as huge.

that is the one thing that blizz devs said they wanted to fix and they did. Another big one is the raid power as a whole. Atypically what happened was one person would get tier set or super trinket, or they would be gifted it via master looter, and all of a sudden they are doing exponentially higher damage than everyone else. While I liked this myself as it helped progression blizzard didn't like it. Their words and the math shows, that the raid as a whole will sit at more or less the same total power, and will rise  as a whole gradually. So instead of one person getting 50% more damage each week we'll ALL get like 2-3% if you will.

53 minutes ago, Kirr said:

Fact is: most of us don't care at all about the world first.

I agree with this too. Especially world first class or server first class to top level. That just means you took the day off and burned through everything as fast as possible without enjoy it, it's almost sad in a way. Plus the world first race is like the top of the diablo rift leaderboards, there is a lot of cheating and exploiting going on. While Blizz addresses some if it, its well known that account sharing and character transferring, etc, goes on a lot. Heck, in my backwater server the top guild is known to pay for realm transfers and stuff.

Plus with a lot of the add ons and extensions people get you have to question if that counts. Now like Mythic Kormrok in HFC would have been a @#$@# without add ons. but still. I'm glad blizz is limiting them. Picture related :)

1ab6jx.jpg

  • Like 1

Share this post


Link to post
Share on other sites

I just meant the actual main race for World Firsts. I feel for those guys in the top guilds working so hard to be competitive and really don't like when there's so much randomness and then the win might come just down to who got better RNG or grinded more beforehand (like what happened on Spine of Deathwing with the legendary staff).

As I said for me I prefer the BIG upgrades, they're the only ones that make me want to keep playing after the rest of the content is done (although Legion is doing a superb job of having that pre-grind content last a looooong time).

  • Like 1

Share this post


Link to post
Share on other sites
5 hours ago, Starym said:

While I agree with that (and the rest you posted) I have to say I'm pretty happy about this change for the world first race. The less randomized top gear is the fairer the race. As you say personally I REALLY need big incentives to keep running the same stuff again and again, this is where is fully disagree with Blainie and Diablo, there really is NOW big upgrade in that game anymore as you get basically all you need in the first 3 days of a season and then the rest is just Ancient upgrades that are not as huge.

Thing is, surely Warforged is simply the same as Ancient now? You get your normal set of items which can comfortably see you through the content at hand. Then you get your Warforged items for that tiny boost of damage, then you sit there and watch as other WF pieces pass you by, praying that one of them has a socket or has rolled a higher TF version, in the same way that you're waiting for your new Ancient piece to finally roll CHD or whatever.

Share this post


Link to post
Share on other sites
6 hours ago, Blainie said:

Thing is, surely Warforged is simply the same as Ancient now? You get your normal set of items which can comfortably see you through the content at hand. Then you get your Warforged items for that tiny boost of damage, then you sit there and watch as other WF pieces pass you by, praying that one of them has a socket or has rolled a higher TF version, in the same way that you're waiting for your new Ancient piece to finally roll CHD or whatever.

The difference being Diablo items all have actual abilities and aren't just stats, so getting that intitial item that changes the way you play is huge. getting that same item but ancient is boring. In wow it's just stats for both versions.

Except ofc for sets, they just ruined everything in D3.

Share this post


Link to post
Share on other sites
7 hours ago, Starym said:

The difference being Diablo items all have actual abilities and aren't just stats, so getting that intitial item that changes the way you play is huge. getting that same item but ancient is boring. In wow it's just stats for both versions.

Except ofc for sets, they just ruined everything in D3.

I should have clarified, I was making the comparison between the set items. I agree that it's less similar with things like off-pieces. You're definitely right there.

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

      A new Alpha Build went live yesterday and we have a bunch of Monk changes. Windwalkers gained some Brewmaster talents, there's a new single-target Vivify for both specializations, and Soothing Mist can no longer be cast while moving.
      We also updated our Battle for Azeroth Class Changes to correspond with all changes listed below. We looked at two new Allied Races, racial nerfs and new Azerite traits earlier today!
      Druid
      Balance
      Astral Communion (level 90 talent) removed. New Moon is a new level 90 talent. Level Talent 1 Talent 2 Talent 3 15 Starlord Warrior of Elune Force of Nature 30 Tiger Dash Renewal Wild Charge 45 Feral Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Stellar Flare Incarnation: Chosen of Elune 90 Shooting Stars Blessing of the Ancients New Moon *new* 100 Nature's Balance Stellar Drift Fury of Elune Feral
      Elune's Guidance (level 100 talent) removed. Feral Frenzy is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Blood Scent Predator Lunar Inspiration 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Jagged Wounds Incarnation: King of the Jungle 90 Sabertooth Brutal Slash Savage Roar 100 Moment of Clarity Bloodtalons Feral Frenzy *new* Restoration
      Moment of Clarity (level 100 talent) removed. Photosynthesis is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Abundance Prosperity Cenarion Ward 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Feral Affinity Guardian Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Cultivation Incarnation: Tree of Life 90 Inner Peace Stonebark Spring Blossoms 100 Photosynthesis *new* Germination Flourish Hunter
      Marksmanship
      Serrated Shots (level 15 talent) removed. Serpent Sting is a new level 15 talent. Level Talent 1 Talent 2 Talent 3 15 Master Marksman Serpent Sting *new* A Murder of Crows 30 Careful Aim *new* Volley *new* Explosive Shot 45 Trailblazer Natural Mending *new* Camouflage 60 Steady Focus Streamline *new* Hunter's Mark *new* 75 Born To Be Wild *new* Posthaste Binding Shot 90 Lethal Shots *new* Barrage Double Tap *new* 100 Calling the Shots *new* Lock and Load Piercing Shot Monk
      Brewmaster
      Brewmasters now have access to Vivify (Single-target heal). Tiger's Lust is now a level 75 talent (down from 30). Mystic Vitality is now a level 30 talent (up from 75). Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Mystic Vitality Chi Torpedo 45 Light Brewing Gift of the Mists Black Ox Brew 60 Tiger Tail Sweep *new* Summon Black Ox Statue Ring of Peace 75 Healing Elixir Tiger's Lust Dampen Harm 90 Special Delivery Rushing Jade Wind Invoke Niuzao, the Black Ox 100 High Tolerance Elusive Dance Blackout Combo Mistweaver
      You must now remain stationary while channeling Soothing Mist. Moving interrupts the channel. Zen Pulse (level 15 talent) removed. Mist Wrap is now a level 15 talent (up from 45). Mana Tea is now a level 45 talent (up from 100). Diffuse Magic is now a level 30 talent (up from 75). Tiger's Lust is now a level 75 talent (down from 30). Essence Well is a new level 100 talent. Rising Thunder (level 100 talent) removed. Rising Mist is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Mist Wrap Chi Wave Chi Burst 30 Celerity Diffuse Magic Chi Torpedo 45 Lifecycles Spirit of the Crane Mana Tea 60 Tiger Tail Sweep *new* Song of Chi-Ji Ring of Peace 75 Healing Elixir Tiger's Lust Dampen Harm 90 Summon Jade Serpent Statue Refreshing Jade Wind Invoke Chi-Ji, the Red Crane 100 Essence Well *new* Focused Thunder Rising Mist *new* Windwalker
      Windwalkers now have access to Vivify (Single- target heal). Healing Elixir (level 30 talent) removed. Diffuse Magic is now a level 30 talent (up from 75). Chi Torpedo is now a level 30 talent (up from 75). Power Strikes is now a level 100 talent (down from 75). Fist of the White Tiger is now a level 45 talent (up from 60). Tiger's Lust is now a level 75 talent (down from 30). Tornado Kicks (level 60 talent) removed. Tiger Tail Sweep is a new level 60 talent. Combo Breaker (level 60 talent) removed. Summon Black Ox Statue is a new level 60 talent. Ring of Peace is no longer baseline, but available as a talent at level 60. Dampen Harm is a new level 75 talent. Wind Strikes (level 100 talent) removed. Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Diffuse Magic Chi Torpedo 45 Ascension Fist of the White Tiger *new* Energizing Elixir 60 Tiger Tail Sweep *new* Summon Black Ox Statue *new* Ring of Peace *new*
      75 Inner Strength *new* Tiger's Lust Dampen Harm *new* 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Power Strikes Whirling Dragon Punch Serenity Priest
      Shadow
      Power Infusion (level 90 talent) removed and has no replacement now > Coming Soon! Level Talent 1 Talent 2 Talent 3 15 Fortress of the Mind Shadowy Insight Shadow Word: Void 30 Mania Body and Soul San'layn 45 Twist of Fate Misery Dark Void *new* 60 Last Word *new* Mind Bomb Psychic Horror 75 Auspicious Spirits Shadow Word: Death Shadow Crash 90 Lingering Insanity Mindbender Coming Soon! 100 Legacy of the Void Void Torrent *new* Surrender to Madness Rogue
      Assassination
      Dispatch (level 15 talent) has been renamed to Blindside. Level Talent 1 Talent 2 Talent 3 15 Master Poisoner Elaborate Planning Blindside 30 Nightstalker Subterfuge Master Assassin *new* 45 Vigor Deeper Stratagem Marked for Death 60 Leeching Poison Elusiveness Cheat Death 75 Internal Bleeding Iron Wire Prey on the Weak 90 Venom Rush Toxic Blade Exsanguinate 100 Poison Bomb *new* Hidden Blades *new* Crimson Tempest Previous Talent Changes
      We're covering talent changes every Battle for Azeroth Alpha Build. Here's a history of our previews so far:
      Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes
    • By Stan

      This week's Alpha Build 26476 added new class-specific Azerite traits to the game. Check them out!
      Our preview of this week's Alpha Build includes Dark Iron Dwarves & Mag'har Orcs and racial nerfs so far.
      New Azerite Traits
      Below is a list of class-specific Azerite traits that have been added to the game in this week's Alpha Build 26476.
      Death Knight
      Festermight - Bursting a Festering Wound grants you 205 Strength for 20 sec, stacking. Stacking this effect does not extend its duration. Spellreaper - When you successfully dispel an effect with Reap Magic, gain 1,647 Absorb for 20 sec. Demon Hunter
      Soulmonger - Consuming a Soul Fragment shields you, granting 700 Absorb for 3 sec. Druid
      Awakening - When you resurrect an ally with Rebirth, they Absorb 6,618 damage over 15 sec Shredding Fury - After your Tiger's Fury, your next four Shreds are increased by 93. Solitary Rejuvenation - If Rejuvenation is your only Heal over Time effect on the target, increase the healing of Rejuvenation by 187. Sunblaze - Solar Wrath increases the damage of your next Starsurge by 156. Hunter
      Dance of Death - Dire Frenzy has a chance equal to your critical strike chance to grant you 346 Agility for its duration. Shellshock - Each second Aspect of the Turtle is active, heal for 494. Unerring Vision - While Trueshot is active you gain 346 Critical Strike rating every sec, stacking up to 10 times. Venomous Fangs - Your pet's Basic Attack deals 78 additional damage to enemies suffering from your Serpent Sting. Mage
      Arcane Pressure - Arcane Barrage deals an additional 700 damage per Arcane Charge against targets below 20% health. Blaster Master - Fire Blast increases your Mastery by 0 for 3 sec. Eldritch Warding - Your Ice Barrier, Blazing Barrier, and Prismatic Barrier absorb 588 additional damage. Monk
      Strength of Spirit - While Fortifying Brew is active, heal for 370 every second. Paladin
      Stalwart Protector - When you cast Divine Shield, grant 734 absorb for 15 sec to nearby allies. Priest
      Sanctum - When you cast Fade, absorb 2,000 Magic damage for 10 sec. Rogue
      Footpad - Allies within 8 yds while your Sprint is active gain 311 Speed. Shaman
      Serene Spirit - When you cast Astral Shift and when Astral Shift ends, heal for 1,748. Warlock
      Lifeblood - When you use a Healthstone, gain 355 Leech for 20 sec. (May as well be a generic trait available to all Classes). Warrior
      Breach - When you damage an enemy with Heroic Leap, gain 235 Leech for 20 sec. Full List of Azerite Traits
      Below is a list of all Azerite traits that have been added to the game so far. The most recent traits have the *NEW* tag.
    • By Stan

      We have a list of all Azerite traits that have been added to the game so far.
      We've datamined 198 Azerite traits so far and the list has been updated for Alpha Build 26433. Some Azerite traits are placeholders and values may be slightly off.
      Class-Specific Azerite Traits
      Death Knight
      Dark Grudge Glacial Contagion Decimate Scourge the Unbeliever Deep Cuts Icy Citadel Festering Doom Bone Spike Graveyard Latent Chill Horrid Expulsion Marrowblood Demon Hunter
      Seething Chaos Gaping Maw Devour Revel in Pain Furious Gaze Infernal Armor Druid
      Twisted Claw Long Night Rejuvenating Breath Bloodline Primordial Rage Heartblood Fungal Essence Streaking Stars Raking Ferocity Masterful Instincts Coordinated Restoration Power of the Moon Hunter
      Aspect of the Cheetah Arrowstorm Ride the Lightning Vigorous Wings Rotting Jaws In The Rhythm Whirling Rebound Seize the Initiative Raking Talons Flashing Fangs Serrated Jaws Wildfire Cluster Haze of Rage Arcane Flurry Latent Poison Mage
      Blast Radius Ignition Point Packed Ice Arcane Pummeling Arcane Annihilation Flames of Alacrity Packed Ice Brain Storm Preheat Winter's Reach Monk
      Swift Roundhouse Fit to Burst Invigorating Brew Boiling Brew Iron Fists Sunrise Technique Overflowing Mists Staggering Strikes Paladin
      Zealotry Divine Illumination Righteous Bastion Avenger's Might Bulwark of Light Martyr's Breath Inspiring Beacon Rejuvenating Grace Fortifying Auras Critical Flash King's Shield Righteous Flames Healing Hammer Strong Light Searing Blades Healthy Judgment Deferred Sentence Furious Wrath Expurgation Warmth of the Light Dauntless Divinity Priest
      Bindings of Fate Torment of Torments Pillar of Light Moment of Repose Permeating Glow Searing Dialogue Weal and Woe Blessed Sanctuary Thought Harvester Rogue
      Contaminant Subtle Blade Swashbuckler Sharpened Blades Deadshot Double Dose Night's Vengeance Storm of Steel Twist the Knife Shaman
      Astral Shift Storm's Eye Lightningburn Ancestral Reach Flames of the Forefathers Electropotence Embrace of the Tides Healing Way Overloaded Striker's Grace Volcanic Lightning Primal Primer Soothing Waters Lava Shock Strength of Earth Ebb and Flow Warlock
      Suffer Unshackled Fel Meteoric Flare Wracking Brilliance Shadow's Bite Heavy Rain Erratic Omen Inevitable Demise Umbral Blaze Warrior
      Bloodcraze Heavy-Handed Battering Ram Deafening Crash Trample the Weak Executioner's Precision Gathering Storm Bloodcraze Sword and Board Generic Azerite Traits
      Increase Versatility 15 Haste Increased Intellect 46 Strength Agility 20 Item - Proc Mastery Netherlight Fortification Test Spell - Anders Test Power 6 Azerite Empowered Longstrider Resounding Protection Blood Siphon Woundbinder Lifespeed Elemental Whirl Heed My Call Fury of the Sands Overwhelming Power Gutripper On My Way Mote in the Eye Embrace of the Sands Portal: Dalaran - Broken Isles Savior Winds of War Vampiric Speed Test Azerite Power Champion of Azeroth Impassive Visage Bulwark of the Masses Gemhide Azerite Fortification Self Reliance Azerite Veins Uncertainty Uncertainty Uncertainty Uncertainty Crystalline Carapace Ablative Shielding Strength in Numbers Upwelling Synergistic Growth Concentrated Mending Bracing Chill Ephemeral Recovery Weeping Aura Ruinous Bolt Rezan's Fury Rezan's Command Meticulous Scheming Blightborne Infusion Filthy Transfusion Secrets of the Deep Sandstorm
    • By Stan

      Players that haven't played the game for a while can now claim 7 days of free game time until April 30, 2018.
      Open the Blizzard Battle.net desktop app. Click the glowing Gift Button located next to your BattleTag in the upper right. Click Claim. A notification will pop-up whenever you have new Gifts to claim. We're not exactly sure how long must your account be inactive in order to receive the gift, but we'll update this thread when we find out! The game time can only be redeemed until April 30, 2018.
      If you decide to activate your account now, make sure to check out what's going on this week in WoW!

    • By Stan

      Our preview of Dark Iron Dwarves & Mag'har Orcs includes customization options, racials, mounts, and more!
      Today, we're looking at Dark Iron Dwarves and Mag'har Orcs that are now available for playtesting on Battle for Azeroth Alpha.
      Welcome to our preview of Dark Iron Dwarves and Mag'har Orcs. Both Allied Races are now available for playtesting on Battle for Azeroth Alpha, so we recorded videos of their customization options and included other useful information in this article.
      Dark Iron Dwarves
      Achievement: Allied Races: Dark Iron Dwarf
      Heritage Armor

      Playable Classes: Hunter, Mage, Monk, Paladin, Priest, Rogue, Shaman, Warlock, Warrior
      Racial Abilities
      Name Effect Dungeon Delver While indoors, move 4% faster. Fireblood Removes all poison, disease, curse, magic, and bleed effects and increases your primary stat by 231 and an additional 77 for each effect removed. Lasts 8 sec. (2 min cooldown) Forged in Flames Reduces damage taken from Physical attacks by 1%. Mass Production Increases Blacksmithing skill by 5 and Blacksmithing speed by 25%. Mole Machine While outdoors, summon a Mole Machine that tunnels through the earth.[NYI] (3 sec cast, 30 min cooldown) Racial Mount: Dark Iron Core Hound

      Shaman Totems

      Customization Options
      Mag'har Orcs
      Achievement: Allied Races: Mag'har Orc
      Heritage Armor

      Playable Classes: Hunter, Mage, Monk, Priest, Rogue, Shaman, Warrior
      Racial Abilities
      Name Effect Ancestral Call Invoke the spirits of your ancestors, granting you their power. (Instant, 2 min cooldown) -> Might of the Blackrock - Increases secondary stat by 102 for 15 sec.  Open Skies Increases mounted speed by 10%. Savage Blood Reduces the duration of Poisons, Diseases, and Curses by 10%. Sympathetic Vigor Increases pet health by 10%. Racial Mount: Mag'har Direwolf

      Shaman Totems

      Customization Options