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Legendary Bad Luck Clarification

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Legendary Bad Luck

A  blue post has been submitted by Aerythlea with the subject - Legendary Bad Luck Prevention and interesting clarifications.

It's a common misconception in Legion that the amount of type /played affects your chance to get a Legendary item. Two types of players are compared:

  • Player A who spends most of his time idling in Dalaran and doing his World Quests for emissary chests.
  • Player B who is more active in Legendary-eligible content, meaning he's clearing the Emerald Nightmare weekly, doing World Quests, daily Random Heroic Dungeons or Mythic Keystone runs.

What this tells us is that Player B has a much higher chance to obtain a Legendary, because he's doing more Legendary-eligible content than Player A.

BiS (Best-in-Slot) Legendaries Misconception

The second subject handles the type of Legendaries you get. Some are obviously considered better than others. At the end of the day, when you finally receive your first Legendary, it's one of the worst for your spec. Many players thing it's not fair and a reason to hand your raid spot to somebody with better Legendaries.

Again, two types of players are compared.

  • Player A, who gets this awesome Legendary, granting him a raid spot.
  • Player B, who gets a mediocre Legendary, despite engaging more in Legendary-eligible content.

This is false in many ways. Legendary drops aren't the single determiner to secure a raid spot. Player B moreover, will have more experience, it's even likely he will squeeze out more DPS than Player A, because he's actively participating in more Legendary-relevant (even harder) content, such as Mythic+ runs. The second reason why Player B is getting a spot in raid would be helping the guild out, assuming he's running Mythic+ and dungeons with his guild mates.

The whole blue post can be read below.

Blizzard LogoAerythlea

Legendary Bad Luck

Hey all,

I'd just like to clear up a common misconception I've seen come up a lot in of recent discussions regarding Legendaries.

In short:

Your total time /played and average item level has no bearing on your chances of obtaining a Legendary.

To be a little more specific:

Player A and Player B could both have exactly 10 days of /played at level 110 and neither of them have a Legendary yet.

Player A has spent most of that time idling in Dalaran or their Order Hall, simply kicking it by the water cooler in guild chat or trade chat. Beyond doing their daily Emissary Cache and a Mythic Dungeon here or there, they don't really do that much in the way of Legendary-eligible content. Now, Player A could get very lucky with their next Emissary Cache and get a Legendary, but they'd be a statistical outlier in this scenario.

Player B, on the other hand, has spent the majority of their time doing Legendary-eligible content. They do their daily Emissary Cache, clear Emerald Nightmare each week, do a Random Legion Heroic Dungeon regularly and participate in a lot of Mythic/Mythic Keystone dungeon runs to help out their friends etc.

At this point in time Player B's chance of getting a Legendary will be much higher than that of Player A. As Player B has participated in far more Legendary-eligible content, their bad luck protection will be ramping up and increasing their chances of a getting a Legendary from their next run of Legendary-eligible content. Hence the saying "if you do the content, the Legendaries will come."

"Then player A gets BiS legendaries, while Player B gets the !@#$ tier legendaries that are totally useless. Fast forward some time, Player A and Player B both try to get the same spot in a raid. Of course, player A gets picked because he has better legendaries that actually increase his performance."

Well in this scenario as Player B has been helping their guild out more than Player A has, I think most communal focused guilds would prefer to give the spot to someone like Player B who is actually contributing to helping the guild, rather than the person who got lucky and is simply there for the ride.

Also as Player B has spent more time doing current content than Player A, they will arguably know how to adapt and adjust to situations (like where they can squeeze out more DPS for example) more readily than Player A will.

There are plenty of groups and guilds clearing Normal and Heroic Emerald Nightmare & Trial of Valor with most of their roster not even having a BiS Legendary. A Legendary should not going to be the sole determining factor in whether or not a coordinated group is going to beat an encounter. Sure, the Legendary might bring enhancements or utility that may make the process smoother, but they're not a through-and-through substitute for skill and execution.

Only, many of us are doing the content but still aren't getting any or just getting bad once that we'll never use.

The system is still the worst idea you ever had and it's completely ruining the experience the game is supposed to deliver. It's no longer fun! Playing the game is NOT fun. Do you not see this?

The legendary system at it's best provides a sense of relief if you manage to get two good ones but at it's worst it just makes you furstrated, angry and disappointed.

That is NOT a good system. Let us target the items that are quickly becoming mandatory (if they aren't already) like you said would be possible.

That small change would make the expantion way better in every way. As it stands now, Legion is by far the worst expantion to date simply becuase of this legendary system.

How do you not see this Blizzard? Why aren't you listening to feedback?

We are listening to, and reading, the feedback and we're regularly forwarding the feedback on. If/when I receive any thoughts or information I can share in regards to feedback received, then I will share it with you as I always have. Not having an answer does not mean you are not being listened too.

(Source)

I'm interested to hear your thoughts :)

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The big problem is of course that some legendaries are so sh*t, subjectively AND objectively, that they're barely worth using. Solve that somehow and the problem is much smaller.

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The legendary system is in need of a fix.  However personally, It has no bearing on how I play and how I raid.  I may be the lucky one but I have a great guild and have not lost a raid spot because I did not have a legendary.  I have earned that spot by knowing my class and knowing the fights.  That is what makes a great raider.  Not a legendary.  It is sad that our community judges a player's worth by whether he was lucky or not.  If he is geared properly, and knows what he is doing then he should be accepted not shunned.  As to the jerks who rate Legion as the worst because of the system I have some strong words for you:  Nobody cares.  these are the same people who complain about too much content and a myrid of other little things.  You don't have to play trolls.  I love Legion, I think its great Blizzard has put so much in to it.  Some things are not perfect but whatever, they are trying.  Personally I am glad.  So just play the game already. 

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I have been playing for a couple of years from WotLK to now. I have gotten serious because I have liked the content on some of the expac's and eh..not so much on others. I didn't even level all my toons on WoD. But I am really liking Legion. Yes, its change and a lot of people will always complain about change. But I feel the changes were well thought out - well, expect for the leveling of profs. But that's just me complaining because i can't sit and level them through mats i've collected on other toons. I'm finding it challenging and it is going at a pretty nice clip now I understand it.

I felt strongly enough about this to actually join Icy Veins so I could comment. Blizzard, you did a good job on this one, thank you!

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It was pretty long before I got my first legendary. A healer in our guild got 3, not 1, 3 legendaries before I saw my first. Some folks got 2. She got 3 BiS legendaries while I got what is considered one of the worst Balance druid pieces (the boots). While I'm happy for her, I can't help but feel some yuckiness. It's not jealousy or envy, it's more bitterness on my part - not towards her. I don't know what it is but it doesn't feel great. I feel like my character is broken somehow, that no matter how many emissary boxes I open or mythics I go into, I'm just not going to see another legendary for a long time and when I do, it'll probably be Sephuz's Secret or Cinidaria. 

My issue isn't just with the whole bad luck scenario, it's that having "bad" legendaries feels oxymoronic in nature. They're legendaries simply because of ilvl in that aspect, because the equip just isn't that great for many of them. Imho, no legendary should be "bad". I can think of a million ways to improve and change the equip abilities of these to be more in line with what the spec needs. I mean, as it is, no legendaries assist or boost solar wrath or lunar strike, nothing boosts or assists moonfire or sunfire, yet and the one coming up seems like it may be bad news. There are so many things they could have done to make every legendary piece of equipment considered good, even if it albeit alters playstyle a bit. 

As just an example, how about having one that causes Moonfire or Sunfire to have a chance to generate empowerments for Wrath or Strike? How about one that causes Wrath or Strike to have a chance to cast Moonfire AND Sunfire on the target? Perhaps one that causes Moonfire or Sunfire charges to build up so the next one has a 100% chance to crit? Another that extends both Moon and Sunfire ticks by casting Wrath or Strike while empowered? Etc. Etc. Etc. So many ways to make legendaries NOT suck.

Now, I don't hate my legendary, I feel like it's saved me plenty but let's face it. I'm a balance druid and our healers are awesome, I probably use the ability way more than I need to - I would much rather a legendary that allowed me to boost my dps. As it is, I'm being turned down from random premade mythic groups because 1. I'm balance spec and there's a perception in the community that balance doesn't do great dps and let's face it, the truth is that with all the movement required for some of these mythic+s, that may be true (I shudder at volcanic) and 2. I have no dps legendaries. To hell if I've cleared it before or have Mythic equipment being worn, these are the reasons given to me. 

It makes me want to either just forget the spec and go heals (which I don't enjoy fulltime) or go feral (which isn't fun for me).

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To be honest about this Topic. What they wrote is just a justification for how shitty this legendary system is.
Someone on the WoW Forums wrote: "win of the casuals!" This is true. The casuals have won.
They can tell me what they want but even Player A will receive its legendary and even Player A will under very lucky circumstances get it before player B gets it.

They did soooo many things right in Legion, the artifact weapon feels great, the world quests are fine, but what they fucked up are:
1. Tab targeting; minor problem
2. Dmg balancing (we think specc A is too strong, we nerf it and buff Specc B, so Specc B is more powerful than Specc A, What???)
3. Random Luck Legendary Dropping System

My point about the legendaries is:
1. why not make them crafted? Questline that gives you the base item and you can get stuff from nhc/HC/Mythic and mythic+ dungeons to upgrade it
2. Craft it the way you want. Put some cool stats on it and choose from 2 effects for each item to put on

I dont mind if someone gets a drop before me or deserves it more than I do. But I hate is the fact that someone can get it in LFr without putting some effort into anything, while others clear mythic raids and dungeons and leave the game with empty hands.... you should be rewarded for effort, not just pure luck. it stinks ....

and... why this 895 to 910, back to 895 back to 910??

 

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16 hours ago, Lokodot said:

Four weeks in a row now I have received a helmet from my weekly mythic cache.  I have 2 legendary items, but they are sephuz and prydaz which are actually downgrades compared to gear i have in my bags.  

For M+, surely Sephuz actually performs pretty well? It depends on the class I guess, but yeah. It's worth noting that you have 2 legendaries already, so you had very good luck with getting legendaries, just not the right ones. They still do well in certain situations, they just aren't the crazy good ones.

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16 minutes ago, Lokodot said:

I think you forgot to read the rest of my post.  You're taking my words out of context and therefore you are part of toxic community within World of Warcraft.  You completely ignored the majority of my comments.  You're a bigot and completely ignorant.  In the future I would ask you to keep your opinion to yourself if you're going to take others words out of context just to try and be toxic towards others in the community.

I just didn't see much point in replying to the rest, since it was essentially a complaint about the way legendary allocation works. I was in no way toxic, a bigot or ignorant, but thanks.

Given that my job here is solely about helping people, which I do every day, I strongly doubt I am trying to be toxic to the community on purpose as you said.

Regardless, back to the point at hand; as always with these issues, there will be a vocal group. Nobody is going to come onto a forum to say, "I love Blizzard, I just got a pretty decent legendary for my main spec and I am pretty happy about it." They will tell a few friends, maybe link it in /2, whatever it might be. The reason it seems that the majority of people are unhappy is due to the fact that the most vocal people on the subject will ALWAYS be those that are unhappy. 

Let's continue on with your suggestion though. Let's allocate legendaries a better way. Now, all legendaries are awarded based on effort put in. How do we measure this?

  • Total time spent playing?
  • Time spent in instances?
  • Time spent farming herbs?
  • Time spent mining?
  • Time spent crafting gear?
  • Time spent doing World Quests?
  • Time spent wiping on a certain boss?
  • Time spent in Mythic raids?

As you can see, this list goes on and on and on. I could list every activity in the game and we could have someone do that for 24 hours straight. Every single person has participated in an activity in game for the same amount of time, they pay the same subscription fee to put in the same effort for 24 hours of time spent playing.

So who gets the legendary first?

Well, maybe we can differentiate between the activities based on the amount of effort they put into it.

  • Total distance travelled to complete the activity?
  • Total number of keys pressed?
  • Total number of mouse clicks?
  • Total number of kills achieved?
  • Total number of players killed?
  • Total number of gold earned?
  • Total number of resources earned?
  • Total amount of reputation earned?

So - No, I was not being toxic. I just didn't want to reply to a suggestion which has been explained multiple times by Blizzard as to why it does not work. You cannot simply do an equation of Effort = Reward because there are far too many different ways to play WoW, even now within PvE. If you were to remove every single other aspect of the game except PvE, you would still have World Quests, World Bosses, Raids (LFR - Normal - Heroic - Mythic), Dungeons (Normal, Heroic, Mythic, Mythic +1, Mythic +2 ... Mythic +15), Reputation Farming. If you wipe for 3 hours on a Mythic raid boss, how does that compare vs. 3 hours of clearing a Mythic+10 dungeon? Which is more difficult? Which requires more effort?

If you remove RNG, you end up dealing with a horrendous situation of completely devaluing certain areas of the game.

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1 hour ago, Lokodot said:

You're a bigot and completely ignorant.

Well, now there's a way to prove your point is valid and a concern worth addressing.

..........and then there's this.

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22 minutes ago, Lokodot said:

You are taking my words out of context again and inserting your own words.  

I'm not quite sure how I am taking them out of context when you have plainly said that allocation should prefer effort over RNG? You aren't satisfied with the in-between of bad luck protection, correct? In your own words, you said that something needs to change, right? You don't want to go further towards RNG, you don't like the current system, so naturally, the only way to go is towards effort, right?

If you needed to expand on this, why didn't you in your second message rather than deciding to call me names for no reason? Especially given that my post was attempting to shed a positive light on something you weren't happy with?

24 minutes ago, Lokodot said:

I never full said they should base the loot 100% off the effort a player puts in.  One of my main points is that these people that log in and sit idle in Dalaran, or maybe run one dungeon a week are the ones getting legendary items in my experience in the game at the moment.

I'm not going to bother with any of the insults, I'll just be ignoring them and warning you accordingly. Moving on to this, in my personal experience, the people that have no legendaries in my social circle are the people that log every few days, do a few world quests, do a dungeon or two and log off. My girlfriend logs in once per week at max, does LFR, does a Mythic dungeon or two and logs off. No legendary.

35 minutes ago, Lokodot said:

Now back to your first post, you answered many of your own questions in that post and contradicted yourself.  You were talking about me having 2 legendaries and said that is good, but then also said they are situational at best.  One is a world PVP legendary, and  the other is a minor absorb shield that more useful to LFR level players and not mythic raiders.  

Sephuz is certainly not a world PvP legendary. In M+, you can proc it in a multitude of ways. In raids, certain spells proc it even on immune bosses. There are plenty of applications in PvE, so you can't just write this off as a PvP legendary. The neck is much more situational, but if you need it for soloing elites in World Quests, you can use it. 

54 minutes ago, Lokodot said:

Two Legendary items is on the lower end for most of the community as well.  I know many players with 4-7 legendary pieces on one toon.  Even if you combined the 2 I have they still don't amount to some of the effects on the BiS legendary items for different classes in the game.

0 legendaries here over what is now 8 (I think) 110s. Most geared one isn't that high, around 865, lowest is 820 or so.

38 minutes ago, Lokodot said:

The loot system is still broken, has been, and likely always will be, but to make a players success in this expansion based on being lucky or unlucky is wrong.  You reap what you sow and there are people doing little to no work and receiving the best items in the game while people that are working hard to be successful are being oppressed by this loot system which blizzard insists is not broken.

Is it better to make a guild's progression rely on one individual? Look at Tarecgosa in Firelands. You had guilds investing every run into getting a single item for one player that was a huge DPS increase, then that person would just leave the guild. They might stop playing, get bored, whatever. How would that one person be selected? Can that person guarantee 100% attendance?

Is it better to make them an RNG drop from one boss like the Warglaives were? Should you have to sit there and divide loot to what you feel is the "best" player of that class? Should you have people sidelined on receiving legendaries just because they aren't best friends with their GM? What if you miss a raid, your legendary drops and now you won't be seeing it again for the next 6 months?

Do you see what I am trying to say here? It's not perfect, but this system of legendaries is still better than it ever was before. The people that receive this stuff for doing nothing are the exception, not the rule. There are probably millions of people that never log on and don't have a legendary, have 810 item level and do a few world quests here and there. There's probably someone out there that has full 800 gear and 1 895 piece that they got lucky with a huge TF roll on, or a legendary that they can't use properly.

Does it honestly matter? They are a huge exception. There is undoubtedly someone that got a legendary on the first WQ they ever completed. Do you think that happens to every person playing except you?

55 minutes ago, Lokodot said:

You're clearly a close minded person because you're failing to see the bigger picture here.  I don't understand how you're even qualified to be a moderator on this website with the ignorance you've put on display here.

I'm sure you'll respond with more stuff like this, telling me how bigoted I am and whatever else. Go for it. I've said my piece, I'll be putting a warning on your account for what was honestly a ridiculous first response. You could have elaborated on your point, avoided this crap and simply had a normal discussion. Instead you decided to do whatever it was that you did.

Thanks for commenting.

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On ‎11‎/‎20‎/‎2016 at 11:21 AM, Lokodot said:

Here is a radical idea, how about a system that actually rewards effort more than it rewards the so called "Player A" just because they are supposedly "luckier."

How would you measure this? Is it time put in as Blainie said?  Would it be based on dungeons run, monsters killed, bosses downed?  How?  You sure like to complain much but you don't have an answer.  RNG is in every MMO out there.  

1 hour ago, Lokodot said:

Two Legendary items is on the lower end for most of the community as well.  I know many players with 4-7 legendary pieces on one toon.

Really?  Must be your server then.  I have several toons across lots of servers and having 2 legendaries is pretty good. 

 

1 hour ago, Lokodot said:

The loot system is still broken, has been, and likely always will be, but to make a players success in this expansion based on being lucky or unlucky is wrong.  You reap what you sow and there are people doing little to no work and receiving the best items in the game while people that are working hard to be successful are being oppressed by this loot system which blizzard insists is not broken.

Why is a player's success based on that?  I have one legendary on my main (Just got it today) and I have been in many raids, mythics up to 10+ and been invited to many groups.  You know why?  I am a good player.  I know fights.  I do good dps (Ret Pally)  and I am friendly.  I have my gear ready to go for anything.  I listen and provide help where needed.  I put effort in even if It doesn't get me a legendary.  I earned my raiding spot without one.  I know many players like that.  Players who are successful and who do well in their roles.  You seem to think that a player is worthless if they don't have one, that they can't compete and be viable for raids and high level mythics.  That everything they do is pointless without the BiS legendary.  You are wrong.  Knowing how to play, what your role is and having a good attitude is far more important than what gear you have.

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Right, so I registered to make this comment, mostly because Lokodot is coming across as super entitled. I pay £9 a month to play WoW. I play whenever I have the time. I don't do half the shit you guys do. Guess what, I'd like a legendary just as oftenas you. Why? Because all our "effort" in this virtual world is giving £9 to Blizz. Nothing else you do affects their bottom line. Stop being entitled, RNG is RNG. It's Random. You're lucky or you're not, stop crying about it. Or go sue some random government because you haven't won the lottery in this perfectly fair world.

Man, I honestly feel sorry for you Lokodot when you enter the real world...

 

(edit) Darkjester, I agree with pretty much everything you said. I've got Immortal and Undying, I don't mess around when I'm in a group but sometimes you just don't have the time to play, Blizz get this and understand that your £9 is the same as everyone elses £9. If they didn't I can guarantee they wouldn't be in the position they are right now (speaking as a game dev myself)

Edited by Aerashi

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10 hours ago, Darkjester79 said:

Really?  Must be your server then.  I have several toons across lots of servers and having 2 legendaries is pretty good. 

I wish I knew what server he was on. I'd totally move there and get myself 5 legendaries, it'd be worth the transfer money tbh!

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9 hours ago, Lokodot said:

So you're pointing out the fact that you've spent more time leveling than playing toons at 110, yet you're commenting on a legendary thread that talks about people who spend time doing content at 110 on 1 toon.

In what way does that make you qualified to even have such a biased opinion on this topic?

You are aware that it takes about 10 hours to level from 100-110, right? The game has been out for nearly two months. I could have levelled 30 characters and still had 30 days of playing 1 character.

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3 hours ago, Blainie said:

You are aware that it takes about 10 hours to level from 100-110, right? The game has been out for nearly two months. I could have levelled 30 characters and still had 30 days of playing 1 character.

Right! Clearly the person does not. I am dumbfounded this person lambasted you so hardcore.  hell they got two legendaries, and here i am inheroic EN, been playing my DH tank exclusively since legion launched,  and not only do i not have my legendary i also don't have my hidden artifact appearance because it wont drop x.x, i have received 4 hateful eyes since legion launched but still no vengeance appearance. Feels bad man. Wish i was as lucky as that joe bro.

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I don't see whats so hard about it. 

Legendaries are special. RNG-Legendary-System is unfair.

 

Connect any kind of content to points for spending on a legendary of your choice. E.g. you need 250 tokenpoints for one legendary. Mythic gives 1. Every additional mythic level gives 8% more (e.g. mythic2 gives 1,08) ETC ETC.

Not too hard to make it fair.

 

MIMIMIMI BUT WHAT ABOUT OTHER LEGENDARYS EVERYONE WILL PICK ONLY THE BEST MIMIMIMI... yeah thats blizzards problem.

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2 hours ago, Darsch said:

no vengeance appearance

Only managed to get the Brewmaster Monk one so far, been doing the criteria whenever I can on other characters and still nothing. I don't even play Brew! :(

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1 hour ago, Amateurpeeweeeeh said:

Not too hard to make it fair.

How would you alter points for different affixes on M+? Some are harder than others, surely, no? Do you award more points for those that contribute more to deter boosting? Is it fair to allow someone to buy 50 M+ runs with either real money or gold and get their legendary faster than others?

How do you balance it vs PvP? Is a Mythic Helya kill worth more than achieving Rank 1? What about time disparity? Surely killing Mythic Helya in the first week is worth more than killing her 8 weeks later?

What about speed of completion in M+? 

I just think there are a lot more pieces at work here than a simple weighting of points.

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Everything about the Legendary system is awful, and it is a blight on what is otherwise an incredible expansion.  Having such powerful items be randomly given out, with players having no actual control over it, was a poor mistake from the outset. Variance sucks, especially in this regard.

This is only magnified by the fact that some of the legendaries are absurdly powerful, while others are literally worse than 860 ilvl items, and the worst legendaries are the ones that EVERYONE can get(neck and ring), which exacerbates the problem.

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      Awakened Raids
      Every two weeks during Dragonflight Season 4, one of the three Dragonflight raids will become Awakened: Vault of the Incarnates; Aberrus, the Shadowed Crucible; or Amirdrassil, the Dream's Hope. Enemies within Awakened raids are stronger and drop upgraded loot with a higher item level. Schedule Week 1 & 2: Vault of the Incarnates Week 3 & 4: Aberrus, the Shadow Crucible Week 5 & 6: Amirdrassil, the Dream's Hope Week 7+: All raids are Awakened A buff that increases reputation gain with Dragonflight reputations will be enabled whenever a specific raid is Awakened: Schedule Vault of the Incarnates: Sign of Awakened Storms – Dragonscale Expedition, Maruuk Centaur, and Iskaara Tuskaar Aberrus, the Shadowed Crucible: Sign of Awakened Embers – Loamm Niffen, Soridormi, and Sabellian/Wrathion Amirdrassil, the Dream's Hope: Sign of Awakened Dreams – Dream Wardens and Valdrakken Accord All raids Awakened: All the above reputations are increased All three raids will also drop a new tier token to exchange for new tier pieces with the appearance and set bonus combination that players voted for. Earn 1 Antique Bronze Bullion a week by defeating Awakened bosses, with the cap rising by 1 each week. Note that if you miss a week, you'll be able to catch up to the current weekly max. Exchange 2 Bullion for weapons and powerful items from the Dragonflight raids from the vendors in the Parting Glass in Valdrakken. An additional vendor nearby sells Jigglesworth Sr mount for 3 Bullion and cosmetics that grant you the choice of any raid weapon appearance at any difficulty color for 1 Bullion each. Legendary items will drop as usual from raids, but players who have previously obtained them can purchase a Scale of Awakening to upgrade their items to the Season 4 ilvls (base is 502 and can be upgraded further through Crests and Flightstones). Rewards Complete all three Awakened Dragonflight raids on Normal difficulty to receive the Voyaging Wildering dynamic flying mount. Earn the new title, "Awakened Hero", for completing the Awakened raids on Heroic difficulty. Those who complete the Awakened raids on Mythic difficulty are rewarded with Path Portals to the three raids. Mythic+
      Return to all eight Dragonflight dungeons for a refined and rewarding progression curve for Heroic, Mythic, and Mythic+ with better pacing and meaningful rewards: Ruby Life Pools, Brackenhide Hollow, The Nokhud Offensive, Uldaman: Legacy of Tyr, Neltharus, The Azure Vault, Halls of Infusion, and Algeth’ar Academy. Rewards Dedicated defenders can obtain the new Keystone Master mount, Infinite Armoredon, once the Dragonflight Keystone Master: Season 4 achievement is attained. Earn the new title "The Draconic" after obtaining Dragonflight Keystone Conqueror: Season 4 when you reach a Mythic+ Rating of 1500 during Dragonflight Season 4. "The Draconic Hero" can be earned from the achievement Draconic Hero: Dragonflight Season 4 when reaching a Mythic+ Rating in the top 0.1% of all players in your region. PvP
      Season 4 arrives with PvP rankings reset, new gear sets, mounts, titles, and more! Rewards Earn the Vicious Dreamtalon (Horde or Alliance version) for Rated Arena and Rated Battleground, and the Draconic Gladiator’s Drake and "Draconic Gladiator" title for earning the Draconic Gladiator: Dragonflight Season 4 achievement. "Draconic Legend" title can be earned after attaining Draconic Legend: Dragonflight Season 4 when ending the season in the top 0.1% of the Solo Shuffle ladder. DUNGEON CHANGES
      Dragonflight Season 4 brings with it a variety of changes, including new adjustments to dungeons, their progression, and rewards. [LEARN MORE]
      One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills. Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly. Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it’s close to M10 but not having a timer at all or affixes really offsets that quite a bit). The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today. Normal This difficulty is unchanged. Heroic The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system. Mythic difficulty changes and mechanics will not be present in this difficulty. This remains a queueable experience. Mythic The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system. There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon. The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system. Mythic 0 is still on a weekly lockout under this model. Mythic+ The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system. A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc. Affixes would slot in at +2, +5, and +10 +2 - Fortified/Tyrannical +5 - Entangling / Incorporeal etc. +10 - Bursting / Bolstering etc. Dungeon ratings should be equivalent to what they represent in the current system. There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level. At the beginning of Season 4, all Keystones will be reset to level 2, regardless of levels. This is done due to our difficulty refactoring of Mythic and Mythic+. It’s important to note that the basic structure of dungeon rewards is not changing significantly, so what you would have earned for completing a Mythic 0 will be earnable in the Heroic difficulty dungeon instead.  Crest and Flightstone rewards are changing to match the same difficulty with only some minor adjustments. Flightstone earnings for any given Mythic+ will match the equally challenging Mythic+ from previous seasons. This means that a Mythic +2 in Season 4 will give the same number of Flightstones as a Mythic +12 in Season 3 currently does. The rewards will continue to match difficulty, even if what we’re calling those difficulty changes. Bonus Flightstone awards for increasing any party member’s Mythic+ score remain unchanged. Whelpling Crests are no longer available from Mythic+ dungeons, as those difficulties no longer exist. Players can continue to collect Whelpling Crests from many outdoor sources. Players will earn 10 Drake Crests on successful completion of a Mythic 0 dungeon, as there is no timer to beat. Wyrm Crests will be available in Mythic +2 to Mythic +5 dungeons in the same quantities as existing Mythic+ dungeons. Aspect Crests will be available in any Mythic difficulty from +6 and up, also in the same quantities as existing Mythic+ dungeons. NORTHREND CUP
      On April 30 through May 14, soar through the Northrend skies with the dragonrider racing event, Northrend Cup.
      Challenge twelve races across Northrend in Normal, Advanced, and Reverse variations to earn Riders of Azeroth Badges to exchange for rewards with Maztha in Valdrakken. Complete all Northrend Cup races on Gold to earn the achievement Northrend Racing Completionist: Gold, Northrend Racer title, and Ruby Riders of Azeroth tabard. Head to Valdrakken and speak to Lord Andestrasz near the Rostrum of Transformation to pick up the initial quest.
      New rewards are available for purchase with Riders of Azeroth Badges: Icy Drake Racer's transmog set and Checkered Pennant.
      CLASSES
      Developer's note: In Season 4, we're reducing the overall throughput of some healers to better align with our tuning goals as well as increase the comparative power of Holy Paladin, Preservation Evoker, and Holy Priest without needing to further escalate the capabilities of healers.
      DRUID Restoration All healing done reduced by 5%. Does not apply in PvP combat. MONK Mistweaver All healing done reduced by 13%. Does not apply in PvP combat. PRIEST Discipline Developer's note: As part of our goal for balancing healers in raids, we would like to reduce raid healing output for Discipline Priest without affecting them in other content. Atonement transfers 35% of damage to healing (was 40%). Atonement healing increased by 70% outside of raids (was 50%). SHAMAN Restoration All healing done reduced by 5%. Does not apply in PvP combat. DUNGEONS AND RAIDS
      LOOKING FOR RAID In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties. Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size. ABERRUS, THE SHADOWED CRUCIBLE Echo of Neltharion Volcanic Heart now targets 4 players on Mythic difficulty (was 5). VAULT OF THE INCARNATES Raszageth Hurricane Wing's pushback strength reduced by 10% on all difficulties. Lightning Devastation cast time increased to 4 seconds (was 3 seconds). Flame Shield reduced by 23%. Shattering Shroud healing absorb reduced by 20%. DAWN OF THE INFINITE: HARD MODE Dawn of the Infinite: Hard Mode tuning and rewards have been updated. Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon. ALGETH’AR ACADEMY General Spellbound Scepter Arcane Rain has been removed. Spellbound Scepter Mystic Blast can no longer be interrupted. Spectral Invoker's Arcane Missiles damage reduced by 50%. Encounters Crawth Firestorm frequency reduced to 8 seconds (was 5 seconds). Savage Peck's initial damage reduced by 13%. Savage Peck's periodic damage reduced by 33%. Addressed an issue where Deafening Screech can go off after the cast is interrupted. Vexamus Mana Bomb periodic damage reduced by 20%. Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect. Echo of Doragosa New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations. Astral Breath cast time has been increased to 3 seconds (was 2 seconds). THE AZURE VAULT General Increased the Mythic+ timer by 2 minutes. Crystal Fury Piercing Shard now has a precast visual. Piercing Shard impact area reduced by 25%. Conjured Lasher Mystic Vapors will now be cast less frequently. Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds). Unstable Curator's Heavy Tome will now be cast less frequently. Drakonid Breaker Shoulder Slam's knockback has been removed. Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%. Shoulder Slam will now be cast less frequently. Encounters Leymor Erupting Fissures now follows current target player. Azureblade Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds). Umbrelskul Oppressive Miasma removed in Mythic difficulty. Crystalize now pulses Arcane damage while the crystal is shielded. Crackling Vortex now has a larger movement radius. Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location Addressed an issue where Detonating Crystals can fail to spawn. BRACKENHIDE HOLLOW General Withering debuff No longer stacks. Periodic damage reduced by 16%. Haste reduction increased to 10% (was 2%). Movement reduction increased to 10% (was 2%). Fetid Rotsinger Decay Totem health reduced by 20%. Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources. Rotbow Stalker Renamed to Rotbow Ranger. Shoot now has a recast of 6 seconds. Diseased Meat renamed to Rotten Meat, and is now a Poison dispel. Brackenhide Shaper Summon Lashers and Touch of Decay have been removed. Stinkbreath Violent Whirlwind radius reduced to 6 yards (was 7 yards). Stink Breath now locks facing after targeting a player. Stink Breath now has a visual while casting. Wilted Oak Necrotic Breath's casting visual has been updated. Necrotic Breath's cone width has been adjusted to match with the new visual. Gutstabber Withering Poison has been removed. Bracken Warscourge Bloody Bite has been removed. Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
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