Sign in to follow this  
Followers 0
Stan

wow Patch 7.1.5 Blue Posts (Class Feedback)

7 posts in this topic

2rIMbTM.jpg

Patch 7.1.5 brings heavy changes to some classes and the developer team discusses with the community the latest class changes.

The latest class changes can be found here.

Hunter (Marksmanship)

Blizzard LogoSigma

This is further exacerbated in 7.1.5.  Patient SniperPatient Sniper no longer provides an increased Focus pool, and SidewindersSidewinders generates only 35 Focus. With that in mind, and considering the passive Focus generation of 15 per GCD, Hunters are required to maintain 21.5% Haste in order to generate enough Focus to fire 3 Aimed ShotAimed Shots during Vulnerable. Firing a 3rd Aimed ShotAimed Shot during Vulnerable, especially with the new Patient SniperPatient Sniper design, is a huge DPS increase. 21.5% Haste will essentially be required for MM. This is a hard breakpoint, and should be eliminated before 7.1.5 goes live.

There's a lot to discuss here--some we agree with and some we don't--but I want to swing by at least on this specific observation. We agree we don't want a major breakpoint between 2 and 3 Aimed ShotAimed Shots after a Marked ShotMarked Shot (at least, not at a middling amount like 21% haste that will affect gear choice throughout the expansion). We're not decided on a fix yet; in particular, whether the standard amount should be two Aimed ShotAimed Shots after a Marked ShotMarked Shot, or three (if two, it would still be okay to have three during BloodlustBloodlust and similar situations). The ability would be tuned around whichever option. Two has some advantages like concentrating the Vulnerable burst more, requiring standing still for less time to fully utilize it, and potentially having enough leeway for an instant before one of the Aimed ShotAimed Shots.

(Source)

Monk (Windwalker)

Blizzard LogoOrnyx

Hey all,
Just to reiterate here (saw it brought up in the Live Q&A chat today), but we are aware of feedback regarding both Storm, Earth, and FireStorm, Earth, and Fire and SerenitySerenity on the 7.1.5 PTR.
I don't have anything specific for this moment, but know that we've passed along notes on both of these skills to the development team. We will update you once we have more to share.

Thank you for a response - any response.
Please, though, don't let this be like what happened on the 7.1 ptr and the Demon Hunters, where we got this exact sort of message, and then silence. Last time, when that happened, I rerolled to monk. I'm so anxious it will happen yet again.
Not necessarily our goal, and I'm not saying we have any changes planned for these two skills within 7.1.5's PTR cycle (I am not sure what's on the plate there for further Monk changes), but I would like to at least work to get something shared on this, whether its a bit of philosophy or otherwise.
We have had some communication shortcomings over the past while, but we are trying something a bit new with our internal processes which should benefit us all in the long-term. :)

He also mentioned that they will be taking a look at SerenitySerenity, just as a note! 
Edit: Here's a link to the portion of the Q&A where Ion and Josh talked about Storm, Earth, and FireStorm, Earth, and Fire and SerenitySerenity.

(Source)

Shaman (Enhancement)

Blizzard LogoLore

BoulderfistBoulderfist is intended as a talent choice that creates some gaps in your rotation, by replacing your no-cooldown resource builder with something that’s overall stronger, but has charges. In 7.1, the recharge time isn’t long enough for those gaps to ever actually happen, especially with the most popular Enhancement talent build adding several more active abilities to your rotation. Its power level was also simply too high, and in this case, we’d rather let this talent have its intended effect on the pace of your rotation and buff the spec as a whole to compensate. 

Our intent is that if you want to use an ability every GCD, you should choose one of the other options in that row. BoulderfistBoulderfist should result in an overall more methodical pace that is more about having a little time to plan upcoming abilities. When BoulderfistBoulderfist is the hands-down best option in that row, that doesn’t feel like much of a choice, and as we continue tuning for 7.1.5, we hope to address this by bringing it in line with the others.

While I can appreciate that there was an original design intent behind Boulderfist, the spec as it currently exists on Live is as enjoyable to play as it's ever been since I rolled my Shaman back in BC.

We've heard it reiterated over and over (and over) again by the developers that if something about a spec felt too mandatory, it would just get rolled into the spec. I play this spec as my main because it is fun; if I cared strictly about maximum overall damage output, I'd focus on my Rogue instead. Changing a mechanic like this runs counter to the design philosophy that's been so oft repeated.

Thanks for all the feedback; this has been a consistent theme throughout the thread and elsewhere. And we don't want to disrupt the familiar playstyle of 7.1 Enhancement, if in fact the specific pacing of BoulderfistBoulderfist's recharge time is a major part of what makes it work so well. We will still have to address the power level in some way without diluting the feel that's been discussed here. We are currently planning the following for PTR (uncertain on timing):

(Source)

Warlocks

Blizzard LogoSigma

That's all fine and dandy, now get to work fixing warlocks.

Incidentally--Imp/Succubus/Voidwalker/Felhunter/Felguard all deal 20% more damage. Most of that was datamined normally, but in particular, the increase to Felguard's attack power likely was not (simply because it's something that happens server-side).

I can think of one other thing worth calling attention to for feedback/testing that may have been missed: Enchant Neck - Mark of the Ancient PriestessMark of the Ancient Priestess and Enchant Neck - Mark of the Distant ArmyMark of the Distant Army should do noticeably more healing/damage and be more worth using. Some of the stat-based neck enchants were also increased, but that will be clear in tooltips. Enchant Neck - Mark of the Hidden SatyrHidden Satyr scales correctly with gear now as well, and may be slightly weaker, but for the most part the other enchants were buffed to roughly its level.

(Source)

1 person likes this

Share this post


Link to post
Share on other sites

AND STILL NOTHING TO UNHOLY ! I hate you Blizzard, i just hate you SO MUCH.

 

Share this post


Link to post
Share on other sites

Isn't Unholy one of the best designed specs atm? Blizzard has worse things to worry about.

Share this post


Link to post
Share on other sites

Really mate ? It´s RNG is ridiculous and it´s one of the worst dps in the game, worse being only survival hunter or in some cases arcane mage.

Share this post


Link to post
Share on other sites

Only reason arcane COULD be that bad is someone not flipping between conserve and burn phases and burning up all their mana without Evo ready.

Although Survival could use some love, still, no arguments there.

I do agree unholy could do with a review, compared to Frost Spec especially, or Arms Warr's.

Edited by Conso

Share this post


Link to post
Share on other sites
On 12/10/2016 at 9:05 PM, Conso said:

I do agree unholy could do with a review, compared to Frost Spec especially, or Arms Warr's.

I feel like people think Unholy is very neglected because Frost has basically completely changed rotation and setup multiple times this expansion already. It probably feels like all the attention is on Frost.

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
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Plenty of Legion RNG comes from Diablo III. We've got "Bounties" in form of World Quests and in Patch 7.2 we get two additional Diablo elements - Reputation Paragon & Kadala!
      Legendary Targetting
      Relinquished Items were added yesterday in the latest build of 7.2 (#23623). The items are unique per slot and have a chance to contain a Legendary item.
      A funny thought quoting redditor WoWAltoholic here:
      New Meta: Roll new character, avoid any activity that can drop a legendary and only farm and gamble on the biS legendary using this vendor, banking on the much higher drop chance for 1st and second legendary.
      Congrats this is your new main.
      (Source)

      Image courtesy of redditor ShadeofIcarus
      The items can be bought from a vendor on the Broken Shore. The currency is Nethershard used during the Legion invasion event. You gain Nethershards when killing rares on the Broken Shore. Prices are just placeholders so players can't access them for now. It's literally Timeless Isle v 2.0.
      Lore (Source)
      Yeah, the primary purpose here is similar to the gear vendors from the Timeless Isle or Hellfire Peninsula. Adding the ability for these items to create Legendaries is just an extra bit of functionality that makes sense for Legion.

      Note that the actual costs of the tokens are intentionally much higher than their final values will end up being, as they’re not ready for testing. Making them prohibitively expensive was just an easy way for us to make sure they’re inaccessible for now. Reputation Paragon
      For every 20,000 reputation gained past Exalted, you'll get an emisssary chest which has a chance to contain a mount.

      Image courtesy of redditor cardiganz
      The following caches can be obtained:
      Dreamweaver Cache Farondis Chest Highmountain Supplies Nightfallen Cache Valarjar Strongbox Warden's Supply Kit Mounts they can contain were added in yesterday's build.
      Cloudwing Hippogryph Highmountain Elderhorn Leywoven Flying Carpet Valarjar Stormwing Wild Dreamrunner Below are the new mount models taken from the Mount Journal.

    • By Stan

      Another preview is up and this time we'll be dealing with Hunter's Class Mount Huntmaster's Loyal Wolfhawk that is obtained through the Night of the Wilds quest. There are three different color variations for Hunters.
      The Hunter's wearing Normal difficulty Tier 20 Set that drops in the Tomb of Sargeras. Tier 20 Sets throwback to Tier 6 Sets, they are even named identically. 
    • By Starym

       
      More AP system explanations, specifically surrounding the new 50-point trait.
      The discussion around the AP system continues, as several top PvE players have expressed a dislike of the new "infinity" artifact trait, Concordance of the Legionfall, as it's going make their AP grind a whoole lot longer (it's actually "only" 50 ranks, not infinity, although for most players it may as well be). However, the new final trait system is intended to alleviate AP concerns, as  we already saw Game Director Ion Hazzikostas address them, and we now get even more insight, this time focused specifically around the new trait.
      In short, the intended fixes are the fact that it's a proc and not a permanent buff, that it's a primary stat boost and not a % one, that individual ranks are less impactful and the fact that the cost will increase exponentially (as you can imagine the top end raiders "loved" this one in particular).
      Lore (source)
      Ion alluded to some of this in his post last week, but essentially the goal here is to address what we believe to be the core of the issue with the 7.0 final traits: the large gap in player power it created between players who spent a lot of time farming AP and those who spent their time on other endeavors. To that end, there's four key changes:
      #1: The individual ranks are less impactful. This was honestly one of the biggest issues with the 7.0 design. Grinding out a couple million Artifact Power for a 0.5% raw damage increase was just too lucrative compared to other methods of endgame progression - even eclipsing gear for some players. The goal for the new 7.2 design is that the next rank is still an increase, and you won't turn it down, but it's not your primary focus.
      #2: The rate at which the cost for the next rank increases is higher. In the 7.0 design, someone who farmed twice as much AP as you had roughly twice as many ranks as you. While rewarding the extra effort isn't a bad thing, it doesn't need to be nearly that rewarding. By making each rank's cost increase exponentially, we can help ensure that you're never too far behind even if you aren't spending as much time farming AP. It also means that, as Artifact Knowledge increases, it'll be easier for alts or newer players to catch up.
      As a quick aside, to put some extra context on both of those changes: we always want Artifact Power to be of at least some value to you. It's fine to reach a point where you're not going out of your way to earn it, but it's purpose is to be a fairly reliable form of progression. If you spend an evening raiding, or run a few dungeons, or do some PvP, but don't get any gear upgrades, you should still be able to say "at least I earned some Artifact Power" with some level of satisfaction.
      Anyway, key change #3: The new trait gives a primary stat bonus instead of a percentage-based increase. With the 7.0 design, as your gear improved, so did the total benefit you were getting from your final trait. Changing to a primary stat bonus means it's giving roughly the same benefit to someone at ilevel 900 as it does to someone at 850. Again, the goal here is to reduce the overall power gap.
      And finally, #4: It's a proc. I know anything that involves RNG is often controversial, but this is, in my opinion, a great example of where it's extremely useful. This is for two reasons.
      First, it kind of muddies the waters a bit. When you wipe on a boss at 1%, or just barely miss a kill window, it can be easy to say "if Todd was doing 2% more damage we'd have won." But when it's a proc, you can't actually be that sure. Maybe Todd needs more AP, or maybe he just got unlucky with procs. Maybe the wipe wasn't Todd's fault at all. Maybe you should be a little nicer to Todd.
      Second (and more importantly), it allows for player skill to play more of a factor. If you're the sort of player who can pay attention to procs and adjust your rotation on the fly (say, a healer who chooses to use cheaper spells while it's active, or a damage-dealer who saves a charge of their hardest-hitting ability), you're going to get more value out of the new trait than someone who ignores it.
      I've seen some initial feedback that indicates some specs are likely to benefit from these more than others - to some degree that's expected, but specific feedback on which specs those are and why is very helpful. We're still actively tuning and tweaking things, so please keep that feedback coming.
    • By Stan

      Further fixes for Legendary items underway. Relinquished items were introduced in the latest build of 7.2 (#23623). The items are unique per slot and have a chance to contain Legendary items.
      Relinquished Items
      The persisting problem with Legendaries is that you don't get the one you want or need. Not anymore though. Relinquished items discover an item appropriate for your loot specialization and not only that, they have a chance to contain a Legendary item, most likely on a slot-per-slot basis.
      Relinquished Bracers Relinquished Choker Relinquished Cloak Relinquished Gauntlets Relinquished Girdle Relinquished Hood Relinquished Leggings Relinquished Ring Relinquished Spaulders Relinquished Treads Relinquished Trinket Relinquished Tunic Example: Relinquished Hood may contain only Head slot Legendary items, such as Darckli's Dragonfire Diadem or Uncertain Reminder. Such slot restrictions increase the chances of getting the Legendary item you want. The question is what's the probability of getting a Legendary item?
      Unidentified Legendary Items
      The previous build (#23578) added items that create Legendaries based on your set loot spec. This may represent an overall fix for loot spec problems. I think unidentified Legendaries will drop by default and we won't need to worry about loot spec.
      Unidentified Death Knight Legendary Unidentified Demon Hunter Legendary Unidentified Druid Legendary Unidentified Hunter Legendary Unidentified Mage Legendary Unidentified Monk Legendary Unidentified Paladin Legendary Unidentified Priest Legendary Unidentified Rogue Legendary Unidentified Shaman Legendary Unidentified Warlock Legendary Unidentified Warrior Legendary Taken from here.
      What do you think about the latest changes?