Stan

Patch 7.1.5 Blue Posts (Class Feedback)

Sign in to follow this  

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)

  • Like 1

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  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Update: We have a tweet from the devs clarifying the 50% nerf to Azerite traits in PvP, noting that it supercedes all previous individual nerfs:
      _____________________________________________
      Original post:
      Here come the first hotfixes of the new patch (which, for some reason, isn't patch 8.1.5, or 8.1.1 for that matter...) featuring a flat 50% nerf to ALL Azerite traits in PvP, Mythic+ changes in the form or Fortified and Bolster affixes not affecting Reaping ghosts and the Motherlode getting some enemy forces tweaks, as well as some invisibility potion changes.
      January 22 (source)
      Dungeons and Raids
      Fortified and Bolster will no longer increase the health of the Reaping ghosts. The MOTHERLODE!! Fixed an issue causing Venture Co. Earthshapers to count double towards Enemy Forces criteria on Mythic Keystone difficulties. Slightly reduced the total Enemy Forces count. Items
      Potions that grant the player Invisibility (such as Demitri's Draught of Deception ) now place a 5-minute cooldown on all other potion types (was 10 minutes). The shared cooldown time for invisibility potions remains 10 minutes. Fixed a bug that prevented Tome of Town Portal from being properly affected by Seafarer’s Hearth. Player versus Player
      Every portion of Azerite powers that scale with item level have been reduced by 50% in PvP. Developers’ notes: This addresses how the additional new ring of traits affects power in PvP. The change includes all spec- and class-specific traits, as well as all multi-class traits, regardless of which ring they’re on. This change also overwrites all previous reductions to Azerite Traits in PvP that occurred during Season 1, as they will all now have their reduction set to 50% effectiveness. Non-scaling and non-stacking effects are unaffected by this adjustment. Resolved an issue that caused Sinister Gladiator's Maledict to not strike enemy players who have moved out of line of sight after the initial activation of the trinket. Quests
      Players on "The Lord Admiral's Lament " while on the Saurfang questline should now be able to see Isabella. “Quartermaster's Bounty ”, in which you turn in 10 Quartermaster's Coins to get a Battleborn Sigil, is now a weekly repeatable quest.  
      Previous hotfixes.
    • By Starym
      Wildcard Gaming finished up the Battle of Dazar'alor, downing Jaina Proudmoore World First on Heroic and crossed the finish line on 9/9 bosses down! It's a Horde first kill, which usually isn't that relevant, but since this raid has a particular faction-themed bent it's slightly more so. The speed of the kill was expected, as pretty much all Heroic endbosses die on the first day. The real race starts next week and we'll have plenty of content to enjoy, between Method and Exorsus streams, our own daily race recaps and the live progress coverage over at Method's raid race site as well.

      And here's the video of the kill:


       
    • By Stan
      Here's a look at the Alliance Intro Cinematic from the Battle of Dazar'alor. It shows their arrival at the Port of Zandalar, and while the fleet appears to be hopelessly outmatched, in the end, the tides of war shift in their favor.
      Lord Admiral Jaina Proudmoore and Gelbin Mekkatorque make landfall at the Port of Zandalar after defeating the Zandalari fleet with Mekkatorque's magic device that makes all boats explode.
      Earlier today, we previewed the Rastakhan Defeat Cinematic. This video was uploaded by MMO-Champion and you can find the source article here.
    • By Stan
      Blizzard today clarified in a series of blue posts that clearing the new raid won't be required to unlock Zandalari Trolls and the Allied Race isn't coming with the raid or Mythic Season 2, but later in Patch 8.1.5 as stated at BlizzCon.
      If you've been patiently waiting for the new Allied Races to arrive with Mythic Season 2 and Battle of Dazar'alor, you'll have to wait a little longer. Both Allied Races will arrive in Patch 8.1.5 and Blizzard also specified unlock requirements for both. The good news is that clearing the new raid isn't required to start the quest to recruit them, but you'll still need to complete the entire War Campaign up to the last chapter, reach Exalted with two factions, and complete the story of Kul Tiras & Zandalar.
      Unlock Requirements
      Allied Race Unlock Requirements Kul Tiran Humans Exalted with Proudmoore Admiralty + Tides of Vengeance + Zandalar Forever! Zandalari Trolls Exalted with The Zandalari Empire + Tides of Vengeance + A Nation United Are you disappointed that Kul Tiran Humans and Zandalari Trolls will not be available in Tides of Vengeance or do you not mind at all? Let us know in the comments!
      Blizzard (Source)
      I’m curious if I can unlock it today or if I have to wait for the new raid to go to raid finder, anyone know for sure?
      At BlizzCon we talked about these Allied Races coming in Patch 8.1.5. It might feel like a new patch day with the season update and raid opening up today, but this is still the continuation of the Tides of Vengeance story. We will have more information on the Zandalari and Kul Tiran soon!
      The wait sucks, but I’m at a point of apathy about it now. I wish more clear info would come out about to what extent raiding is related to unlocking the two races. Can the quest be done in LFR if a quest is needed?
      There will be no raiding required. Some people may have seen the requirements on the PTR and we do plan to talk about them more to help spread the word.
      As it currently stands, if you do the Zandalar quest arc (through the Blood Gate quest and Zul’s death), the War Campaign through the Tides of Vengeance achievement, and get Exalted with the Zandalari Empire, you will be able to do the questline to get access to the Zandalari Allied Race as soon as 8.1.5 goes live.
      What are the requirements for Kul’tirans? I’m assuming something equivalant to the Zandalari but specifics matter.
      Tides of Vengeance War Campaign achievement is the same. The story arc should be “A Nation United” achievement. Exalted with Proudmoore Admiralty.
    • By Stan
      Our friends at MMO-Champion uploaded the Rastakhan Defeat Cinematic to their YouTube channel, and it's full of juicy spoilers. Learn more about what happens to the king in the Battle of Dazar'alor raid!
      The fate of Rastakhan was sealed the moment he made a desperate deal with Bwonsamdi, the Loa of Death. Rastakhan was truly desperate and in need of power to defend his kingdom from Zul and G'huun, after his beloved Rezan died.
      Rastakhan promised Bwonsamdi to serve him in life and death and in Battle of Dazar'alor raid, he falls victim to the Alliance forces who marched upon Dazar'alor. In the cinematic, we can see the king dying in Talanji's arms as she learns about Rastakhan's deal with Bwonsamdi.