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Legion Developer Q/A Recap: January 12

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Senior Game Designer Paul Kubit sat down with Josh "Lore" Allen and we learned some interesting information. Timewalking raids are in the works and Patch 7.2 is hitting test realms soon.

Auction House

  • Blizzard keeps monitoring items that are too expensive and adjusts the cost.
  • Specifically, Tome of the Tranquil MindTome of the Tranquil Mind was mentioned as being too expensive.

Brawler's Guild

  • No plans to add any new bosses to the Brawler's Guild this expansion.
  • The difficulty curve is good as early bosses are accessible by most players and later encounters prove to be more challenging.
  • No Boss Health adjustments have been made for specific specializations.

Professions

  • The team is happy with primary profession quests involving dungeons.
  • Materials aren't cheap in Legion, because they need to be gathered as there is no Garrison. Another contributing factor that affects prices is banning botters.

Recipes (Rank 3)

  • Rank 3 recipes could be made less rare at the end of Legion.
  • Having a rank 3 recipe helps players make a little more profit.
  • There's no problem with RNG and rank 3 recipes, you can still craft that item even if you don't have it.

Crafted Gear

  • ObliterumObliterum upgrades help to keep crafted gear relevant.
  • With increasing item level on gear, crafted items need to stay relevant throughout the expansion.
  • Patch 7.1.5 added Engineering Goggles.
  • Patch 7.2 will add many new recipes for both primary and secondary professions.
  • There will be no items that will help you reroll secondary stats on crafted gear. If you need different stats you have to craft another item.

Primary Professions

Gathering Professions

  • A third slot for a gathering profession is something considered, but players that want an additional slot just don't want to get rid of their existing professions.

Engineering

  • The goggles introduced in 7.1.5 have the highest item level of craftable items so far in Legion (880) and take time to craft.
  • They have random stats.
  • You can either farm or buy Hardened FelglassHardened Felglass.

Skinning

  • The team wants to make skinnable NPCs multi tap.

Secondary Professions

  • Archaeology
    • The profession isn't supposed to be an endless grind and Patch 7.2 will make Archaeology better (new mounts and pets?).
  • Cooking
    • As there were many quests for primary professions, the team didn't want the same to happen with secondary professions and overload players with too many quests.
    • Nomi is perhaps too random, but in 7.1.5, the chance to get new recipes has been significantly increased.

Obliterum

  • The bracers gating behind the Obliterum Forge will be reduced in a future patch.

Micro-Holidays

  • Call of the Scarab is the first micro-holiday on live realms starting January 21.
  • There are no permanent rewards from micro-holidays, because of their short duration.
  • It's a cool idea to use them for leveling.

Patch 7.2

  • Is hitting Public Test Realms soon.

Timewalking

  • Is here to make content from two or more expansions relevant again.
  • The devs are discussing an item level increase on Timewalked gear.
  • No Scholomance during MoP Timewalking, it revolves around MoP dungeons situated in Pandaria.
  • The team hasn't considered to bring Vanilla Timewalking as the content isn't challenging and tuned for max level players.
    • It doesn't mean it couldn't be added in the future, but it's not a priority right now.
  • Timewalking Raids are coming in the future.

Weekly Bonus Events

  • Keeping Timewalking rare helps making it great.
  • The team is observing the weekly events and will remove those unpopular.

VoD

 

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Well, Timewalking dungeons = at-level Heroic, except you don't outgear it as much as you may have back then.

Does this mean Timewalking raids = Heroic difficulty at-level? ;p That could potentially be a really big mess if this was done through LFR haha. They may just make a Raid Finder difficulty for those old raids that is tuned lower than the original difficulty so that LFR can do it, but it would be really cool if you could choose to enter Normal or Heroic difficulty with a premade group (with increased ilv rewards as usual.)

Although now that I think about it, the weekly nature of Timewalking means that these wouldn't really be viable as guild content; you can't really progress on a raid that only lasts a week and doesn't come back until months later.

Edited by Ammako

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Professions are abysmal. If they are happy with the state of professions they are clueless. Instead of comparing them to the last expansion, why don't they compare them to earlier expansions as well?

I'd much rather have professions be part of the RPG experience and not merely something you do to make gold. I don't feel like any of them are truly unique to a specific class, as far as armor, weapons, etc., are concerned. If I'm a plate armor wearing class, I'd like mining and blacksmithing to have a little more significance. Not as merely a means to get a rare mount or create a unique pet.

Timewalking does not really make previous content relevant because it has nothing to do with what's going on in the current expansion. It's also way too easy.

Edited by ChaosDecides

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6 hours ago, ChaosDecides said:

Professions are abysmal. If they are happy with the state of professions they are clueless. Instead of comparing them to the last expansion, why don't they compare them to earlier expansions as well?

I'd much rather have professions be part of the RPG experience and not merely something you do to make gold.

Did you think the questing process and such was good for professions or not?

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13 hours ago, Stan said:

Professions

  • The team is happy with primary profession quests involving dungeons.

I am perfectly happy with professions involving dungeons.  As well as the fact that there actually are profession quests.  It brings a different aspect into the game that gives you something to do other than mindlessly grind quests, dungeons, and pvp like we have had to in the past just to pass the time. 

13 hours ago, Stan said:

Crafted Gear

  • ObliterumObliterum upgrades help to keep crafted gear relevant.
  • With increasing item level on gear, crafted items need to stay relevant throughout the expansion.

I personally appreciate what Blizzard is trying to do but I completely disagree.  I don't think that crafted items need to stay relevant throughout the expansion because crafted items have always been a stepping stone with the exception of key resistance items in Vanilla and the crafted gear in WoD.  I think that crafted gear should plateau around Heroic/Mythic difficulty and further gear upgrades should come from raids, mythic+, and pvp content.

13 hours ago, Stan said:

Skinning

  • The team wants to make skinnable NPCs multi tap.

I think this is a phenomenal idea, especially with the changes to lootable NPCs being multi tap.

14 hours ago, Stan said:

Timewalking

  • Is here to make content from two or more expansions relevant again.
  • The devs are discussing an item level increase on Timewalked gear.
  • No Scholomance during MoP Timewalking, it revolves around MoP dungeons situated in Pandaria.
  • The team hasn't considered to bring Vanilla Timewalking as the content isn't challenging and tuned for max level players.
    • It doesn't mean it couldn't be added in the future, but it's not a priority right now.
  • Timewalking Raids are coming in the future.

Timewalking isn't really relevant, as it has no bearing on current content and is only around as a weekly event to try to keep players interested in the game.  Timewalked gear, in my opinion, should be about the level of heroic dungeons.  Vanilla timewalking dungeons would be super fun if they were in the old style and not this "run through pull the whole dungeon kill it all at once" philosophy.  Not considering to bring Vanilla timewalking in to the picture because the content isn't challenging and tuned for max level players is horsecrap because neither are any prior expansions to the current one.  All expansions from Vanilla to WoD are no longer challenging and tuned to for max level, the dungeons even during timewalking phases aren't challenging and tuned for max level.  Timewalking raids.... there's so much wrong there.  Interesting concept but unless executed perfectly will spell disaster for the entire timewalking platform.

 

TL;DR  Professions are fine, crafted gear should be a stepping stone, yay for skinning multi tap, timewalking is a novel idea but not a challenge.

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Not tuned for max level because for the most part, dungeons were levelling content (there were only a few like LBRS that were relevant at max level, to get dungeon tier gear which was a stepping stone to the regular raids.)

BC dungeons had Heroic difficulty which very much was tuned for Lv. 70 players. Same for WotLK, same for Cata, same for MoP. To make Vanilla timewalking dungeons they would have to go back and design Lv. 60 versions of every dungeon, properly tuned for 60. Hence they haven't considered it, but it can be done in the future.

"Timewalking raids.... there's so much wrong there.  Interesting concept but unless executed perfectly will spell disaster for the entire timewalking platform" , elaborate, you can say "there's so much wrong here" but if you don't really have compelling reasons for saying so then it doesn't really mean anything.

Edited by Ammako

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3 minutes ago, Ammako said:

"Timewalking raids.... there's so much wrong there.  Interesting concept but unless executed perfectly will spell disaster for the entire timewalking platform" , elaborate, you can say "there's so much wrong here" but if you don't really have compelling reasons for saying so then it doesn't really mean anything.

It doesn't have to "really mean anything" to you.  It was a statement plain and simple.

Since you brought it up though, let's explore.

Timewalking dungeons are currently old world dungeon content that has been tuned so that players at least one expansion beyond the content are tuned down to that level.  This in itself is fine as it puts players in content that should be the same level as them.  The problem with this is that you can't accurately tune stats down to duplicate the experience when the dungeons were current content due to current stat scaling.  This means that PCs that meet the level requirements of the timewalking content are over powered compared to someone that would actually be running that content as current.

This is where timewalking being a novel concept yet not being anything more than a nostalgia run comes in to play.  If we take these same principles and apply them to Timewalking raids then you are looking at people running old world raid content without the difficulty of what a raid is supposed to be.  Raids are by design progressive content.  Example: 10 players get together to run a 9 boss raid dungeon for the first time.  They engage the first boss, and shortly after wipe.  6 tries later they manage to down the boss.  They then progress to and engage the second boss which takes 10 tries due to increase in difficulty.  This pattern continues until eventually they have managed to get all 9 bosses down.  In the process most of them have received an item upgrade that would significantly increase their damage and ability to perform the next week.  This process continues throughout normal, heroic, and mythic difficulties until these 10 players are able to basically walk through every fight with zero issues and one-shot kills every time.

Since, currently timewalking dungeons are not a challenge due to tuning and stat scaling, how would they actually make timewalking raids a challenge? and as you said...

15 hours ago, Ammako said:

Although now that I think about it, the weekly nature of Timewalking means that these wouldn't really be viable as guild content; you can't really progress on a raid that only lasts a week and doesn't come back until months later.

You can't really progress in something that's only available for a short time every so often.

In order to not have a complete disaster on their hands my suggestion would be have timewalking raids open for a month, able to join via group finder, and overtune the raids to compensate for the undertuning of dungeons.

And personally I'm not sure why you felt compelled to question my statement when I agreed with your statements in fewer words.

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5 hours ago, DeathsDesign said:

Not considering to bring Vanilla timewalking in to the picture because the content isn't challenging and tuned for max level players is horsecrap because neither are any prior expansions to the current one.  All expansions from Vanilla to WoD are no longer challenging and tuned to for max level, the dungeons even during timewalking phases aren't challenging and tuned for max level.

My thoughts exactly. 

I would say that the entire timwalker process is awfully easy, although I recognize its probably just for levelling and max level boredom busters via old content, pets and mounts and xmog. 

But the reasoning they dont do it at all, is that it's "too easy" is mind boggling.

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4 hours ago, DeathsDesign said:

And personally I'm not sure why you felt compelled to question my statement when I agreed with your statements in fewer words.

So because part of your post agreed with me, means that your entire post does? ;) That's not really how it works.

I'm saying that they can't work as progression content if they are weekly. Just because they can't be proper guild progression content doesn't mean it can't work fine as LFR.

You're saying that "it would be a complete disaster for the entire timewalking platform" which is a completely different point of view altogether.

1 hour ago, PatrickHenry said:

But the reasoning they dont do it at all, is that it's "too easy" is mind boggling.

That is a gross oversimplification of their reasoning.

Edited by Ammako

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Well considering when I read your post I didn't have any reason to disagree with it at all would be an indicator that I agreed with you, therefore my statement agreed with you.  Either way I'm not going to get into a who's what is better.  I stand by what I said whether you agree, understand, like, dislike, disapprove of, or whatever, It is what it is.

And it's not a different point all together because of the fact that overall the current timewalking platform is just kind of hanging on.  If you fail to implement timewalking raids properly it impacts the "overall" (not the individuals but the mass's) view of the timewalking platform.  Fail one aspect most people in today's society will see the entire project as a failure and lose faith in it.  Succeed in every aspect and it's a working model.

Personally I'm not a fan of timewalking period.  I do it to get the weekly quest done and I'm over it.  However that doesn't mean I can't see the benefit of it and it's purpose.  Just because I don't like something doesn't mean it's wrong or a trash idea.  It just means that I'll find other means to occupy my time instead.

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On 1/13/2017 at 6:36 AM, Blainie said:

Did you think the questing process and such was good for professions or not?

The questing process was fine. I would have rather had to unlock 800 through a quest chain than to be forced to create expensive items with a low probability of increasing the prof level. When all recipes are either greyed out or green, and the mats needed to craft the items are incredibly expensive, trying to get the final 10 or so levels is just masochistic.

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On 1/15/2017 at 3:17 PM, ChaosDecides said:

The questing process was fine. I would have rather had to unlock 800 through a quest chain than to be forced to create expensive items with a low probability of increasing the prof level. When all recipes are either greyed out or green, and the mats needed to craft the items are incredibly expensive, trying to get the final 10 or so levels is just masochistic.

Yeah, I'd definitely agree on that. Having to funnel guild funds at one person (we spent nearly a million on 1 person's professions at the start of the xpac) simply due to ridiculous bad luck on skill ups just kinda sucks.

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On 1/12/2017 at 7:06 PM, Stan said:

The team hasn't considered to bring Vanilla Timewalking as the content isn't challenging and tuned for max level players.

 

On 1/13/2017 at 4:41 PM, Ammako said:

That is a gross oversimplification of their reasoning.

Hey, I can only go by what was stated originally. 

...and that sure sounds like "too easy." 

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On 1/16/2017 at 7:40 AM, Blainie said:

Yeah, I'd definitely agree on that. Having to funnel guild funds at one person (we spent nearly a million on 1 person's professions at the start of the xpac) simply due to ridiculous bad luck on skill ups just kinda sucks.

Dude, that's insane.

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      General Draven
      Anima Infusion - Earning Anima improves your armor's remaining durability. Expedition Leader - Leaving a resting area increases your mounted speed by 10%, and your out of combat regeneration by 100%. Lasts 10 min, and completing a World Quest refreshes the duration. Built for War - While you are above 80% health you gain 1% pri every 3 sec, stacking up to 5 times. If you fall below 50% health, this effect is lost. Superior Tactics - Successfully interrupting an enemy or dispelling an ally increases your critical strike chance by 10% for 10 sec. This may only occur once every 30 sec. Hold Your Ground - Standing still for at least 4 sec grants you 10% increased Stamina, and 4% increased healing done. This effect persists for 4 sec after you start moving. Enduring Gloom - Door of Shadows grants you a shield that absorbs damage equal to 15% of your maximum health. Lasts 8 sec. Move As One - When a nearby ally gains temporary increased movement speed, you also gain the benefit, up to 30%. Call to Action - Activating your Venthyr class ability grants 10% Versatility to you, and 4% Versatility to up to 4 nearby allies. Lasts 10 sec. Nadjia the Mistblade
      Agent of Chaos - Door of Shadows disorients all nearby enemies at the target location for 8 sec when you appear. Fancy Footwork - Door of Shadows increases your movement speed by 80%, decaying over 6 sec. Friends in Low Places - You loot 20% more Infused Rubies, and dredgers throughout Revendreth offer you an expanded selection of goods. Exacting Preparation - The benefits of Well Fed, Flask, and weapon enchant effects are increased by 15%. Familiar Predicaments - The duration of incoming interrupt, snare, and root effects are reduced by 25%. Dauntless Duelist - The first enemy you damage in combat is marked as your Adversary. You deal 4% more damage to them, and they deal 2% less damage to you. You may only have one Adversary at a time. Thrill Seeker - While in combat, you gain a stack of Thrill Seeker every 2 sec, or 4 stacks on killing an enemy. At 40 stacks Thrill Seeker is consumed to grant you Euphoria, speeding up everything you do by 20% for 10 sec. Thrill Seeker decays rapidly while you are not in combat. Theotar the Mad Duke
      Watch the Shoes! - Door of Shadows frees you from roots and snares. Leisurely Gait - Door of Shadows is instant cast, but its cooldown is increased by 30 sec. Refined Palate - The effects of combat potions last 10 to 100% longer. Soothing Shade - Your spells and abilities have a chance to call Tubbins and Gubbins to your side for 12 sec, parasol in hand. Standing in the shaded area grants you 10% Mastery. Token of Appreciation - Grant a shield that absorbs 800 damage to allies who aid you with healing or beneficial magic effects. You will only shield each ally once every 20 sec. Life of the Party - During the Ember Court, your Guests gain additional Happiness for each event completed. When the Court concludes, the effects of any Decrees bestowed upon you are increased. Impeccable Style - Theotar will cover the costs of your Transmogrification. Exquisite Ingredients - Theotar will send you an assortment of flavorful herbs when you complete activities that contribute to your Great Vault. A Matter of Perspective - When you would suffer lethal damage instead gain Peculiar Perspective, preventing all damage dealt to you and healing you for 50% of the amount prevented for 4 sec. You may only benefit from this effect once every 8 mins. What do you think about Soulbinds? Let us know in the comments down below!
      A deep-dive into the Soulbind system and all talent trees coming in Shadowlands.
    • By Starym
      A lot of you might know this little trick already, but BlackeyesTV has made a few videos showcasing an easy method of sharing lockouts with your alts so you can easily just head to your boss of choice directly, without having to clear the instance pretty much at all (even after the weekly reset). Basically the method is pretty simple, but many might not have thought of it, and there's specific quirks for some raids (like ICC).
      Here's the basic version, which works for Ulduar, Siege of Orgrimmar and a lot of older raids: you clear the instance on one character (let's call it your main), create a custom group in the LFG tool; re-log and apply to the group with alt No.1; re-log to your main and accept the application from alt No1; re-log one last time to alt No.1 and kill your boss of choice, whether it's Arthas, Yogg, Garrosh or something else. After you down the boss you simply repeat the procedure for alts 2-infinity, and you can even extend the lockout each week so you don't even have to re-clear the raid at all (although you do lose 1 try that way, as your main will never down the boss). You might want to kick the main char out of the group for safety, but he shouldn't get the kill saved even if you don't. As for Ulduar specific stuff, just don't talk to the Keepers so you have a chance at the mount dropping.
      For ICC there's a few additional steps to this: first off the main char has to clear it on Normal, then, when alt No.1, 2 etc. get invited to the group, you have to wait until the alt gets group lead, switch to Heroic, and then kill Arthas.
      The Siege of Orgrimmar video is basically the same as the default/Ulduar version, but there some tips for actually downing Garrosh, so we can take a look at that one as well:

      This method should work for most older raids, with some perhaps having some additional quirks, while newer ones have the skips built in. Hopefully this helped out some of you still searching for those rare transmogs/mounts etc!
      Source.
      Header image source.
    • By Stan
      In our latest preview of new Shadowlands customization options, we're looking at Female Gnomes!
      Female Gnomes
      As with other races, Gnomes received new skin colors, hair styles, and hair color options. Female Gnomes also received new earrings and the option to select earring color. Gnomes can now pick their eye color separately. Below are all new customization options that were included on the Alpha so far.
      Skin Color

      Hair Style

      Hair Color

      Earrings

      Earring Color

      Eye Color


      Latest Shadowlands Alpha Build 34972 News
      Profession Catch-Up System in Shadowlands Changes to Combat Potions in Shadowlands Shadowlands Alpha Build 34972: Class Changes Shadowlands Alpha Build 34972: New Anima Powers New Demon Hunter Changes Announced An Update on Pelagos' Pronouns on Alpha Shaman Legendary Powers in Shadowlands Priest Legendary Powers in Shadowlands Tyrannical No Longer Affects Boss Mobs in Shadowlands Mage and Warrior Soulbind Conduits Path of Ascension Datamining New Jewelry Color Options for Blood Elves New Players Unlock Area Looting at Level 8 in Shadowlands
    • By Starym
      Here comes the 4th installment of Sturmbart's mapping of Azeroth! After Kalimdor, Eastern Kingdoms and Northrend, we head to Pandaria and the parted mists, as the topographic map with estimated population values based on real-world continent sizes gives us a lot of info. The watermark is present once again, after some unfortunate cases of the maps being taken and resold by some shady people.

      And, speaking of Pandaria, here's a recent meme for ya, because why not:

      Source.
      Source.
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