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Starym

wow Watcher on AP Problems and 7.2 Fixes for It

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Game director Ion "Watcher" Hazzikostas goes deep into the design principles behind Artifact Power, how it evolved ans what their plans are for the future.

The big things mentioned are how the final 20 point trait was a problem, as it created huge power differences between people who went all out on getting their weapon maxed (primarily hc raiding guilds), and how they were addressing that by returning to previously planned exponential cost increases for each trait. The end goal for now is if someone gains twice as much AP as you, they'll be only 1.5% stronger, 4x would be 3% etc. There are also changes to how you gain AP, with the recent Nighthold improvements and the planned 7.2 M+ tweaks.
You should definitely read the whole thing, though for details:

Blizzard LogoWatcher (source)

Artifact Power has been a hot topic lately, both around the community and within the development team. With Patch 7.2 on the horizon, introducing both new artifact traits and additional Knowledge levels, we have been reflecting on the way the system has unfolded during the first months of Legion, and evaluating changes based on the lessons we have learned thus far.

First off, a look back at where we started.

From the outset, Artifact Power was intended to serve two intertwined purposes: First, it offered max-level progression that was not entirely item-driven, along with choices and elements of character customization as players traversed their trait trees; second, it was meant to serve as a universally desired, consistent reward from all types of content.

In crafting the systems that delivered Artifact Power, we weighed the merits of hard caps versus a smoother system of diminishing returns. We had extensive experience with hard caps, through multiple past iterations of currencies like Valor Points and Conquest Points, and wanted to avoid several of the downsides of that approach. For example, a cap inherently feels like more of an expected quota, where missing a week or falling short of the cap puts you clearly, and potentially permanently, behind the curve.

Instead, as everyone knows, we settled on an open-ended system of diminishing returns. Without any hard caps on how quickly players could earn AP, it was essential to have some sort of limiting mechanism on the gap in power between players of different playstyles, and different levels of time investment. We accepted the admittedly complex design of Artifact Knowledge because it solved this problem, effectively reining in the size of this power gap. Players trying to progress past the expected artifact level for their Knowledge would run into those rapidly diminishing returns, while those who played less than that would have Knowledge as an accelerator to help them catch up to the cutting edge. When Emerald Nightmare was new content, while the average raider was at 20 or 21 points, the most dedicated might have been at 24 or 25 – a relatively modest gap.

Now, where things went wrong…

We feel that we made two major missteps with the Artifact Power system that increasingly manifested themselves as we got deeper into Patch 7.1 and 7.1.5. And both of them served to undermine that core goal of ensuring that the gap between players with different levels of time invested into the system could not grow too large.

First, the cost of ranks in the 20-point final trait remained relatively flat, as opposed to the rapid exponential scaling up to that point. This meant that someone who spent twice as much time gathering AP as I did would have roughly twice as many ranks as me. Instead of the 24 vs. 21 gaps we saw in Nightmare, a number of hardcore raiders entered Nighthold with 54 points, while others were just beginning that final progression and found themselves with nearly 10% less health and damage, equivalent to being almost a full tier of gear behind. Players who switched specs or characters along the way found themselves in a similar position. The power gap was larger than ever before, which created a sense of obligation and a number of negative social pressures that the system had previously tried to minimize. In short: We’re not at all happy with how this worked out.

A common suggestion is to simply reduce the amount of Artifact Power required to fully unlock the artifact in 7.2. This would not solve the underlying problem, but would rather reduce its duration while heightening its intensity, as competitive players sprinted to finish their Artifacts in order to be “ready.” But then we would inevitably tune around that completed power level, and other players would simply be playing catch-up the entire time. And in the long run, Artifact Power would not be serving its intended purpose of ongoing parallel progression. A capped-artifact player who goes a week without getting any item upgrades ends the week literally no stronger than before. Part of the value of the artifact, both for personal progression and guild progression, lies in ensuring that everyone is at least a bit stronger next week than they are right now, and a bit closer to overcoming whatever obstacle stands in their path. Our goal is for Artifact Power to always be of some interest as a reward, whether from a World Quest, or as a consolation prize when failing a bonus roll.

Instead, we are focusing on fixing the mistake of flat cost scaling at the end of the progression, and instead keeping the increases exponential throughout, while also strengthening Artifact Knowledge as a core pacing and catch-up mechanism. These changes should be visible in an upcoming PTR build.

This is done with the primary goal of reducing the power gap based on time investment, while preserving Artifact Power as an endgame reward that everyone values. If the leaders in Artifact Power were only a few points ahead of a more typical player, rather than crossing the finish line when most were just leaving the starting blocks, players with less time to commit would not be as disadvantaged in competitive activities. If a Warlock were choosing between having 48 points in a single spec or 44 points in all three specs if they’d split their efforts evenly, the barrier to playing multiple specs would be significantly reduced. We are still tuning the curve for 7.2 trait costs, but we’re currently targeting scaling such that someone who earns twice as much AP as me will have an artifact that’s only ~1.5% stronger; someone who earns four times as much AP as me should only be 3% stronger. On the whole, this should be a massive reduction in the power gaps we see in the live game today.

The second problem with our initial implementation was that repeatable sources of Artifact Power (Mythic Keystone dungeons in particular) dominated time-limited sources such as Emissary caches and raid bosses. The fact that a large portion of the community evaluates their Artifact Power needs using “Maw runs” as the unit of measurement is ample evidence of this failure. We very recently deployed a hotfix to increase AP earned from Nighthold in order to make raiding, with a weekly-lockout, better compare in efficiency to repeated Mythic Keystone runs. And in 7.2, we’re more thoroughly addressing this issue by adding a significant amount of AP to the weekly Mythic Keystone cache, while somewhat reducing (and normalizing based on instance length) the AP awarded by repeated runs. These changes are being made to narrow the gap in AP earning, and thus power, based on time investment.

All of the above changes are aimed at allowing players the freedom and flexibility to decide how they want to spend their time, and which goals they wish to pursue, while limiting the difference in power between players who arrive at different answers to those questions.

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Isn't it too late for this? I mean, if they implement it now, when all hardcore or semi-hardcore raiders have 54 traits, it will make catching up just harder for the rest of the pack..

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Ion and company clearly have good intentions here, but this approach may only make things worse. I got my main spec artifact to level 54 shortly after Nighthold launched, and even with the flat trait scaling, the time investment was considerable, typically requiring me to farm every source of artifact power every day since launch, with the exception of endless Maw runs, which bore me to tears.

With the new exponential scaling, the time investment to max out even a single artifact will be nothing short of massive, while the rewards will be so few and far between as to feel trivial on a day by day basis. This will have the effect of requiring a lot more time for a lot less tangible return on that time on a daily, or even weekly, basis. If the placeholder estimates of over 1.6b total artifact power (and some claim that the final numbers will be almost triple that amount) are even close to accurate, off specs and people with limited playing time may feel even further behind the curve than they do now. But the main issue here is that if artifacts feel like they take too much time and effort to max out, some people will either give up on pursuing upgrades -- or in extreme cases -- simply quit the game altogether, since Legion made artifacts the only game in town.

This may sound alarmist, but it's human nature and it can happen very easily, just as the perception that Cataclysm heroics were "too hard" caused the game to lose one third of its player base in only three months. Even before the extra 20 trait drill-downs were introduced, the forums were full of people who claimed they were quitting and citing "artifact grind" as their main reason for leaving. All of these problems can be easily avoided with some foresight and common sense, but lately, Blizzard has addressed simple issues at a glacial pace, so one can never be too careful.

Edited by Larssen
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So... this is kind of a tricky one.  I'm kind of divided on this subject.  As of this posting I have multiple 110's with multiple artifacts that have at least 35 traits, however I do not have any of them maxxed out (the downside of being an alt-oholic).  I understand Blizzard's desire to cater to the masses and "dumb" the game down, but the difficulty and the sense of accomplishment that people got when completing a massive quest chain or grinding out that level that was the epitome of Vanilla is what a lot if not even more people crave.

The problems that I see with the current system is as they stated it does create a power gap which causes friction between the "casual" and "hardcore" players.  Casual players will find it harder to break that barrier into progression if they want to because of this gap.  On the other side of this I feel that the hardcore players should not be "penalized" by having their power levels brought down to match someone that's not putting in the same effort.  This is a reflection of today's society and it's "participation awards, and no one loses" mentality.  I personally and honestly feel that if someone puts in the time and effort they should be duly rewarded for that time and effort.  Now, I'm not saying this applies to everyone but, as an example, If someone is going to be lazy and think they can just skate by without grinding out the progression that a hardcore or less casual player would they should not be able to be anywhere close to being competitive with them.  

With all that being said, I understand that the casual player constitutes the majority of the player base and Blizzard wants to keep it's player base for WoW especially with such a (in my opinion) successful expansion release.  I don't feel like "shortening the power gap" is the answer though.  I think that Blizzard should focus more into trying to get the casual player (that can devote the time but is unwilling) to "step it up" and push further to make their character stronger.  Honestly, I'm not sure how to accomplish this with the current systems in place but I think there would be a higher satisfaction rate if people felt they were actually making progress on their own and not being handed progression or held back because of a shortening of the power gap.

I do however like the idea of the length of a dungeon being a determining factor on the amount of AP it gives.  Currently the system in place doesn't just place Maw of Souls at the forefront of AP farm it is one of the fastest and easiest dungeons to clear for Mythic+ content and provides some decent loot.  This puts it at the forefront of loot and legendary farm.  Not to mention when trying to carry someone through a mythic to help them gear up Maw is more forgiving than say Halls of Valor or Black Rook Hold.

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It is not too late, because they are going to reset everyone to 35 traits in 7.2 and refund your AP for any talents beyond 35. Then you can use that for the new traits, and they will make getting the 19 traits in the final 1-20 much harder to obtain.

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I agree with @DeathsDesign. Lowering the power gap isn't a fair solution for players that devoted so much time into farming AP.

The gap isn't a huge hindrance when joining guilds or being able to raid. Why not leave it as is?

Players can always get better and improve their AP pool... the game has four difficulties to play through.

Are you adopting a more casual approach to the game? There's Normal difficulty, LFR, Mythic dungeons. I don't think casual players would even care if a Mythic HC raider had a 10% higher HP/damage output than they do. Punishing players just doesn't feel right. It's Like an Arrow to the FaceLike an Arrow to the Face.

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@Stan and company:

I agree that the current power gap is not nearly as impactful as Blizzard makes it out to be, but they are notorious for looking through the wrong end of the telescope and thinking that the top 2% of players are representative of the entire game, so we'll see. But I also agree with you that things are fine as they are now, so why fix what's not broken?

I made my above post based on a statement somebody made to the effect of: those who have level 54 artifacts when 7.2 goes live will not get the forced refund, and will be able to keep their 20 drill-down traits and stack the new ones on top of them, as a sort of reward for their dedication. If this turns out not to be the case, then we will be in for quite a grind to get close to where we were before. In that case, trying to artificially narrow the power gap is indeed a slap in the face to all those who put in the time and effort to power up their artifacts. It's just as silly as Blizzard saying that poorer players with no gold will be given millions to put them on equal footing with rich players that worked hard for years to farm their gold. Because hey -- everyone needs money, right?

Edited by Larssen
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If you don't want power gaps then you have to have hard caps. Without hard caps someone will always no life (or bot) their way to the extreme.

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      Player Taunts now increase all threat caused against the target by 400% for 3 seconds (was 200%). The Tauren and Dwarf racial bonuses Brawn and Might of the Mountain now correctly increase heals by 2% (was 1%). Non-tank specializations once again benefit from Bonus Armor from gear. The damage bonus that tanks and healers get per Artifact point spent has been increased to 0.65% for all tanks and Discipline Priests (was 0.5%), and the bonus has been increased to 1.3% for all other healers (was 1%). Demon Hunter Vengeance Demonic Wards now reduces all damage taken by 20% (was 10%), and increases Armor by 75% (was 120%). Druid Broken Isles Pathfinder mount speed bonuses now apply to Travel Form and Flight Form (while on the ground). Starfall duration and tick rate is no longer affected by Haste. Feral Druids now deal 4% more damage with Rake, Shred, Swipe, Thrash, Brutal Slash, Moonfire, Ferocious Bite, Ashamane's Frenzy, and Rip. Guardian Rip now roots targets in place (was a 50% snare). Mangle damage increased by 15%. Thrash (Bear) direct damage increased by 15%. Swipe (Bear) damage reduced by 25%. Developers’ Notes: This should result in overall Guardian damage remaining roughly the same, perhaps slightly higher. But it will frontload their damage more, which should help with burst threat. Hunter Beast Mastery Dire Frenzy will now additionally cause your pet to charge up to 25 yards toward the target. Mage Arcane Mark of Aluneth periodic and final damage increased by 33%. Monk Chi Wave replaces Mistwalk talent: A wave of Chi energy flows through friends and foes, dealing Nature damage or healing. Bounces up to 7 times to targets within 25 yards. Mistweavers now learn Fortifying Brew at level 55 (was Fortifying Elixir at honor level 22). Mistweavers now learn Essence Font (Rank 2) at level 58. Windwalker Monks now deal 8% more damage with Tiger Palm, Blackout Kick, and Rising Sun Kick. Paladin Judgment of Light no longer has a cooldown between its heals on each target. Priest Shadow Mental Fortitude (Artifact Trait) shield cannot exceed damage absorbed of 4% of player total health (was 8%), and now correctly calculates healing from Vampiric Touch Rogue Fixed a bug where Death from Above would consume combo points up to 5 with Anticipation as expected, but gain bonus damage from combo points up to 10 with Anticipation. Assassination Bag of Tricks (Artifact trait) proc chance is now 2.5% per combo point spent. Urge to Kill now causes Vendetta to grant 60 energy, plus an additional 60 energy over 2 seconds. Outlaw Curse of the Dreadblades (Artifact ability) now works with Ghostly Strike. Fatebringer (Artifact talent) now reduces the Energy cost of Finishing moves by 1 per point (was a reduction of 2 Energy per point). Increased the damage of the following abilities by 3.5%: Ambush, Between the Eyes, Cannonball Barrage, Death from Above, Ghostly Strike, Killing Spree, Pistol Shot, Run Through, Saber Slash. Warlock Affliction Refreshing Reap Souls will no longer overwrite the current buff’s duration with a new one. The new duration will now be added to the existing duration, up to a maximum duration of 60 seconds. Reap Souls (Artifact ability) now has a 5 second cooldown. Developers’ note: Previously, casting Reap Souls at 5 stacks (which would grant 25 seconds of the buff) with 20 seconds currently left on the buff would just overwrite your old 20 second buff with a 25 second buff. Now, in this case it will increase the buff duration to 45 seconds. Souls are now reset to 0 at the start of an encounter. The buff is also canceled at the start of an encounter. Ulthalesh now has a greatly increased chance to generate the first three Tormented Souls at the beginning of a raid encounter. Developers’ note: Souls are a resource, and we have a rules about resetting your resources/stacks of a buff before an encounter, so that every attempt is standardized. Having souls the first time you fight a raid boss feels good, but it makes every other attempt after that feel worse by comparison. Warrior Charge (and Intercept) now deals damage on arrival, and its snare begins after you hit your target. Class Halls
      Artifact Researchers now have explanatory dialogue options when you have completed all Work Orders they offer. Dungeons
      The item levels of gear found in Legion Dungeons has been increased. Enemies’ damage and health have been increased for all Heroic and Mythic dungeons, including Mythic Keystone Dungeons. All Random Heroic dungeons now require 825 item level to queue. Lower Karazhan and Upper Karazhan have been added to the Random Legion Heroic list in Dungeon Finder. The Arcway and Court of Stars have been added to the Random Legion Heroic list in Dungeon Finder. Mythic Keystone Dungeons Mythic Keystone dungeons now award gear up to item level 890 at keystone level 10, and now award gear up to item level 900 in the weekly Challenger’s Chest (at keystone level 10). Artifact Power rewards from both Mythic Keystone dungeons and the weekly Challenger's Chest now continue through keystone level 30. Added 60 seconds to the Black Rook Hold timer. Added a Night Watch Mariner to the top deck in the Maw of Souls while Teeming is active. Killing Cove Seagulls should now add Enemy Forces credit. New Affix: Bursting (level 4) When slain, non-boss enemies explode, causing all players to suffer 10% of their maximum health in damage over 4 seconds. This effect stacks. New Affix: Explosive (level 7) Creatures have a chance to summon an Explosive Orb at a nearby location that will explode, inflicting damage of 50% of the player’s maximum health. New Affix: Quaking (level 7) Periodically, players will Quake, inflicting damage of 20% of the player’s maximum health and interrupting spell casts of themselves and nearby allies. New Affix: Grievous (level 7) While below 90% health, players are afflicted with Grievous Wound. The Overflowing affix has been removed. The Bolstering affix range has been reduced to 30 yards (was 45 yards). Developers’ notes: The intent of this change is to allow players more opportunities for crowd control. Necrotic Rot will now expire after leaving combat. Duration reduced to 9 seconds (was 10 seconds). Developers’ notes: This should eliminate the situation where players were waiting for Necrotic to fall off after killing enemies, and it should give tanks more opportunities for resets while in combat. Skittish threat reduction has been lowered to 75% (was 80%). Fortified damage bonus lowered to 30% (was 40%). Tyrannical damage bonus lowered to 15% (was 20%). Sanguine radius increased to 8 yards. Mythic Keystones can now direct you to Lower Karazhan, Upper Karazhan, and the Cathedral of Eternal Night. Artifact Power rewards for Mythic Keystone dungeons have been adjusted: Longer dungeons, such as Halls of Valor, now award a proportionately higher amount of Artifact Power. Shorter dungeons, such as Maw of Souls, now award a proportionately lower amount of Artifact Power. Artifact Power bonuses have been added to your weekly chest rewards. These increase based on the highest level Mythic Keystone you completed. Items
      Broken Isles World Quest rewards now scale to item level 860 (was item level 845). Set tokens for all raids from Serpentshrine to Siege of Orgrimmar have been updated to provide loot for your spec on right-click, in the same manner as newer raid set tokens. The vendor functionality of these items has not been changed. A number of unavailable items belonging to PvP sets from the Burning Crusade and Wrath of the Lich King expansions have been made available again from vendors. Class Order Hall Sets can now be upgraded to item level 870 via rare items obtainable from Broken Shore World Quests. Drape of Shame: Now increases critical healing by 5% (was 10%). Hunter (Beast Mastery) The Eagletalon Battlegear 2-piece bonus (Item - Hunter T19 Beast Mastery 2P Bonus) should now correctly display its functionality with the Dire Frenzy talent. (Beast Mastery) The Eagletalon Battlegear 4-piece bonus (Item - Hunter T19 Beast Mastery 4P Bonus) should now correctly display its functionality with the Dire Frenzy talent. Legendary Items
      Legion Legendary items now require level 101 (was 110). Multiple Classes Aggramar's Stride: Now has an additional 617 Critical Strike (@ ilvl 940) as a third bonus secondary stat. Now grants movement speed equal to 75% of your Haste, Critical Strike, Mastery, or Versatility, whichever is highest. Norgannon's Foresight: Now triggers after standing still for 6 seconds (was 8 seconds), granting you the ability to cast while moving for 4 seconds (was 5 seconds). Now has a new visual indicating when you gain its ability to cast while moving. Now has an additional 617 Critical Strike (@ ilvl 940) as a third bonus secondary stat. Sephuz's Secret: Now always grants 10% increased movement speed and 2% Haste. When triggered, this bonus is increased to the current values of 70% movement speed and 25% Haste. The 10% movement speed bonus now stacks with other movement speed bonuses. Roots of Shaladrassil: Now has an additional 658 Critical Strike (@ ilvl 940) as a third bonus secondary stat. Death Knight Acherus Drapes: Now has an additional 771 Mastery (@ ilvl 940) as a third bonus secondary stat. Blood Rattlegore Bone Legplates: Now also increases Bone Shield’s damage reduction by 2%. Service of Gorefiend: Now has an additional 1233 Leech (@ ilvl 940) as a bonus tertiary stat. Frost Perseverance of the Ebon Martyr: Howling Blast deals 20% increased damage to enemies recently damaged by your Remorseless Winter (was 40%). Unholy Death March: Now also increases Death Strike and Death Coil damage by 10%. Tak'theritrix's Shoulderpads: Damage bonus duration increased to 30 seconds (was 20 seconds). Demon Hunter Havoc Achor, the Eternal Hunger: Now has an additional 658 Mastery (@ ilvl 940) as a third bonus secondary stat. Anger of the Half-Giants: Demon Blades generates an additional 1-6 Fury (was 1-8 Fury). Loramus Thalipedes' Sacrifice: Damage bonus now starts with the first target hit (was second target hit). Mo'arg Bionic Stabilizers: Damage bonus now starts with the first target hit (was second target hit). Vengeance The Defiler's Lost Vambraces: Now has an additional 539 Avoidance (@ ilvl 940) as a bonus tertiary stat. Druid All Specs Ekowraith, Creator of Worlds: Now has an additional 658 Haste (@ ilvl 940) as a third bonus secondary stat. Balance Promise of Elune, the Moon Goddess: Now also increases the damage of Solar Wrath and Lunar Strike by 8%. Feral Chatoyant Signet: Now also increases your Energy regeneration by 5%. Fiery Red Maimers: Now also causes your next Maim to cost no Energy. Guardian Oakheart's Puny Quods: Barkskin instantly grants 45 Rage plus an additional 30 Rage (was 15 Rage) over 3 seconds. Restoration The Dark Titan's Advice: Now also causes Lifebloom’s periodic healing to have a 5% chance to trigger the final healing effect. Tearstone of Elune: Allies healed by your Wild Growth have a 15% (was 20%) chance to also gain Rejuvenation. X'oni's Caress: Now also reduces Ironbark’s cooldown by 20%. Essence of Infusion: Tranquility heals targets below 60% (was 50%) health for 60% (was 50%) more. Aman'Thul's Wisdom: When your Rejuvenation heals a full health target, its duration is increased by 3 seconds, up to a maximum total increase of 15 seconds per cast. Hunter All Specs The Shadow Hunter's Voodoo Mask: Now has an additional 658 Critical Strike (@ ilvl 940) as a third bonus secondary stat. Mage Arcane Cord of Infinity: Each time Arcane Missiles hits an enemy, the damage of your next Mark of Aluneth is increased by 1%. This effect stacks. Fire Darckli's Dragonfire Diadem: Now has a new visual when Dragon’s Breath is cast. Monk Mistweaver Eye of Collidus the Warp-Watcher: Each time Soothing Mist heals, the absorb amount of your next Life Cocoon is increased by 3% (was 1%), stacking up to 50 times (was 100). Fixed a bug where the second Soothing Mist from Unison Spaulders did not grant a second stack of the buff. Ovyd's Winter Wrap: Each time Enveloping Mist heals, its healing bonus has a 50% chance to spread to an injured ally within 30 yards. Ei'thas, Lunar Glides of Eramas: Uplifting Trance increases your Vivify healing by an additional 10% and causes it to heal 1 additional target. Windwalker Drinking Horn Cover: The duration of Storm, Earth, and Fire is increased by 0.4 seconds (was 0.6 seconds) for every Chi you spend. The duration of Serenity is now extended by 0.3 seconds every time you cast a Chi spender. The Emperor's Capacitor: Damage bonus per stack increased to 100% (was 50%). Hidden Master's Forbidden Touch: Now also increases Touch of Death’s damage by 40%. Katsuo's Eclipse: Reduce the cost of Fists of Fury by 1 Chi (was 2 Chi). March of the Legion: Now has an additional 1068 Mastery (@ ilvl 940) as a third bonus secondary stat. Haste stat reduced slightly. Paladin Holy/Protection Uther's Guard: Now has an additional 617 Haste (@ ilvl 940) as a third bonus secondary stat. Holy Tyr's Hand of Faith: Reduces the cooldown of Lay on Hands by 70% (was 60%). Protection Tyelca, Ferren Marcus's Stature: Now also increases Avenger’s Shield’s damage by 20%. Retribution Aegisjalmur, the Armguards of Awe: Now has an additional 617 Haste (@ ilvl 940) as a third bonus secondary stat. Justice Gaze: Now also causes Hammer of Justice to generate 1 Holy Power when used against targets above 75% health. Mastery reduced by 412 (@ ilvl 940) and Haste increased by 412. Priest Discipline Skjoldr, Sanctuary of Ivagont: Now also increases Power Word: Shield’s absorb amount by 15%. Holy Muze's Unwavering Will: Now also affects Flash Heal. Rammal's Ulterior Motive: Healing bonus increased to 20% (was 15%). Shadow Zenk'aram, Iridi's Anadem: Now also increases Voidform’s Shadow damage dealt bonus by 3%. Anund's Seared Shackles: Each time Shadow Word: Pain and Vampiric Touch deal damage, your next Void Bolt gains 3% (was 4%) increased damage, stacking up to 50 times. Rogue All Specs Mantle of the Master Assassin: Fixed a bug where Subterfuge combined with Vanish granted an additional 3 seconds of benefit. Will of Valeera: Now has an additional 658 Mastery (@ ilvl 940) as a third bonus secondary stat.  Haste reduced by 412 and Critical Strike increased by 412. Shaman Enhancement Akainu's Absolute Justice: Lava Lash deals 50% (was 30%) increased damage while your weapons are enhanced by both Flametongue and Frostbrand. Spiritual Journey: Now has an additional 617 Haste (@ ilvl 940) as a third bonus secondary stat. Warlock All Specs Pillars of the Dark Portal: Now has an additional 658 Haste (@ ilvl 940) as a third bonus secondary stat. Affliction Sacrolash's Dark Strike: Now also increases Corruption’s damage by 15%. Demonology Sin'dorei Spite: With Grimoire of Supremacy, there is now a visual debuff that displays the 3-minute cooldown. Warrior All Specs Timeless Stratagem: Now has an additional 717 Versatility (@ ilvl 940) as a third bonus secondary stat. Mannoroth's Bloodletting Manacles: Now has an additional 771 Versatility (@ ilvl 940) as a third bonus secondary stat. Protection The Walls Fell: Now also increases Shield Slam’s Rage generation by 2. Thundergod's Vigor: Each enemy you hit with Thunder Clap reduces the remaining cooldown on Demoralizing Shout by 3 seconds (was 1 second). Player versus Player
      The honor requirements for leveling through the honor system have been reduced. The amount of honor required to advance from 1 to 50 at Prestige 0 has been reduced by 50%. The conversion of Honor to XP has been increased by 50%. In instanced PvP (arenas, battlegrounds, and Ashran), Artifacts now grant a minimum Stamina increase to all players. This minimum is equivalent to the purchase of 36 points, one of which is the trait which grants 10% Stamina. The 20% Expertise granted to players in PvP will no longer be counted against 100% Parry or Dodge abilities such as Evasion or Die by the Sword. Players can now obliterate current Season Gladiator gear in the Obliterum Forge to create Echoes of Battle. Players can now obliterate current Season Elite Gladiator gear in the Obliterum Forge to create Echoes of Domination. Vendors have been added to Greymane’s Enclave and Windrunner’s Sanctuary that sell gear tokens for Echoes of Battle and Echoes of Domination. In Arenas, a surrender option has been added to the queue icon on the minimap. Players can surrender once one of their teammates dies. Demon Hunter Havoc The duration of Nemesis is reduced to 15 seconds in PvP. The damage of Chaos Strike and Annihilation is reduced by 15% in PvP. Vengeance Vengeance no longer deals 10% reduced damage in PvP. Druid Balance Enemy players can now see the radius of Starfall while active Moonfire, Sunfire, and Starfall now deal 50% less periodic damage to player targets. Solar Wrath now deals 40% more damage to player targets. Shooting Stars grants 2 Astral Power on player targets (was 4 Astral Power) Dying Stars restores 3 Astral Power (was 8 Astral Power) Intellect increased by 15%. Feral Bloodletter's Frailty increases the damage you deal to the target by 15% in PvP. Restoration Wild Growth cast by Overgrowth now only applies to the initial target. Hunter Survival Diamond Ice no longer prevents the use of Ice Block and Divine Shield. Mage Arcane Intellect reduced by 5%. Frost Concentrated Coolness now increases the damage of Frozen Orb by 225% (was 250%). Monk Brewmaster Brewmaster no longer deals 10% reduced damage in PvP. Mistweaver Windwalkers’ Fortifying Elixir renamed and is now Fortifying Brew. Mana cost of the Ancient Mistweaver Arts version of Soothing Mist reduced by 25%. Mana Regeneration increased by 5%. Paladin Retribution Lawbringer no longer damages targets that are under the effects of crowd-control abilities that break on damage. Priest Shadow Intellect increased by 5%. Edge of Insanity now provides a 20% damage increase while you're at 100 Insanity and not in Voidform. Edge of Insanity now activates above 65 Insanity when talented into Legacy of the Void. Psyfiend can no longer be targeted using target macros. Warrior Protection Mass Spell Reflection now provides 30% magical damage reduction while active. Warlock Affliction PvP Template Intellect increased by 5%. Demonology The damage of Doom is reduced by 15% in PvP. Destruction Fel Fissure's duration has been reduced to 6 seconds (was 15 seconds). Raid
      The Nighthold Star Augur Etraeus The duration of all Star Sign debuffs has been increased to 15 seconds.
    • By Stan

      Blizzard has uploaded their 7.2 survival guide video via IGN, going through most of the new content added in the latest patch that goes live tomorrow.
      Assault on the Broken Shore, demon assaults, new Artifact appearances and many more additions are mentioned in the video. For more details, don't forget to visit our Patch 7.2 Survival Guide, where you'll find all patch details.
    • By Damien
      This thread is for comments about our Armies of Legionfall reputation farming guide.
    • By Damien
      This thread is for comments about our Broken Shore guide.