Starym

Infinity Artifact Trait Clarifications and Intentions

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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 LegionfallConcordance 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).

Blizzard LogoLore (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.

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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.

Terrible reasoning imo and doesn't actually mean anything. This is better because now it'll be harder to know exactly the cause of a wipe?

The last part of that paragraph is a complete non-argument. It doesn't address the problem at all. It just sounds like appeal to pity.

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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.

That part though, much better. Flat % damage increase is lazy and everyone gets the benefit from it, but having a proc like this, just like the pre-legendary ring from WoD, you'll have people who just do whatever and use their strong CDs and ability procs while their artifact proc isnt up and end up doing a fair bit less damage than a player who doesn't bother with keeping track of it.

On the other hand, though, if the proc rate is too low, you may run into times where you keep your big hits waiting for that proc to come, and then it never comes, and never comes, until you'd have been better off using your big hits outside of the proc anyway. This already happens for certain classes. Though Lore made another reply on that thread saying they aimed for the proc rate to be consistent, but that will remain to see.

 

In general though I think the people saying they should get rid of last trait entirely have the better idea... Or another one I read in that thread about having only one point in that extra trait, and then you're done. No more grinding, it's easy to get 1 point in that trait after you max out your artifact, and everyone is on an even playing field. Would be great!

I don't really have a problem with changing from a flat 5% increase to a proc as long as the proc rate is consistent (like, at least 1-2 ppm on an internal cooldown or something so it reliably procs at the same time every time), but making it take waaaay more AP for every trait is stupid because then people will never finish it (hence people calling it Infinity heh...) Even though the power gap is "supposedly" smaller it doesn't really change that people will still feel like they need to get it... and let's be honest the difference between someone at 1 (or another comparatively low amount) and someone at 50 will still be significant so you can't just stop bothering with AP after getting your first point.

Edited by Ammako
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Well his comments have reasons. moving from DMG % to Main stat is a nice thing, easier to understand for a crowd of those who do not know what % is. 
Proc trait in general it is fine, but but but, if we assume that proc model will be designed by those who made trinkets and Artifact Dragon proc talents things would be terrible. In the end I am afraid that we will end up with 30% of classes who have constant procs due to their mechanic (auto attacks, crits, etc) and others will have a big fat fish because artifact will almost never proc. (Like every time you use a specific spell, lay a HoT or something like that).

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10 hours ago, Ammako said:

Terrible reasoning imo and doesn't actually mean anything. This is better because now it'll be harder to know exactly the cause of a wipe?

The point is that Blizz is trying to help the 99.9% of raiders out there that think they're wiping because of a lack of gear rather than a lack of aptitude to understand the reality of the situation. I think it's a great idea.

 

Also, be nice to Todd.

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10 hours ago, Ammako said:

and let's be honest the difference between someone at 1 (or another comparatively low amount) and someone at 50 will still be significant so you can't just stop bothering with AP after getting your first point.

You can stop, whenever you want. 

But for those who want the absolute most out of their character they can get, however ridiculously small that amount may be, the opportunity is there.  Like they said,

 

10 hours ago, Starym said:

but it's purpose is to be a fairly reliable form of progression.

 

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42 minutes ago, PatrickHenry said:

You can stop, whenever you want. 

But for those who want the absolute most out of their character they can get, however ridiculously small that amount may be, the opportunity is there.  Like they said,

Sure you "can". But then you gimp yourself and then what's the point anymore.

More casual players already don't really bother trying to get as much AP as possible for their extra trait, all this does it hurt higher-end raiders even more while casual players continue not caring.

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31 minutes ago, Plergoth said:

Goddammit Todd. 

This! Every raid leader knows that the first step is to find somebody to blame for wipes! DPS blame tanks for dying, tanks blame healers for lack of healing, healers blame DPS stretching the fight so long that they run oom.

What I am more worried about is how this change will play out in PvP (especially ranked). The impact of gear quality is reduced by templates, but artifacts aren't normalized and they stand out. Primary stat procs - even in small increments - might very well shift PvP out of balance, even more than a flat %.

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Blizzard no longer caters to higher end raiders. Higher end raiders take up less than 1% of the player population. They care about the 99%. They made it ideal for the 99%, and not as necessary for the 1%, who get screwed if they deem it necessary. Simple as that.

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12 minutes ago, Sharknad0 said:

Blizzard no longer caters to higher end raiders. Higher end raiders take up less than 1% of the player population. They care about the 99%. They made it ideal for the 99%, and not as necessary for the 1%, who get screwed if they deem it necessary. Simple as that.

Oh, youre absolutely right (also I dont think they ever catered to them), but this is getting a little extreme, as guilds are quitting left and right, so they might consider fixing it. The real problem/depressing thought is that they had this sorted before Legion's release, Ion himself said that legendaries wouldnt work the first few weeks of Mythic raids and it's an easy addition to add in the final trait to that system (which is a system the HC guilds suggested over and over back in beta).

So it's less about catering to them and more about maybe not utterly murdering your high-end PVE scene.

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58 minutes ago, Starym said:

Oh, youre absolutely right (also I dont think they ever catered to them), but this is getting a little extreme, as guilds are quitting left and right, so they might consider fixing it.

This exaggeration has been thrown around for a good long while now. Maybe the people you know are quitting but others are taking their place.

Also, to try and provide an endless form of entertainment without some progression involved would be pointless. Some form progression will always be the bane of those who feel forced to do everything and in their minds don't want to gimp themselves. Maybe those people could come to the conclusion that they're really only compelled to grind themselves into melancholy as a result of their own faulty conclusions. They're prisoners of their own minds as it were.

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39 minutes ago, Prophet001 said:

This exaggeration has been thrown around for a good long while now. Maybe the people you know are quitting but others are taking their place.

Also, to try and provide an endless form of entertainment without some progression involved would be pointless. Some form progression will always be the bane of those who feel forced to do everything and in their minds don't want to gimp themselves. Maybe those people could come to the conclusion that they're really only compelled to grind themselves into melancholy as a result of their own faulty conclusions. They're prisoners of their own minds as it were.

In the case of the competitive guilds this isn't the case. They have to go as hard as they possibly can or others will. My personal complaint about the system isn't that it's a grind or long or whatever, it's that the solution to the HC raider problem (and it IS a problem, you can talk around it all you like but this extra layer of farm added to the usual gear split heroic raids etc is really too much for progression raiders) is so simple, was planned to be implemented AND it would act as a natural "soft nerf" over time for all guilds that do Mythic.

And no, it isn't "people I know" that are quitting, it's (so far) 3 top 10 guilds, with 2 of the top 3 having solid to serious roster issues because people can't/don't want to do the endless Maw grindfest anymore. Personally I like the AP system as I don't feel compelled to have to farm it, as I think most people don't, but that doesn't mean Blizz should ignore the simple solutions they themselves already wanted to use (but then decided not to without any explanation or reason given).

As for others taking their place, the higher the barrier of participation for top guilds is, the less talented/skilled the players in them become. Basically it turns into not the best of the best going for world firsts but the ones that can play 24/7 at ALL TIMES. It was already crazy before AP and legendaries, but it was relatively limited to the 2-3 weeks of progress every 5ish months. Now to be "good enough" to compete you have to play constantly and do Maw runs ad infinitum to even have one SPEC on par.

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30 minutes ago, Starym said:

And no, it isn't "people I know" that are quitting, it's (so far) 3 top 10 guilds, with 2 of the top 3 having solid to serious roster issues because people can't/don't want to do the endless Maw grindfest anymore.

No offense but it is "people you know." Those guilds are constantly in flux as members come and go and join other guilds. Heck, even Method had a pseudo collapse and spawned an entire separate guild from its turmoil. This has been the state of things for a good while now. Perhaps you remember them different than they were. Check out the Internet Archive and look up the wow forums for a good taste of how things were.

As to the point of farming: How do you provide endless progression without providing progression?

Should they not? Should they just have a hard cap BiS and done? Do you think that would retain more people. I don't. Farming has always been in the game whether in the form of valor or random stat gear or whatever it was. It is a major mechanic that is used to keep us playing.

The challenge for hardcore raiders is to tell themselves that the other 0.2% DPS increase they might get isn't worth the 6 weeks it's going to take to get it. That is the conclusion that Blizz is trying to lead them to by making very clear efforts to remove any dramatic power disparities at end game without removing all of them.

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2 hours ago, Starym said:

So it's less about catering to them and more about maybe not utterly murdering your high-end PVE scene.

^ This

I really don't think making the last trait only 1 trait would count as "catering to the high-end PvE scene."

I mean, have artifacts stop at 34 traits, with no final extra trait (or only one rank of the extra trait that provides flat 5% damage increase, or that primary stat proc): none of the more casual players care, and the high-end PvE scene is thankful for it.

Have artifact continue past 34 with dozens of additional points to put into a trait with vastly increased AP requirement for every trait, the more casual players still don't care, and the high-end players suffer. For no reason.

Sure, call it "catering to the 1%" if you want (and I'm not directing this at you Starym, just anyone in general), but I don't think any of the solutions proposed would hurt more casual players in any way, so why would it be a bad thing?

I can totally understand the want to always have something to progress towards, so even for more casual players, removing Paragon trait or capping it at 1 point might not be ideal, but that idea of disabling Paragon trait's bonuses in PvE for the first few weeks of a new raid's release has no downsides, or at least I can't think of any. More casual players can continue gaining traits at their own pace, and high-end raiders aren't required to spend so much time grinding the same thing for hours like it was two full-time jobs at once in order to compete.

Win/win in my eyes, but they'll never do that.

11 minutes ago, Prophet001 said:

The challenge for hardcore raiders is to tell themselves that the other 0.2% DPS increase they might get isn't worth the 6 weeks it's going to take to get it. That is the conclusion that Blizz is trying to lead them to by making very clear efforts to remove any dramatic power disparities at end game without removing all of them.


And no matter how hard they try to do that, they will. Always. Fail.

The high-end raiding scene relies on that less-than-1% disparity to remain ahead of the others. They're more likely to quit bothering with staying competitive entirely before they do that.

Which I guess is fine? The game won't die and nobody will die if no one is ever competitive anymore, but what's the harm in letting them actually have fun and enjoy the competitive race?

Edited by Ammako

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@Prophet001 Um I think you're arguing with the wrong guy here. What I'm saying is that they need to disable legendaries and the final AP trait for the first two/three weeks of mythic. That's all I'm saying. I like the AP system and think it's a good thing in general (but they really need to address the alt/offspec problem it creates).

Also I've been following/writing about the progress race for around 7 years now, so I'd say my qualifications for having a good feel for when things are different is pretty decent, and yes, I'll reiterate, Legion has seen more problems in top end raiding than any expansion before and it's because of legendaries/AP.

Also also, to your 0.2% point, Gul'dan has survived on 0.3% and under for several guilds, taking them either a number of extra tries or in some cases hours or even days to get him down. If you think that doesn't impact the race and a serious team can just say "fuck it, we don't need that small boost to dps etc" you really don't follow the very top end of the race much (which is fine, why would you, but then please don't come arguing about it without facts).

You seem to be under the impression I'm against the infinite trait itself or the AP system, which is not the case. Perhaps you're actually arguing with someone else and using me as a proxy? :D I've noticed this AP issue makes a lot of people get somewhat upset and that hurts a normal discourse, although I can't really pinpoint why. My guess is this is just another round of the casual vs hardcore discussion, except this time it's the hardcores "whining".

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23 minutes ago, Starym said:

@Prophet001 Um I think you're arguing with the wrong guy here. What I'm saying is that they need to disable legendaries and the final AP trait for the first two/three weeks of mythic. That's all I'm saying. I like the AP system and think it's a good thing in general (but they really need to address the alt/offspec problem it creates).

I was just responding to your points.

...responded to the:

3 hours ago, Starym said:

Oh, youre absolutely right (also I dont think they ever catered to them), but this is getting a little extreme, as guilds are quitting left and right, so they might consider fixing it.

...point and the:

1 hour ago, Starym said:

And no, it isn't "people I know" that are quitting, it's (so far) 3 top 10 guilds, with 2 of the top 3 having solid to serious roster issues because people can't/don't want to do the endless Maw grindfest anymore.

...point.

Anyway, to the point of disabling legendaries and the final trait until there's enough power gain from current tier gear to make them irrelevant might be a good solution. I don't know. Seems to me like only Blizzard knows how they've tuned the encounter. Surely you remember Mythic Archimonde and the outcry over having to grind the legendary ring to be relevant. The very same legendary ring that Method downed him without. I would say that gave evidence that the community's perspective is not always right. If it's not always right then maybe its wrong right now. Can you definitively say that gear is the stopping block of the guilds that haven't yet downed Mythic Gul'dan? How about the guilds that came in out of the top 5 on downing him? Was it only gear that caused that? Heck Method themselves would tell you that they lost due to execution issues.

Also, if you've decided to divide your argument into one that's simultaneously for AP and legendaries and against AP and legendaries (as a mythic raider delegate) then I guess I am responding to someone else through proxy. That someone is you though.

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Could they beat Mythic without having maxed out their Paragon trait? Likely.

Could they have an even easier time doing it if they maxed it, compared to other guilds who weren't doing it? Absolutely.

That's the point you're missing here. That Method beat Mythic Archimonde back in WoD without the legendary ring is hardly relevant. Not to mention that little other guilds at the time had the ring either, considering the RNG involved with getting the 33 tomes.

Edited by Ammako

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Anyway,  my one and only point is that hardcore raiders do have things to complain about, that they are right in complaining about them from their perspective and that Blizzard has a very easy fix that would also improve the mythic raiding experience for non top 5 guilds as well. I added in my personal opinion as a casual, but that was beside the point (aka my personal opinion of MY experience with AP).

Also, as to your Archimonde point, you seemed to have completely ignored mine about the 0.3% and under wipes THIS raid progress. That obviously indicates that, yes, factually, even the small gains from the 50 point infinity talent WILL influence the race. Will it absolutely influence it every single time every single boss kill? No, but the mere potential for it to will drive the raiders to get as many points as they can and kill themselves in Maw. If there is an edge to get, whether it's gear or AP or legendaries, all top guilds that care about rankings will go out of their way to get it, right to the point when they get frustrated with the grind and quit (which has happened 3 times in this particular progress race).

Now, as to the fact that they shouldn't WANT to get that extra 0.2%, that's never going to happen so it's completely pointless to argue it, Blizzard have to address the situation they created for these top end raiders if they want a (serious) competition at the top (as you said, there will always be guilds filling out the spots of those that quit, but as you can see from Gul'dan, the difference between the very top and the rest is huge, so when From Scratch quits, it's no lover the "top 4" and then x days til kill, but top 3, then when Exorsus quits it'll be the "top 2" and then weeks til kill etc etc). Now, whetehr Blizzard want/care about a serious top end raiding scene is another discussion entirely (personally I think they don't, or at least not enough to in any, however minor way, affect the rest of the game.

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On 24-2-2017 at 8:41 AM, Starym said:

Anyway,  my one and only point is that hardcore raiders do have things to complain about, that they are right in complaining about them from their perspective and that Blizzard has a very easy fix that would also improve the mythic raiding experience for non top 5 guilds as well. I added in my personal opinion as a casual, but that was beside the point (aka my personal opinion of MY experience with AP).

Also, as to your Archimonde point, you seemed to have completely ignored mine about the 0.3% and under wipes THIS raid progress. That obviously indicates that, yes, factually, even the small gains from the 50 point infinity talent WILL influence the race. Will it absolutely influence it every single time every single boss kill? No, but the mere potential for it to will drive the raiders to get as many points as they can and kill themselves in Maw. If there is an edge to get, whether it's gear or AP or legendaries, all top guilds that care about rankings will go out of their way to get it, right to the point when they get frustrated with the grind and quit (which has happened 3 times in this particular progress race).

Now, as to the fact that they shouldn't WANT to get that extra 0.2%, that's never going to happen so it's completely pointless to argue it, Blizzard have to address the situation they created for these top end raiders if they want a (serious) competition at the top (as you said, there will always be guilds filling out the spots of those that quit, but as you can see from Gul'dan, the difference between the very top and the rest is huge, so when From Scratch quits, it's no lover the "top 4" and then x days til kill, but top 3, then when Exorsus quits it'll be the "top 2" and then weeks til kill etc etc). Now, whetehr Blizzard want/care about a serious top end raiding scene is another discussion entirely (personally I think they don't, or at least not enough to in any, however minor way, affect the rest of the game.

Hardcore raiders always have something to complain about. They've always HAD something to complain about. And they always will. Because the world doesn't revolve around them, and it never will. Because hardcore raiding, in all honesty, is some of the saddest time investments within the relatively 'useless' time investment that WoW itself is and always has been.

It takes a while to realize the pointlessness of it all, for some it takes over a decade to get there. But they get there eventually. It's that simple. There's no reward, there's a huge time sink, and all of it is fleeting success as the 'firsts' are forgotten every time a new expansion comes out. Every expac, all progress is essentially wiped, and this has been going for 10 years. So here we are, halfway into Legion expac, discussing pro's and cons of an infinitely scalable talent? Does anyone realize how POINTLESS that discussion really is? The next item tiers will render all of this discussion worthless. We may be discussing an issue that will be gone within 1 year, or maybe a year and a half.

There's a good reason its only 'the 1%' doing top end content right now. The other 99% actually has a life.

No single game mechanic should cater to the 1%. They are irrelevant. What is relevant is an enjoyable game, and a relative power from player to player that allows every player to enjoy the game. The 1% actively tries to evade and surpass that principle, and then concludes 'the game doesn't cater to them'. No shit? Someone in this topic earlier pointed out how people are 'prisoners of their own mind'. This applies mostly to that 1%. And it applies to everyone who has the illusion of being a part of that 1%, or wants to be one.

Ultimately what Blizzard is doing with the legendary system, both weapon and spec drops, is creating a time sink and sense of progression in a game that has been played a few dozen times over already. There's only so much creativity you can expect here, and I think the current setup is a pretty good one. An infinite trait won't change that reality in any way, and whether you get 1 point in it or 50 really is quite irrelevant to the content you'll be doing. It's a trait that exists for its psychological effect, it exists to make you *feel* like you accomplished something, when in fact you're just playing the same game as you always have.

Let's not kid ourselves otherwise.

Edited by Vayra
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Hardcore raiders always have something to complain about. They've always HAD something to complain about. And they always will. Because the world doesn't revolve around them, and it never will. Because hardcore raiding, in all honesty, is some of the saddest time investments within the relatively 'useless' time investment that WoW itself is and always has been.

I Disagree with this statement. Going back a few expansions and you get less and less grind based competitive methods. If we have a quick look back at wrath for a moment the only advantages you could get over other plays with prep was Pots, food, enchants, Professions and class diversity. With the AP system your ranking is also a factor and one that determined players will grind out. I believe raiders will take any opportunity to boost there performance.  You say its a psychological trick to inspire. But its more likely to have the reverse effect. people getting exhausted and burnt out trying to cap.  The only real way to balance this out is to either lower the cap. Because once a hardcore raider hits that end point. There is that sense of finally... From a high tier perspective it frees up time for research or just generally doing more things. Aiming for that higher loot. From a mid teir perspective. It means your good to raid most content and can focus on either farming your off spec or start on an alt.

I personally believe the updated 50 point is designed to punish hardcore players pushing themselves to be the top and be the best and most ready before going into a raid. while a lower cap would benefit them by removing a lot of painful grinding and stress it would benefit more casual raiders as well. But that's just my thoughts on the matter.

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On 2/23/2017 at 9:00 AM, Ammako said:

all this does it hurt higher-end raiders even more

How?  They get continual progression until they hit the extremely high cap.

It's not much, but they also don't want it to be super overpowering to have a high AP level alone.  They stated as much already.

It's progression.  Guaranteed progression, albeit incrementally smaller each time.  It promotes Alt-ing, it promotes off-spec'ing.  Variety. 

Look back a few expansions ago.  If you didn't get any upgrades that week, how much progression did you make?  0.  none. 

Even if you get zero this week, you can still do some AP farming and get SOMETHING.  Warforging/socketing helped.  Titanforging adds another layer of possibility.  AP gains that continually offer SOMETHING while still needing more and more to get, are just another step.  I honestly cannot see how this 'hurts' high end raiders, unless they max it out, considering in previous expansions if you got the 25m version of your trinket you had NOTHING to upgrade and no hope of an 'uproll.'

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      Game Director Ion Hazzikostas answered your Battle for Azeroth questions today. Check out our roundup of the latest Live Developer Q&A!
      Q&A Highlights
      NA servers are briefly down for maintenance. Ion apologizes for 8.0.1, it was not the smoothest of pre-patch launches. "Players deserve better." They're working to bring Communities back. They completely overhauled the squish mechanism this time around so that they can bring down numbers with the press of a button instead of just scaling everything down manually. There are many issues with scaling, leading to mobs one-shotting you and various other bugs. The team's working around the clock to fix bugs and appreciate constructive feedback! When they fix a single bug, it can affect content that's several expansions old. If you earned Mage Tower appearances on one character, you'll be able to equip it on a second character of the same Class. No intent whatsoever to nerf Dungeon experience. The "weekly reward" is a visual bug. Warlock caster / idle animations are still in the works. Legacy Loot System won't apply to Legion raids in Battle for Azeroth at level 120. Personal Loot will be used for that, but if you're soloing Legion raid content, you'll receive loot as if you were in a 10-player group. The system was always intended for content 11+ levels higher. Mythic mounts should be tradable with Personal Loot. Azerite Armor is untradable in Battle for Azeroth. A piece of Azerite shoulders that's being looked at by multiple Classes has a different set of Azerite traits for each of them and they don't want you to give it to the Class that has the best traits on it. There shouldn't be a single best comp for all affixes. Mythic+ Seasons affect end-game rewards, so they want to align them with new raid tiers and PvP Seasons. In Battle for Azeroth, there will be Seasonal affixes activating at Keystone level 10. The first Seasonal affix will retire with the release of a new raid tier when they'll introduce a new one. Do we need a squish in every other expansion? Power progression is important for the game and there are too many tiers of progression and the high item level is what it takes for rewards to feel consistently rewarding. In BfA, players will begin to reach 10K DPS (as in Wrath). They didn't intend to increase the difficulty of Legacy content and old raids. Blizzard standardized camera anchor points for all Classes. When you start scrolling, you'll notice that the camera points to a point just above your head. No more claustrophobic camera snapping for Gnomes and Goblins! No plans to update traits on Underlight Angler for BfA. It's tied to Legion. Artifacts will override what you wear in your off-hand. They want to develop more customization options though. Azerite traits will have more depth throughout BfA. The vast majority of traits we've seen so far include less complex traits on leveling gear and feel lackluster. It's possible that a Mage Tower type of solo content will return in Battle for Azeroth. VoD
    • By Starym
      Some tier set bonus changes and fixes in today's hotfixes, in addition to a damage reduction for enemies below level 100, a big nerf to Argus the Unmaker, as well as a lot of tweaks for dungeons and raids. We also get a 75% reduction in PvE trinket effectiveness in PvP, a whole bunch of profession bug and stat squish fixes, and the usual quest fixes.
      July 19 (source)
      Classes
      Death Knight Unholy Gravewarden Armaments 4-piece set bonus now reduces the cooldown of Army of the Dead by 2.0 seconds per Rune spent (was 6.0 seconds per Rune spent). Hunter Marksmanship Serpenstalker Guise 2-piece set bonus has been changed to increase all physical damage dealt by 5% (was an incorrect melee attack power increase). The Trick Shots effect will now always correctly apply when Multi-Shot hits three or more targets. Mage Shimmer should not interrupt channeled spells. Displacement functions correctly if you cast Shimmer while casting another spell. Warrior Protection Juggernaut Battlegear 2-piece set bonus has been changed to increase Armor by 5%.  Creatures and NPCs
      Damage dealt by all creatures below level 100 has been reduced by up to 25%. Defeating Shok’Thokar creatures in Desolace now grants both Gelkis and Magram reputation. The Sky Crystal no longer instantly kills Alani when used by a high-level player, and Alani is once again lootable.  Dungeons and Raids
      Antorus, the Burning Throne Reduced the damage done by a number of "tank swap" abilities throughout the zone. Argus the Unmaker Reduced the damage dealt by Sweeping Scythe by 30%. The Arcway Ivanyr Volatile Magic damage reduced on Mythic difficulty. Dire Maul Prince Tortheldrin Whirlwind should no longer deal excessive damage. Heart of Fear Empress Shek’zeer Casting spells within Shek’zeer’s Dissonance Field once again depletes its energy. Neltharion's Lair Dargrul Corrected an issue that caused Dargrul’s energy to refill too rapidly. The Nighthold Gul’dan Soul Siphon no longer heals for an excessive amount. Return to Karazhan Shade of Medivh Piercing Missiles should no longer deal excessive damage. Scarlet Halls Houndmaster Braun Bloody Mess should no longer deal excessive damage. Scarlet Monastery Commander Durand Dashing Strike no longer deals excessive damage. Ulduar Reforged Hammer of Ancient Kings should again reliably drop from Yogg-Saron for "Val'anyr, Hammer of Ancient Kings". Player versus Player
      The effectiveness of trinkets that are obtained via PvE sources such as Dungeons and Raids have been reduced by 75% in PvP. Arenas and Battlegrounds Corrected the amount of damage dealt by players to creatures and vehicles in Alterac Valley and Isle of Conquest. Fixed a bug that prevented end-of-match rewards from dropping at the end of Battlegrounds and Arenas. War Mode Premade Group Finder groups in the Quest and World Boss categories will now properly filter listing according to the War Mode state of the party leader and potential applicants. Professions
      Fixed a bug that prevented several First Aid recipe items from requiring the appropriate Profession. Corrected an issue that could cause Draenor Garrison NPCs to fail to offer work orders. Alchemy Fixed a bug preventing players from discovering new Pandaren Alchemy recipes. Some older-expansion flasks no longer provide more stats than Legion flasks and potions. Cooking The cooking achievement Dinner Impossible no longer requires Strand of the Ancients. Fishing Fixed a bug that prevented some players from gaining Legion fishing ranks when using rare fish. Herbalism Fixed an issue that could cause herb nodes from Outland through Pandaria to yield the wrong herb type. Mining Corrected an issue that could cause players to receive no ore from mining nodes. Quests
      The start of the Mage Tower artifact storyline quest no longer requires an impossible-to-meet artifact trait condition. Fixed an issue that could cause Strom’kar to be invisible to certain races during its acquisition. The Slitherblade Naga vehicle's abilities should now deal damage and heal properly on "Wetter Than Wet". The Frightened Miner should now reliably follow his path for "Miner Troubles". The delicious contents of Yak’s Milk Flask again heals “Fallen Sentinels”. Wyrmcult Blackwhelps can now be collected for "Whelps of the Wyrmcult". General Nazgrim is again present for "The Art of War" and "Warchief's Command: Jade Forest!". During “Bringer of the Light” at the Exodar, Fel Annihilator’s Sonic Boom no longer deals excessive damage. Previous 8.0.1 hotfixes:
      July 18th
    • By Stan
      Our Battle for Azeroth expansion hub is filled to brim with useful information to get you started with WoW's latest expansion!
      Your source of the latest Battle for Azeroth news!
      Battle for Azeroth 8.0 Pre-Patch
      The pre-patch is now live worldwide. An active subscription is only required to play the game up to Legion, as Blizzard removed the Battle Chest. The launch was not smooth and Game Director Ion Hazzikostas apologized for the inconvenience in the latest Live Developer Q/A.
      Official Patch 8.0.1 Patch Notes Class Guides for Patch 8.0.1 Patch 8.0.1 Survival Guide Battle for Azeroth Release Date
      World of Warcraft's latest expansion will be released on August 14, 2018 in all regions at the same time. You can find out more information in this post.
      Pre-Purchase Battle for Azeroth
      If you pre-purchase the expansion, you'll get a level 110 boost and gain early access to four Allied Races. The Digital Deluxe Edition comes with various goodies in all Blizzard games except Diablo. Collector's Edition from local retailers also comes with two novellas and you can read excerpts here. Character slots will be increased to 18 per server. Inactive accounts have been upgraded to Warlords of Draenor.
      Game Version Pricing Buy Link Standard Edition $49.99 // 44.99 EUR EU / US Digital Deluxe Edition $69.99 // 59.99 EUR EU / US Pre-Purchase Deal [More Details]
      New players that pre-order Battle for Azeroth will get Legion bundled with it for 49.99 USD // 44.99 EUR.
      Allied Races
      Highmountain Tauren, Lightforged Draenei, Nightborne and Void Elves are four Allied Races that can be unlocked before Battle for Azeroth goes live. Pre-purchasing the expansion won't unlock them though. They're gated behind Exalted reputation standing with Legion factions and achievements.
      If you boost an Allied Race character to level 110, you won't be able to receive Heritage Armor.
      It's very likely that Blizzard removes the gating at some point before Battle for Azeroth launch. It would not make much sense having them gated behind old content.
      Allied Races Unlock Requirements
      Allied Race Requirements Highmountain Tauren Ain't No Mountain High Enough + Exalted with Highmountain Tribe  Lightforged Draenei You Are Now Prepared! + Exalted with Army of the Light Nightborne Insurrection + Exalted with the Nightfallen Void Elf You Are Now Prepared! + Exalted with Argussian Reach Allied Races in Battle for Azeroth
      Four Allied Races have been confirmed in Battle for Azeroth so far. The Alliance will be able to unlock Dark Iron Dwarves and Kul Tirans, whereas the Horde can convince Mag'har Orcs and Zandalari Trolls to join the faction. The aforementioned Allied Races will be gated behind Battle for Azeroth content and can't be unlocked before launch. We learned that Dark Iron Dwarves and Mag'har Orcs will be available first and both Allied Races are now available for playtesting on Beta and in order to unlock them, you must finish your faction's War Campaign in Battle for Azeroth. Blizzard confirmed that Blood Trolls will not be an Allied Race in the coming expansion.
      Allied Races Official Page Update: May 4 Dark Iron Dwarves & Mag'har Orcs Overview Dark Iron Dwarves & Mag'har Orcs Official Preview Dark Iron Dwarf & Mag'har Orc Unlock Requirements Dark Iron Dwarf Mole Machine Racial Dark Iron Dwarf Mole Machine Locations Dark Iron Dwarf Hub Preview: Shadowforge City Dark Iron Dwarf Paladin Mount Preview Kul Tiran & Mag'har Orc Heritage Armor Kul Tiran Customization Options Kul Tiran Druid Aquatic Forms Kul Tiran Druid Bear Forms Kul Tiran Druid Cat Forms Kul Tiran Druid Flight Forms Kul Tiran Druid Travel Forms Mag'har Orcs: Hall of the Brave Outpost in Orgrimmar Zandalari Troll Druid Forms Zandalari Troll Druid Forms Animations Zandalari Troll Shaman Totems Azerite Armor
      Set bonuses are gone in Battle for Azeroth and the legendary amulet is used to unlock Azerite traits on Azerite Armor. The plan is to introduce three pieces of Azerite Armor to the game - Head, Shoulders & Chest. In this section, you can find a list of Azerite traits that have been added to the game so far.
      PvP Azerite Traits (Beta Build 26788) Uldir Azerite Traits (Beta Build 26734) Azerite Traits Overview (Beta Build 26707) Azerite Traits Overview (Beta Build 26624) Azerite Traits Overview (Beta Build 26567) Azerite Traits Overview (Beta Build 26530) Azerite Traits Overview (Alpha Build 26476) Azerite Traits Overview (Alpha Build 26433) Azerite Traits on Battle for Azeroth Alpha (Chest Piece) Azerite Traits Overview (Alpha Build 26231) Blizzard has recently updated the UI of Azerite Armor and you can find more details here. Azerite traits can be reset at an increasing gold cost that resets every week.
      Blue Posts
      A collection of blue posts dealing with a variety of subjects in Battle for Azeroth.
      Frost Death Knight Changes: June 12 Changes to Block, MM Hunters, Protection/Retribution Paladins, Brewmaster/Mistweaver Monks: June 9 Surival Hunter & Frost Death Knight Beta Class Feedback: June 6 Arms Warrior Changes on BfA Beta: June 5 Mage Tower to Become Permanently Active as We Near Expansion Launch Affliction Warlock Beta Feedback: June 5 Battle for Azeroth Class Feedback: April 30 Battle for Azeroth Class Feedback: May 3 Blue Posts Roundup: April 12 Changes to Block in Battle for Azeroth Class Development in Battle for Azeroth Fury Warrior & Discipline Priest Changes: May 25 Fury Warrior & Marksmanship Hunter Changes: May 31 Moonkin Changes in Battle for Azeroth DPS & HPS Cooldowns on Battle for Azeroth Alpha (Experimental Change) Protection Paladin & Discipline Priest Changes: May 24 Racials and Trinkets Off the Global Cooldown on Beta Build Highlights
      Battle for Azeroth is currently in Alpha. We have overviews with creature models, items, and latest changes:
      Battle for Azeroth Alpha 26310 Highlights Battle for Azeroth Alpha Build 26287 Highlights Battle for Azeroth Alpha Build 26231 Highlights Battle for Azeroth Alpha Build 26175 Highlights Battle for Azeroth Alpha Build 26131 Highlights Battle for Azeroth Alpha Build 26095 Highlights Battle for Azeroth Alpha Build 25976 Highlights Battle for Azeroth Alpha Build 26287 Creature Models Battle for Azeroth Alpha Build 26032 Creature Models New Earth Elemental Models in Battle for Azeroth Class Changes

      In the latest dev watercooler, Blizzard talked about Class design philosophy in Battle for Azeroth. There's a new Battle for Azeroth build every week and we keep track of all talent changes here. A detailed overview of every build can be found below:
      Beta Talent Changes *NEW*
      Beta Build 26871 Talent Changes Beta Build 26812 Talent Changes Beta Build 26788 Talent Changes Beta Build 26734 Talent Changes Beta Build 26707 Talent Changes Beta Build 26624 Talent Changes Beta Build 26567 Talent Changes Beta Build 26530 Talent Changes Class Reviews
      We teamed up with Bellular to bring you a series of Class reviews for Battle for Azeroth in the coming weeks. The series is sponsored by Icy Veins and goes through all important changes for your favorite Class.
      Death Knight Class Review for Battle for Azeroth Hunter Class Review for Battle for Azeroth Mage Class Review for Battle for Azeroth Warrior Class Review for Battle for Azeroth Alpha Talent Changes
      Alpha Build 26476 Talent Changes Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes In addition to that, Hunters can no longer change a Pet's specialization in Battle for Azeroth and we also looked at changes to Druid Travel forms.
      Unicorns Tameable in Battle for Azeroth Communities
      Communities in Battle for Azeroth bring people with common interests together, just like D3 communities. The new feature will launch in the pre-patch and there are also improvements coming to Guilds (e.g. chat history).
      Communities - Official Preview Cosmetics
      Below you will find articles about interesting Cosmetic items and transmogs coming in the next expansion.
      Taebu's Scorching Straight Sword Waist of Time Books & Comics
      Christie Golden's Before the Storm novel is a prequel to Battle for Azeroth that's now available for purchase.
      Before the Storm Novel Spoilers (Amazon Preview) Before the Storm Novel Excerpt 1: Anduin Letter to Sylvanas Before the Storm Novel Excerpts 2 & 3 Digital Comics: Reunion (Jaina) Digital Comics: The Speaker (Magni Bronzebeard) Digital Comics: Three Sisters Customization Options
      Articles here deal with additional customization options for existing races.
      Change Skin Color in the Barber Shop Golden Eyes Customization Option for Blood Elves How to Create Upright Orcs Upright Orcs Overview Dungeons
      Ten new dungeons will be added to the game in Battle for Azeroth. We looked at Dungeon Journal entries and compared item levels of loot rewards after the squish and we started to upload previews of available dungeons on Normal difficulty.
      The Underrot Flying in Battle for Azeroth
      Flying will be handled the same way as in Legion. We have two Pathfinder achievements and whilst the requirements to complete the first part have been datamined, the second part will be added to the game at a later time as part of a BfA content patch.
      How to Unlock Flying in Battle for Azeroth Battle for Azeroth Pathfinder Update (Beta Build 26707) Heart of Azeroth
      With the removal of Artifact weapons and traits, all players will receive a Legendary neckpiece called Heart of Azeroth. The main goal is to collect Azerite (Artifact power) and empower it in order to unlock Azerite armor traits. The first set of traits is now available for testing on Battle for Azeroth Alpha. The appearance of Legion Artifacts will still be available in the new expansion as a transmog.
      Heart of Azeroth Explained How to Get the Heart of Azeroth Interviews
      Several community websites had the chance to sit down with WoW devs at PAX East 2018 to talk about Battle for Azeroth and we have roundups of their interviews:
      Battle for Azeroth Community Interviews Part I Battle for Azeroth Community Interviews Part II Forbes Interview with Game Director Ion Hazzikostas Part I Forbes Interview with Game Director Ion Hazzikostas Part II InvenGlobal Developer Interview PCGamesN Interview with Production Director John Hight *NEW* The Starting Zone Interview Island Expeditions
      Plunder uncharted Islands in Battle for Azeroth. The new 3-player dynamic Scenarios come in four difficulties and the goal is to collect 6,000 Azerite before the opposing faction!
      Island Expeditions Preview - Un'gol Ruins Island Expeditions Mounts Island Expeditions (Official Preview) Legacy Loot Mode
      Personal Loot used in dungeons since Patch 7.3.5 was not well received by transmog collectors. Blizzard is trying to fix it with the introduction of Legacy Loot mode.
      Legion Artifact Weapons
      We're retiring our Artifact weapons soon and Battle for Azeroth goes back to standard weapon drops. You will still be able to transmogrify the Artifact appearance though and some of them will still whisper you.
      Legion Artifacts in Battle for Azeroth Legion Artifact Retirement Questline Legendary Items in Battle for Azeroth
      Nothing has been officially confirmed yet, but there may be at least one Legendary item in Battle for Azeroth. The Legion Legendary system will be abandoned and their effects will no longer work past level 115.
      Login Screen
      Battle for Azeroth Login Screen Lore
      This section contains various articles about lore characters, scenarios and gameplay previews.
      Battle for Lordaeron Scenario (Alliance & Horde PoV) Environmental Changes of Teldrassil and Undercity The Burning of Teldrassil Intro The Stormwind Extraction Scenario (Horde Intro) Zandalar Forever Scenario  Map Improvements
      World boss spawns and boat/zeppelin locations will be indicated on the world map in Battle for Azeroth.
      Map Improvements in Battle for Azeroth Mounts
      If you're an avid mount collector, Battle for Azeroth will most definitely not disappoint you. Plenty of cool mounts are coming and we covered the following flying/ground mounts so far:
      Reputation Mounts in Battle for Azeroth Mounts from Mythic(+) Dungeons Mount Rewards for 100 Exalted Reputation & Collecting 400 Mounts Basilisk PvP Mounts Battle for Lordaeron Faction Mounts Bee Mounts Bloodfeaster Mounts Brutosaur Mount (Mount with an Auctioneer Costs 5 Million Gold) Clefthoof PvP Mount Crawg Mounts Darkhound Mount Frog Mounts Goblin Hovercraft Mounts Hyena Mounts Obsidian Krolusk Mount (Glory of the Wartorn Hero Reward) Parrot Mounts Proto-drake Mounts Raptor Mounts Swift Spectral Phoenix Mount Tempestuous Skystallion Mount Vulture Mounts Vicious War Hippo Mount Music
      Main Battle for Azeroth Soundtrack Mythic Keystone Changes
      No huge changes are planned for the Mythic Keystone system. It has been received well in Legion. We datamined some spells related to Mythic Keystone customization and a new (possibly level 10) affix.  Tyrannical & Fortified affixes will be moved to level 2 Keystones to avoid awkward power spikes and the weekly Mythic chest has a chance to contain up to 3 pieces of loot.
      Infested Affix in Battle for Azeroth Mythic Keystone Customization New Mythic Affixes Weekly Mythic Cache Rewards in Battle for Azeroth Pet Battles
      In Battle for Azeroth, level of the pets opposing you will scale to the highest level pet on your team. New pet mechanics will be introduced and some existing mechanics will change.
      Pet Battle Changes in Battle for Azeroth Pet Battle Philosophies in Battle for Azeroth Pet Battle Updates (Beta Build 26707) Profession Changes
      Most First Aid recipes have been moved to Tailoring and achievements are now Feats of Strength, hinting at a possible removal of First Aid. An early look at Profession changes and new recipes can be found here.
      PvP  *NEW*
      Quality of life improvements are coming to PvP in Battle for Azeroth. Strand of the Ancients will be removed, the two 40v40 battlegrounds will have a separate queue, and more!
      Changes to Multiboxing in Battle for Azeroth Dueler's Guild Preview PvP Talents in Battle for Azeroth PvP Rating Updates in Battle for Azeroth Battleground Updates in Battle for Azeroth New PvP Ranking and Item Level Systems in Battle for Azeroth Prestige Levels in Battle for Azeroth War Mode in Battle for Azeroth Enabled War Mode Increases XP Gains by 10% Reputations
      Multiple factions have been added to the game in Battle for Azeroth and you can gain reputation with them by completing world quests.
      Reputation Rewards in Battle for Azeroth Research Advancement
      There are six tiers of research that provide various boons in the new expansion.
      Research Advancement in Battle for Azeroth Q&A
      Game Director Ion Hazzikostas is periodically answering your Battle for Azeroth questions. The latest Q&A was conducted on April 26.
      Battle for Azeroth Live Developer Q&A (June 14) Battle for Azeroth Live Developer Q&A (April 26) Battle for Azeroth Live Developer Q&A (March 15) Battle for Azeroth Live Developer Q&A (January 30) Racial Nerfs
      Every Man for Himself and Arcane Torrent will be nerfed in Battle for Azeroth. You can find more information here.
      Raids
      Uldir will be the first raid of the expansion. In a future raid (probably the Nighthold raid equivalent in BfA), we're going to fight Azshara. FatbossTV have done previews of Uldir encounters on Heroic difficulty.
      Heroic Uldir Raid Testing: G'huun Heroic Uldir Raid Testing: Mythrax the Unraveler Heroic Uldir Raid Testing: Taloc & Fetid Devourer Heroic Uldir Raid Testing: MOTHER & Vectis Uldir Raid Encounters Uldir Sets Preview Uldir Zone Preview & Zek'voz, Herald of N'zoth (Heroic) Testing Timewalking
      Mists of Pandaria is receiving its first Timewalking raid in Battle for Azeroth.
      Siege of Orgrimmar Timewalking Warfronts
      Warfronts are 20-player PvE scenarios coming in Battle for Azeroth. The first Warfront was recently enabled for testing on Alpha.
      Battle of Stromgarde Warfront Preview Warfronts Schedule in Battle for Azeroth WoW Classic
      Even though this is not BfA-related, we finally got some news about WoW Classic development in a Watercooler on June 16. You can find more details here.
      Visuals
      Hunters and Warlocks received new spell animations.
      Hunter Spell Animations Warlock Spell Animations Warlock Summon Demon Animations Summoning Stone & Soulwell Animations Zone Previews
      This section contains zone previews of Kul Tiras and Zandalar.
      Arathi Highlands Updated in Preparation for Warfronts High-Resolution Maps of Kul Tiras & Zandalar Drustvar Zone Preview Nazmir Zone Preview (Official) Vol'dun Zone Preview Uther's Tomb Visual Update Uther's Tomb Visual Update #2 Zuldazar City Official Preview Changelog
      July 14
      Added pre-patch release date, Mag'har Orcs zone & scenario steps, pre-patch customization options and more.
      July 11
      Added the official preview of the new WoW Communities feature and the Darkforge Ram preview.
      July 10
      Added map improvements in BfA and Bellular's third Class review about Death Knights.
      July 9
      The hub has been updated with all missing articles.
      June 11
      Added latest talent changes and PvP Azerite traits (Beta Build 26788).
      June 10
      Updated the hub with new mounts, new Beta build coverage, one launch to rule them all, various blue posts & more.
      June 1
      Added Uldir powers and latest Beta Build 26734 talent changes.
      May 31
      Updated the hub with all missing articles.
      May 7
      Added datamined Azerite traits for Build 26530, Heroic Uldir raid testing and PCGamesN interview with John Hight.
      May 4
      Added Legion Artifacts in BfA.
      May 3
      Updated with the latest news and the PvP section.
      April 24
      The hub has been updated with new links to our latest news and previews and Battle for Azeroth Beta is now live!
      April 5
      Blizzard revealed the release date of Battle for Azeroth. We also added the latest information to the hub, including Dark Iron Dwarf & Mag'har Orc playable classes, latest talent updates, Azerite traits, and more!
      March 26
      The hub got updated with a bunch of new articles including new customization options for Blood Elves, talent updates for Alpha Build 26287, new creature models and a post dealing with global cooldowns in Battle for Azeroth.
      March 22
      A new Alpha Build arrived on Battle for Azeroth Alpha realms. Blizzard added the Dark Iron Dwarf racial mount, two Dwarf Paladin Ram mounts and more!
      March 21
      We added our preview of Island Expeditions to the website.
    • By Stan
      Blizzard had to temporarily disable Communities due to some bugs, but the feature will be reactivated for testing on a few realms today.
      If you're playing on one of the realms below and experience issues with the new feature submit your bug reports here. Don't forget to check out the official Communities preview!
      Blizzard (Source)
      We’re planning to run an initial test of re-activating the Communities feature on a few realms this morning. Those realms are:
      Black Dragonflight Gul’dan Skullcrusher Lightbringer Mal’ganis This test is scheduled to begin at roughly 9 AM Pacific time. If you’re on one of the above realms, please let us know if you experience any issues once Communities have been re-enabled. Thanks!