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We have further updates on the Horrific Visions tuning coming tomorrow/Wednesday to go with the class changes, as we have some specifics to check out - from the exact numbers on the Coalescing Visions rewards increases to the Torn Pages required for cloak upgrades.
Horrific Visions Changes (source)
I’ve updated the OP here with further information.
UPDATED 2:45 p.m. PST Monday, February 24
We’re working on a set of hotfixes to the game that should streamline upgrading your Legendary cloak via Horrific Visions.
We now have some specifics to outline. Once again, these changes will come into effect with scheduled weekly maintenance:
Visions of N’Zoth Daily Quests now reward 50% more Coalescing Visions. The main N’Zoth Threat now rewards 2500 Coalescing Visions (in addition to a Vessel of Horrific Visions ). Lesser Threats now reward 6500 Coalescing Visions. Quests to Increase Cloak Rank
For Rank 13, the Quest now requires 4 Torn Pages (was 6). For Rank 14, the Quest now requires 6 Torn Pages (was 12). For Rank 15, the Quest now requires 8 Torn Pages (was 18). Posted previously–
Coalescing Visions now drop in higher numbers from Assaults and Daily Quests. The Unique(5) inventory cap on Vessel of Horrific Visions has been removed, allowing you to carry as many Vessels as you like. Up to 4 Torn Pages of “Fear and Flesh” quest items can now drop in Horrific Visions from objectives on the rank 7-11 Legendary cloak upgrade quests (was a max of 2). You’ll need to clear more than two sides areas in one run to get more than two pages. The rank 13-15 quests will still drop a max of 2 pages, only from Lost Area objectives. These updates will go into effect with weekly maintenance (Tuesday, February 25 in this region).
We have some changes to the class balancing coming tomorrow and Wednesday, with Windwalkers and Death Knights having some changes reverted and some of the nerfs lessened for PvP:
Class Balance (source)
I’ve updated the OP above with three further adjustments:
Windwalkers will not have their damage increased in PvP situations. For Unholy and Frost DKs, Death Strike healing is being taken down to 30% in PvP. For Blood DKs, Death Strike healing is being taken down to 19% in PvP. And here are the original class balance changes that were already announced, without the modifications from above:
Class Balancing Feb 25th (source)
We’re working on a series of hotfixes to adjust class balance. We currently plan to implement the following changes with weekly maintenance (the morning of February 25 in this region):
Rejuvenation now costs 10% base mana (from 10.5%).
Efflorescence now costs 17% base mana (from 21.6%).
Tranquility direct healing increased 11%.
Developers’ notes: These changes should improve Restoration Druid’s raid healing output, without much impact to their already strong capabilities in dungeons and Arenas. Hunter
Damage of all abilities increased by 5%. Monk
Damage of all abilities increased by 5%. Mage
Damage of all abilities increased by 5%. Shaman
Damage of all abilities increased by 3%. Warlock
Damage of all abilities increased by 5%. Player vs. Player
Tank specialization player characters now take an additional 50% damage from enemy players (was 40%). Death Knight
Death Strike now heals for 20% of damage taken when engaged in combat with enemy players (was 40%). Death Strike now heals for a minimum of 5% of maximum health when engaged in combat with enemy players (was 10%). Blood
Death Strike now heals for 12.5% of damage taken when engaged in combat with enemy players (was 25%). Death Strike now heals for a minimum of 3.5% of maximum health when engaged in combat with enemy players (was 7%). Mage
Ice Barrier now absorbs 40% less damage when engaged in combat with enemy players. Fire
Blazing Barrier now absorbs 40% less damage when engaged in combat with enemy players. Arcane
Prismatic Barrier now absorbs 40% less damage when engaged in combat with enemy players. Warlock
Demon Armor now increases Stamina by 5% (was 10%). Demon Armor now increases Armor by 90% (was 150%).
We have another remastered WoW cinematic on our hands, this time hand-made and not AI upscaled to boot! The end cinematic of the Icecrown Citadel raid is particularly relevant today, as it not only sets up Bolvar as the new Lich King, but also takes place in the Sylvannas vs. Bolvar arena that sets off Shadowlands.
And here's the description from the creator, Pivotal:
And here's the intro cinematic for the patch, remastered a long time ago by Hurricane:
The biggest ongoing discussion in a large part of the WoW raiding player base has been whether raids are harder now than they were in the past, with Vanilla and Classic especially coming under fire for seemingly "easy" bosses. Now it's obvious today's boss fights are infinitely more complex, but there's a huge mitigating factor to consider, and that's addons. If you needed more proof for just how important mods are to raiding, the recent World First race win by Complexity Limit came just as they got their own dedicated addon coder, in their partnership with Deadly Boss Mods. Regardless of where you come out on the "raids were harder in era X" discussion, it's very clear addons have completely changed the way raids work, and we now have a look inside how exactly that evolved in a PC Gamer interview with lead game designer Morgan Day.
We start in Warlords of Draenor and Hellfire Citadel, where Archimonde sat waiting. The boss had been the hardest in a long time, surviving for 16 days and was only surpassed by his fellow Burning Legion bigwig Kil'jaeden, 2 years later to the day. So why was Archimonde so important? Well, a new addon was developed by the top raiders at the time that could actually draw lines on the minimap, making the Wrought Chaos mechanic easier to deal with. As Morgan Day explains:
This particular addon was deemed too powerful and the API was changed so it didn't work anymore, and this wasn't the first time Blizzard had to step in and curb a mod's functionality, as Blackwing Lair (and Chromaggus in paticular) had shown that the Decursive addon was too powerful and needed to be toned down.
The biggest new piece of info from the interview would have to be that while Blizzard don't actually design bosses with addons in mind from the ground up, they very much do pay attention to them when it comes to implementing the boss designs. They don't always catch everything, however. Day mentions that the Prophet Skitra's main mechanic in Ny'alotha was actually completely ignored by mods - the boss would split into many mirror images and players were supposed to communicate and find out which one was real, except Blizzard didn't quite foresee a method mods could mark the real one, and so that part of the fight was completely trivialized.
And finally, Day talks about how some addons, while deemed too powerful and were shut down, lead to actual improvements in the game itself, like bosses using similar tech to telegraph their attacks better (like the Augmented Virtual Reality one from WotLK which allowed you to draw whatever you wanted on the game screen).
The interview covers a lot more ground and goes into detail on some of the above examples and is a great read if you're a raider or interested in the World First race, so definitely go check it out!
The Darkshore Warfront is available now on Heroic difficulty for Alliance players, meaning it's time to get your piece of gear that is equivalent to Heroic Ny'alotha loot (item level 460).
Alliance players have access to the Heroic Warfront: The Battle for Darkshore quest in Boralus that rewards 50 7th Legion Service Medals, one item level 460 gear piece, and 750 Artifact Power.
You can purchase the Sandy Nightsaber mount if you completed the Battle for Darkshore on Heroic difficulty (Heroic: War for the Shore) and have spare 350 7th Legion Service Medals.
"A rare color for a nightsaber, and rarely seen, they are prized amongst huntresses."
You can find out more information on all mounts by visiting our 8.3 Mounts Compendium.