Jump to content
FORUMS
Sign in to follow this  
Stan

Patch 7.2.5 - Build 24163: New Legendary Items

Recommended Posts

Share this post


Link to post
Share on other sites

The errors made are hilarious though... "Pillars of Inmost Ligiht"

 

Uther: "By the holy LIGIHT!"

 

Edit: I see Stan edited the text on the post; but the actual item in the database is the culprit. This wasn't meant as a bash towards Stan, sorry if it felt as if that was implied!

Edited by Yridaa

Share this post


Link to post
Share on other sites

I'm really not a fan of all these changes going towards RNG. Aside from the extra talent, everything new since NH opening have been about procs, even our last trait. I would like to see more consistency in performance instead of everyone just being reliant on procs to do well.

Then we look at the classes like Enhancement Shamans that already rely bit on RNG, they need double luck after all changes. I don't see why Blizzard is all of sudden into all the RNG in WoW? Did the Hearthstone team fill in for people? ^_^

Share this post


Link to post
Share on other sites
2 hours ago, Arkpit said:

I don't see why Blizzard is all of sudden into all the RNG in WoW? Did the Hearthstone team fill in for people? ^_^

It has been like this for a very long time, sadly. Even way before Hearthstone existed. Some specs are very proc reliant and then there were trinkets that were so good that if you didn't get a "spec proc" during the trinket's proc, you were often at the bottom of the dps meter. And sometimes even below tanks, if you really played a sub-par spec (Even if you played the rotation very well). But when those procs aligned, you'd be at the top.

 

The only time this wasn't the case as much was in Vanilla (Where balance was something people didn't care about unless the cutting edge raiding guilds (the 1% of the 1% that raided, pretty much, the other 99% were just happy to have 40 people at max level with blue gear, the 99% of the total population back at the time didn't even raid at all.)

In TBC the RNG was already very bad for a lot of classes, and you still had very high situational specs; Paladins were amazing in mount hyjal for example because a lot of their spells always crit against undead, while, back then, there were still mobs immune to certain spells (Makes sense in lore, but not in gameplay) such as fire mages casting fire spells at fire elementals (This was also very prevalent in Vanilla)

 

I know that's not RNG, but it was one of the big problems alongside RNG. Because there were multiple big issues, the RNG was just one part of it and thus not as obvious as it is nowadays. MoP had arguably the largest overhaul of the specs in the existence of WoW; talent trees got changed into what it is now; druids finally separated Guardian from Feral etc. And with it, they brought a lot more RNG to the table (Because the specs were more defined, they allowed more playroom)

 

So there were a lot of complaints about RNG, and Blizzard came up with a solution (bandaid, but still) called Multistrike. If your fireball had a chance to proc something, it now had three chances to proc it. It looked amazing on paper but actually led to more RNG... What if your Fireball procs, but the skill you cast from it doesn't proc its multistrike effect? You still lose a lot of damage. And what if, despite Fireball's 3 proc chances, it still doesn't proc 4 casts in a row?

 

It ended up just being a layer of RNG on top of RNG, and was removed in Legion. What we're left with in Legion is what we see now... I personally wish Blizzard would add resto shaman's procs to all other classes (omg homogenization !)  in that Tidal Waves was always a guaranteed proc. This was proposed in one of the interviews/dev talks at Blizzcon a couple of years back but Blizzard argued that the game becomes a lot less fun for DPS when you simply follow a systematical pattern; 123345 - 123345 - 123345.

 

I however argue that you can still make challenging and interesting rotations even without RNG based procs, but this post is already a lot longer than I thought it'd end up being, so I wonder if anyone would even read this far ;)

 

 

Share this post


Link to post
Share on other sites

Just more legos to worry about needing. I know I have said this before but, once again, I recently got my required BiS as BM and they are nerfing it to the ground. Probably going to be the end of the next patch before I see the next BiS, whatever that will be. Makes me sad.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Reddit user Granny_knows_best spotted that using Rime of the Time-Lost Mariner gives you a hat in Flight Form. Another Redditor found out it also works in flapping Moonkin Form.
      Rime of the Time-Lost Mariner is a toy that has a chance to drop from Dread Ship Vazuvius on Timeless Isle. When used, you get transformed into a skeleton, but Druids will receive a hat in Flight Form.

      Druid in Flight Form receives a hat from Rime of the Time-Lost Mariner.
      Furthermore, Redditor DonSerrot confirmed this also works with Legion's Archdruid's Lunarwing Form and flapping Moonkin Form.


      Source: Reddit
    • By Stan
      It's time to look at the Hunter class changes and all their Covenant Abilities underwent some changes in the latest Shadowlands Beta build. Blizzard also reduced the Focus cost of Cobra Shot.
      Hunter
      Resonating Arrow radius increased. When a mob leaves the area, you can ignore LoS towards them for 4 more seconds. Flayed Shot's bonus Kill Shot no longer costs Focus. The design of Wild Spirits has been simplified, and there's no longer a difference in behavior when using single target versus area damage with this ability. Blizzard has also reduced the Focus cost of Cobra Shot.
      Death Chakram (Necrolord Covenant Ability) has been fixed to no longer chain the targets under crowd control effects that break upon taking damage. Flayed Shot (Venthyr Covenant Ability) - Fire a shot at your enemy, causing them to bleed for (250% of Attack power) Shadow damage over 20 seconds. Each time Flayed Shot deals damage, you have a 15% chance to gain Flayer's Mark, causing your next Kill Shot to be free and usable on any target, regardless of their current health. Resonating Arrow (Kyrian Covenant Ability) - Fire a resonating arrow to the target location that fills deals (20% of Attack Power) Arcane damage to any enemy in the area, and fill the area with echoing anima for 10 seconds. The effect causes your attacks to ignore line of sight to enemies in the area, and you have 30% increased critical strike chance against them. Leaving the area of echoing anima will still allow the hunter to ignore line of sight towards the enemy for 4 seconds. Wild Spirits (Night Fae Covenant Ability) - Evoke the energy of Wild Spirits at the target location, applying Wild dealing (25% of Attack Power) Nature damage and apply Hunter's Mark to all enemy targets within the area for 15 seconds, increasing the damage you deal to them by 5%. While the Wild Spirits are active, each damaging ability you use against a target affected by the Wild Mark strikes the target or your pet use against a target in the area will strike up to 5 nearby targets for (45% of Attack Power) Nature damage. Beast Mastery
      Cobra Shot now costs 35 Focus (was 45).
    • By Stan
      Here comes an overview of the latest Demon Hunter class changes from Shadowlands Beta.
      Demon Hunter
      The latest DH tuning is mainly aimed at Covenant Class Ability balance. Elysian Decree damage increased, The Hunt redesigned. It's now capped to 5 targets, teleport and Fury generation bonuses removed, cooldown reduced.
      Elysian Decree (Kyrian Covenant Ability) - Place a Kyrian Sigil at the target location that activates after 2 seconds. Detonates to deal (132% 350% of Attack Power) Arcane damage and shatter up to 3 Lesser Soul Fragments from enemies affected by the sigil. The Hunt (Night Fae Covenant Ability) - Charge to your target, striking them for (275% 455% of Attack Power) Nature damage, rooting them in place for 3 1.5 seconds and inflicting (95.7% 455.4% of Attack Power) Nature damage over 6 seconds to any enemy up to 5 enemies in your path. The pursuit invigorates your soul, healing you for 25% of the damage you deal to your Hunt targets for 60 30 seconds. Cooldown changed from 3 to 1.5 minutes. Havoc
      Furious Gaze has become Rank 3 Eye Beam. Eye Beam - Blasts all enemies in front of you, dealing guaranteed critical strikes for up to ${({?a320,415[{${( 12.38% of Attack Power )*10*2}}][{${( 12.38% of Attack Power )*10}}])} Chaos damage over 2 sec. Deals reduced damage to secondary targets. When Eye Beam finishes fully channeling, your Haste is increased by an additional 15% for 12 sec.
    • By Stan
      A recap of the latest round of Death Knight changes that went live on the Shadowlands Beta.
      Death Knight
      Death's Due (Night Fae Covenant Ability) has been reworked and its buffs and debuffs are not applied each time the spell deals damage. Maximum stacks reduced to 8. Debuff duration also got reduced.
      Corrupts the targeted ground, causing (39.6% of Attack Power) Shadow damage over 10 seconds to targets within the area. Enemies damaged deal 1% reduced damage to you, up to a maximum of 15% and their power is transferred to you as an equal amount of Strength. While you remain within the area, your Necrotic Strike and Heart Strike will hit up to 0 additional targets. Scourge Strike and Clawing Shadows will hit up to 4 enemies near the target. Blood: Corrupts the targeted ground, causing (39.6% of Attack Power) Shadow damage over 10 seconds to targets within the area. While you remain within the area, your Heart Strike will hit up to 3 additional targets and inflict Death's Due for 12 seconds. Death's Due reduces damage enemies deal to you by 1%, up to a maximum of 8% and their power is transferred to you as an equal amount of Strength. Frost: Corrupts the targeted ground, causing (39.6% of Attack Power) Shadow damage over 10 seconds to targets within the area. While you remain within the area, your Obliterate will hit up to 1 additional target and inflict Death's Due for 12 seconds. Death's Due reduces damage enemies deal to you by 1%, up to a maximum of 8% and their power is transferred to you as an equal amount of Strength. Unholy: Corrupts the targeted ground, causing (39.6% of Attack Power) Shadow damage over 10 seconds to targets within the area. While you remain within the area, your Scourge Strike  will hit up to 4 enemies near the target and inflict Death's Due for 12 seconds. Death's Due reduces damage enemies deal to you by 1%, up to a maximum of 8% and their power is transferred to you as an equal amount of Strength. Necrotic Strike: Corrupts the targeted ground, causing (39.6% of Attack Power) Shadow damage over 10 seconds to targets within the area. While you remain within the area, your Necrotic Strike and Heart Strike will hit up to 0 additional targets and inflict Death's Due for 12 seconds. Death's Due reduces damage enemies deal to you by 1%, up to a maximum of 8% and their power is transferred to you as an equal amount of Strength. Clawing Shadows: Corrupts the targeted ground, causing (39.6% of Attack Power) Shadow damage over 10 seconds to targets within the area. While you remain within the area, your Heart Strike will hit up to 0 additional targets and inflict Death's Due for 12 seconds. Death's Due reduces damage enemies deal to you by 1%, up to a maximum of 8% and their power is transferred to you as an equal amount of Strength. Frost
      Killing Machine - Your auto attack critical strikes have a chance to make your next Obliterate deal Frost damage and critically strike.
    • By Starym
      We have a big one today as Lorekeeper.net got a hold of Narrative Lead Steve Danuser and got a whole lot of new info from him on many different aspects of the Shadowlands. We even got an answer to the very frequently asked question about what happens to Alternate Universe souls when they die, aka is there an AU Shadowlands! And even thought the answer is somewhat vague, it's a definitive one - there is only one Shadowlands and all souls from any parallel universes end up there.

      We also learned a lot more from the interview, like:
      Time is different in the Shadowlands and that affects everything else (related to most of the other answers below). Other cosmic force characters (Life, Death, Order, Disorder, Light, Void), like the Naaru, don't go to the Shadowlands when they die, as they go back to their point of origin and reform over time, barring any intervention. Some Necromancer class rumors were dispelled, Maldraxxus wasn't intended as a tease for it. We got an explanation as to what exactly happens when someone is raised from the dead, with the Forsaken in focus and their relationship to Death as the cosmic force that now anchors their souls to their bodies, whereas Life served that function when they were alive. And so their souls are not in the Shadowlands but simply bound to their bodies by a different source than in life. We also found out what the relationships of couples and close relationships are like after death in the Shadowlands - with another relatively vague answer with Draka's example - basically she's busy with the events in the Shadowlands to think about her mortal life, and since time is different she doesn't really perceive it as an issue. There are additional parts of the Shadowlands the team didn't get to explore, but will in future updates. There's a whole lot to more unpack and read about in the massive interview, and all of it is extremely interesting, and not only for lore enthusiasts, as the Shadowlands really does act as a big setup for expanding the Warcraft universe. Definitely go check out the full thing as it's full of pretty huge revelations, even in addition to the highlights we pulled out above.
×
×
  • Create New...