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 Staff
      Patch 10.0.7 releases later today in North America and servers will not be up before 3:00 PM (PDT).
      (Battle.net Launcher)
      We will be performing scheduled maintenance beginning on Tuesday, March 21st, 7:00 AM (PDT) and we expect the service to be available again at approximately 3:00 PM (PDT). During this time the game will be unavailable for play.
    • By Starym
      Arhqirah is back with another quick video covering a few easy to acquire mounts from the new patch, featuring the Gooey Snailemental, Noble Bruffalon and Mossy Mammoth. All three come from the new patch activities, from the Primal Storm events in the Forbidden Reach to the Zskera Vaults, so let's take a look!
    • By Starym
      Another batch of hotfixes arrives, with the Hall of Fame being closed this week!
      March 20 (Source)
      Dungeons and Raids
      Vault of the Incarnates [With weekly restarts] The Hall of Fame (Alliance) for Vault of the Incarnates has now been filled with the first 100 guilds to defeat Mythic Raszageth, and with that both factions’ halls have filled. Congratulations to all players who earned a spot in the annals of raiding history this season!
    • By Staff
      Blizzard has posted an in-depth discussion on class set acquisition, going into changes coming with 10.1, as well as looking back at the systems used so far.
      Class Sets (Source)
      Hey everyone, with 10.1 on PTR & Raid Testing in full swing, we wanted to catch up and talk about some Rewards Updates coming to Embers of Neltharion. This will include changes we’re making to the Revival Catalyst, Class Set Acquisition, Raid Rewards, as well as some of the history behind how we’ve arrived to our current approach & how those philosophies are evolving over time. This post will already be pretty long already, so for now this is going to focus entirely on the Class Sets & the Catalyst - how we got here initially, how things are today, and what they’ll look like soon - and keep the Raid Talk to a different post coming soon.
      First off, let’s talk about the Revival Catalyst (formerly the Creation Catalyst from Zereth Mortis), and how we got to where we are today. Early on in 10.0’s development, we knew we would keep the Catalyst unlock timing of 6 weeks after the season begins - which certainly wasn’t the most popular decision, but let’s talk about why. Generally speaking, when iterating on a system we try to be careful of not making too many changes at once so as to better discern & analyze the impact of those changes individually, and with something as big as the Catalyst, making too many changes at once could jeopardize our ability to balance its place in the gearing ecosystem in the future. If we’d made it unlock even one week earlier, and discovered that was a mistake or didn’t align with our goals, it would be even more disruptive to players to say ‘oops’ and rewind it back. So let’s talk about what did change - because coming from Shadowlands Season 3 where the Catalyst was introduced (and Class Sets reintroduced overall), there were a number of compounding issues that made the experience of assembling your Set as frustrating as it was. These complicating factors were:
      Sepulcher of the First Ones, as a raid, was notoriously more difficult than intended- this meant that even very competent and committed guilds found it hard to take down Lihuvim, Halondrus, and especially Anduin in that very first week.
      On top of this, Sepulcher released in segments - Lords of Dread and Rygelon, two other very challenging bosses sporting Class Set tokens, weren’t even available for people who did clear the first week.
      Special Trading Requirements - in the world of personal loot in raid, you needed equal-or-better item level in a particular slot to trade an item. In 9.2 specifically, there was an even further restriction meaning you needed to have a high enough item level Set Piece. This meant that there were many cases where people who had normal set pieces couldn’t trade heroic ones that dropped for them right after, or players who had their set completed couldn’t trade items that would have finished the bonus for others.
      Great Vault accessibility - while it was a benefit that the Great Vault allowed all players (even non-raiders) to get set pieces at all, the rates weren’t at all favorable compared to your chances of non-set items appearing.
      Additionally, many of our tests and projections were expecting that a lot of players would meet the Raid Thresholds of 3/5/8 Bosses killed each week which, as mentioned above, didn’t happen regularly for quite a while given the high average difficulty of the raid (Anduin being a major gatekeeper here). This meant that from the very first week, the vast majority of players were behind our initial expectations for acquiring their Sets.
      So that was the world of 9.2 We’re highlighting these factors alongside the 6-week release timing of the original Catalyst to hopefully show the snowball effect acquisition and rewards systems can have. Players weren’t killing as many bosses early, which meant they weren’t killing the rest of the Class Set bosses, which meant less people had them appear in their Great Vault, which all meant less trading across your raid group to fill out slots - furthermore, this delays the power spikes those bonuses would give, which makes it harder to progress past certain walls within the raid, and so the cycle continues. Even guilds choosing to clear Normal and Heroic bosses for extra chances at Set Tokens were still running afoul of the trading restrictions, which didn’t help much either. So what changed moving into Vault of the Incarnates & Dragonflight Season 1?
      All trading restrictions for Raid items were removed - this means guilds clearing heroic and normal had much faster/easier access to Set tokens. We greatly increased the appearance rate of Class Set items from your slots in the Great Vault across the board Great Vault slots for the Raid moved to 2/4/6 - this combined with being a shorter raid (8 bosses instead of 11) overall meant less loot individual loot in your pools, so a higher chance of not only making it to Set Token bosses, but also a higher chance of maxing out your vault weeks earlier than in Season 3 Knowing the 6-week Catalyst unlock timing would still be controversial, we held fast due to the other incoming changes to get a look at how things would shake out - and as it happens, our data shows that these changes had an even bigger impact than anticipated. Without peering too much behind the curtain, we were able to see that the vast majority of players filling between 3 & 6 Great Vault slots (by far the most common bracket for players who engage with vault at all early in a season) either had their 4-piece Set Bonus before the Revival Catalyst opened, or were set up to complete it that very week. Players were killing more bosses on more difficulties than before, which led to more vault slots & more gear trading, which in turn led to progressing deeper into the raid earlier, which continues the positive loop of more players getting geared faster. That said, some readers will correctly identify that there’s groupings of players who still were left out of this bounty - these are players who engage only with Mythic+, and only with PvP, with zero raiding at all. These players still on-average had decent luck getting some Set pieces via the Great Vault change, but were extremely unlikely to complete their 4-piece bonus before the Catalyst arrived.
      So, that’s the basics of Season 1 - but we still think we can do better for more players. So let’s talk about what’s changing in Dragonflight Season 2:
      First, we’re reverting the Weekly Quest system to get Catalyst Charges in favor of how it worked in Shadowlands Season 3. For those unaware, this is very simple - every week, all characters on your account will get a charge, no action required. We wanted to experiment with making the acquisition of Charges require some more effort & investment on the player’s part in lieu of having a Currency Cost (9.2 had Cosmic Flux, which handled this previously) - but in so doing we ended up taking a step backwards on one of the founding goals of the Catalyst system itself: mid- or late-season catch-up for new or returning players.
      Whereas 9.2’s system would greet fresh 60s with many Catalyst Charges ready to craft an entire Class Set for a hefty Cosmic Flux fee, level 70 players in Dragonflight Season 1 quickly found that if they were late to the party - that was it. It would always take 6 weeks to reach the Charge cap, and if you failed to turn in the quest for any reason, you couldn’t gain another. It’s not a total loss - this entirely-new truly account-wide quest is something we’ll be able to use in the future, but not allowing catch-up was a mistake we’re going to correct. The quick hits of how Dragonflight Season 2 will work are thus:
      Upon the Catalyst opening, all players will receive a Charge for every one of their characters. These function the same as they always have - if your Main spends a few to convert items early in the season, it doesn’t impact your alt (or any alt characters you may make in the future). unlike in Shadowlands Season 3, there will be no cost associated beyond the Charge spent. No Cosmic Flux, no Dragon Isles Supplies, no Apexis Crystals - if you’ve done the work of obtaining a convertible item, that’s enough for us. Second, we’re adding a new Seasonal Achievement - tentatively titled Dragonflight Season 2 Master. You may be aware that in 9.2 & 10.0, we’ve had some achievements that would require you to clear the Mythic Raid, or obtain a very high Mythic+ or PvP threshold to obtain a reward - in Shadowlands S3 it was a special item to upgrade all of your conduits, and in Dragonflight Season 1, it was a cosmetic item that gave you access to the previously Mythic-Only Visual Effects for all colors of your Class Set appearances. We’re keeping that style of achievement & reward moving forward, but want to experiment with more seasonal milestones to hit as you progress towards your goals. Here’s how it’ll work:
      Season 2 Master is awarded for clearing Aberrus, the Shadowed Crucible on Heroic Difficulty, obtaining 2200 Mythic+ Rating, or 1800 rating in PvP Doing so awards that character a Draconic Mark of Mastery - an item that can be turned in to a vendor for any Heroic-Level Class Set item of your choice This can only be earned once per-character, but is available the day Dragonflight Season 2 begins The item received from the Mark of Mastery is also fully upgradeable with Shadowflame Crests & Flightstones, like all items in the universal upgrade system coming with this patch This achievement and its reward serve a few functions. We’re interested in adding a non-raid method of obtaining a guaranteed set item for those players we mentioned previously. Additionally, we’re interested in testing the waters to see how players feel about being able to earn relevant power rewards for their progress and performance within a given season. For the most skilled and coordinated players, this token will be something they could earn within a matter of days or even a week - for others, it’s a medium or even long-term goal to push for that could provide items otherwise out of their typical reach.
      Lastly - and this is Raid-specific - Scalecommander Sarkareth, the final boss of the 10.1 Raid, will drop 1 ‘Omnitoken’ per defeat on all difficulties for your group, guaranteed. We’re still hammering out the specifics here, but like the Mark of Mastery above, any player in possession of it will be able to take it to a vendor and purchase a Class Set item of the level & upgrade band appropriate to the Raid Difficulty it came from.
      Also worth noting before we talk about the Raid Rewards charges in full is that some time into the season - either with the re-opening of the Revival Catalyst, or shortly thereafter - we’ll be adjusting how often Set Tokens drop in raid as well. At present, Class Set tokens drop at a ratio of 1 per 10 players, scaling up to 2 per 20 and 3 per 30 guaranteed. We’ll be reducing this number as the season progresses, as we’ve heard feedback that players making late-season runs at mythic progression or AotC very often already have their Class Sets, and often at an item level that’s decently above or comparable to those dropping. This can make those bosses feel less exciting & rewarding at the end of a season, especially when hunting specific trinkets or weapons.
      All in all it’s been about a year since Class Sets have returned, and we hope the above changes represent a shift towards making them more accessible for all players. We want to acknowledge the feedback that having raiding be the primary way all players obtain Class Sets doesn’t feel in-step with your expectations, given that they feel like something that should be universally available to all styles of play. We’re eager to see how Season 2 plays out, and will be looking for more ways to level the playing field in this regard as we continue to iterate. Thanks for all of your thoughts on this topic so far, and we’ll see you in 10.1!
       
    • By Stan
      Find out more about catch-up gear in Patch 10.0.7.
      Forbidden Reach Catch-Up Gear 101
      Patch 10.0.7 adds BoA catch-up gear tokens that you can send to alts. Gear tokens are available for all slots. They drop from all types of content in the Forbidden Reach, including killing mobs, opening treasure chests, defeating rares, completing Froststone Vault Primal Storms, and more. The gear tokens start at Item Level 385.
      Primalist gear can be upgraded to Item Level 395 with Untapped Forbidden Knowledge at Morqut Village. Untapped Forbidden Knowledge comes from participating in the Forbidden Reach content. Open chests, kill rares, and complete the Trial of the Storm event. Eventually, you will come across the upgrade item. Likewise, the Primal Storm gear offered by Mythressa can also be upgraded to Rank 3 (Item Level 395) in the patch.
×
×
  • Create New...