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Exorsus' (Harsh) Reaction to Recent KJ Nerfs

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With the most recent hotfixes bringing in significant nerfs to Mythic Kil'jaeden, only a day after Exorsus' World 2nd kill, the guild's twitter had some words to share with the WoW devs, and the encounter designers in particular:

We'd already heard a fair amount of complaints from both Method and Exorsus previously, on the state Kil'jaeden was in for the first week and more, but these hotfixes do seem to indicate that KJ was overtuned even in Blizzard's estimation (this, in addition to the 10+ undocumented nerfs he had already received prior to Method's World First kill). We've also heard that there will be a big post coming where all the issues they've had with ToS will be discussed by the GM, Alveona:

 

What do you think about the situation, are Exorsus being too harsh on the devs or do they have a point?

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Perhaps Exorsus should have paid attention to the bottom part of this label on their game box:

Image result for game experience may change during online play

The entitlement displayed by these players is mind boggling. Raid boss changes are about as old as the game is, dating back to C'thun days (and probably before, but that's all I can recall), and it seems like some self-important microdrama like this emerges with every new raid tier. It takes a special kind of special to somehow think that Blizzard isn't making these changes in the best interests of the game. The game these very players love and have devoted an unreasonable amount of time playing. Just, what do they feel like they're losing out on, exactly? You got your kill. All is well in the world.

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34 minutes ago, Oxygen said:

Perhaps Exorsus should have paid attention to the bottom part of this label on their game box:

Image result for game experience may change during online play

The entitlement displayed by these players is mind boggling. Raid boss changes are about as old as the game is, dating back to C'thun days (and probably before, but that's all I can recall), and it seems like some self-important microdrama like this emerges with every new raid tier. It takes a special kind of special to somehow think that Blizzard isn't making these changes in the best interests of the game. The game these very players love and have devoted an unreasonable amount of time playing. Just, what do they feel like they're losing out on, exactly? You got your kill. All is well in the world.

Maybe you should wipe on a broken boss and not even get past the first phase for 14 hours a day and see how you feel about it. The raiding scene is nothing like it was in the old days, it is completely reasonable for a tier to be finished in 2 resets. The boss was clearly not tested properly, it was not even remotely possible to kill and Blizzard should not allow that to happen, imagine how demotivating it is to wipe endlessly on a broken boss. 

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I'll say the same thing I did on Twitter on this - they should have waited for the first kill of each region. We have 2 CN guilds pushing hard in 3rd and 4th trying to get the kill on KJ and the KR guild looking to get their region first. 

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1 hour ago, Oxygen said:

Perhaps Exorsus should have paid attention to the bottom part of this label on their game box:

Image result for game experience may change during online play

The entitlement displayed by these players is mind boggling. Raid boss changes are about as old as the game is, dating back to C'thun days (and probably before, but that's all I can recall), and it seems like some self-important microdrama like this emerges with every new raid tier. It takes a special kind of special to somehow think that Blizzard isn't making these changes in the best interests of the game. The game these very players love and have devoted an unreasonable amount of time playing. Just, what do they feel like they're losing out on, exactly? You got your kill. All is well in the world.

I'm glad you mentioned C'thun. The comparison is quite apt, actually - both bosses were literally unbeatable until Blizzard took action to fix the fights. However, C'thun released in 2006, that sort of thing would be unacceptable in today's raiding environment. There's a reasonable expectation for a game not to be broken, and I have no idea how you can call that entitlement. 

If the top raiding guilds in the world say that a fight is unbeatable, I believe that it is. Saying that they're just complaining that it's hard is ridiculous - they have been raiding since the days of C'thun. They know what hard looks like, and what broken looks like. Better than you, better than me, and better than Blizzard, who doesn't test these fights on PTR - and understandably so, not to ruin the mystery of the mythic endboss - but at the same time, the possibility that an untested boss is broken is very real, and I don't know why people have to hate on the top guilds for saying so. Jealousy, perhaps? I have no idea. 

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Blizzard needs to start putting in some real effort to make sure raids are properly tested and ready to go at launch, especially this far into the games life. If any of you have spent a good amount of time in tomb you'll have noticed how unfinished it seems. Some of the bosses seem really half assed and quickly thrown together, unlike nighthold where each boss had an interesting and unique design. Some bosses like maiden, host, inquisition. Seems so half assed. And this mythic end of things is no better. In the past mythic has always meant new and difficult mechanics that changed the way you did the fight. In tomb it just means everything does double damage and theres more of it. More adds spawn, more hydra shots, more glaives.

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It's funny that people complain more about one boss over another. Xavius was simple on Mythic difficulty (well under tuned.) To all of these guilds, however, he was a less important entity to kill than Kil'jaeden. People are more drawn to this raid boss, and they expected him to remain hard.

What cutting edge raiders don't understand is testing. They know their job, and they know it well: kill the boss. The tuning and testing happens internally, and it has to. That's the whole point to a QA team. Blizzard doesn't have these raiders on their QA team. Slootbag and several others have been offered the job, but they turn it down because they're not ready yet. The QA team is far better (and readily available) than it has ever been before, and they're improving. Given more time, perhaps more cutting edge raiders will slowly join the ranks at Blizzard Entertainment and bring more raiding knowledge to the scene than Blizzard currently has. Hell, maybe we'll even see less cheesing and more mechanical behavior like Siegecrafter Blackfuse and Paragons of the Klaxxi (pre-nerfs).

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1 hour ago, enviousmtg said:

I'm glad you mentioned C'thun. The comparison is quite apt, actually - both bosses were literally unbeatable until Blizzard took action to fix the fights. However, C'thun released in 2006, that sort of thing would be unacceptable in today's raiding environment. There's a reasonable expectation for a game not to be broken, and I have no idea how you can call that entitlement. 

If the top raiding guilds in the world say that a fight is unbeatable, I believe that it is. Saying that they're just complaining that it's hard is ridiculous - they have been raiding since the days of C'thun. They know what hard looks like, and what broken looks like. Better than you, better than me, and better than Blizzard, who doesn't test these fights on PTR - and understandably so, not to ruin the mystery of the mythic endboss - but at the same time, the possibility that an untested boss is broken is very real, and I don't know why people have to hate on the top guilds for saying so. Jealousy, perhaps? I have no idea. 

It's not so much as them saying it, it is how it is said. Granted most of these comments are out of frustration, but then again when you really get to the point of the matter all of this stress is self-inflicted just to be first. As SMOrcMan stated, they should instead feel good knowing they beat it before the heavy nerfs.

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2 hours ago, Oxlotus said:

It's funny that people complain more about one boss over another. Xavius was simple on Mythic difficulty (well under tuned.) To all of these guilds, however, he was a less important entity to kill than Kil'jaeden. People are more drawn to this raid boss, and they expected him to remain hard.

What cutting edge raiders don't understand is testing. They know their job, and they know it well: kill the boss. The tuning and testing happens internally, and it has to. That's the whole point to a QA team. Blizzard doesn't have these raiders on their QA team. Slootbag and several others have been offered the job, but they turn it down because they're not ready yet. The QA team is far better (and readily available) than it has ever been before, and they're improving. Given more time, perhaps more cutting edge raiders will slowly join the ranks at Blizzard Entertainment and bring more raiding knowledge to the scene than Blizzard currently has. Hell, maybe we'll even see less cheesing and more mechanical behavior like Siegecrafter Blackfuse and Paragons of the Klaxxi (pre-nerfs).

My favorite is when they stack 6 of one class in a 20 man raid and think they're not cheesing still.  Pretty sure the QA team didnt have 6 rogues in mind when they made the encounter.  Maybe think outside the box a little bit and have players be good on real classes instead of third string alts that do 10% less than their counterparts. 

"Classes feel balanced" - Quoted from another thread via interview with I THINK Exorsus.   Really? Then why do you have zero mages and 25% of the raid as one class.  If you think the "top players" in these guilds have perfectly performing players, they don't.  A majority of them are good sure, but I PROMISE you that regardless of whatever skill they think they have, they don't play 100% of classes to the best of their ability.   Watch the kill vids and watch the difference between a main rogue and an alt rogue, and then try to lecture the public about how the encounter itself was the problem the whole time. 

Get off your high horse and stop cheesing content and complaining about it. 

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I think the difficulty shouldn't be changed. Just change the difficulty next patch or smth, but not on progression. If it's hard it is  a hell of an acomplishment to defeat KJ so you can be proud of yourselves. Exorsus kind of went "angry kid" mode but the frustration shouldn't wonder anyone. I would at least save the fixes for TOP10 Kills

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56 minutes ago, Xenofaul said:

My favorite is when they stack 6 of one class in a 20 man raid and think they're not cheesing still.  Pretty sure the QA team didnt have 6 rogues in mind when they made the encounter.  Maybe think outside the box a little bit and have players be good on real classes instead of third string alts that do 10% less than their counterparts. 

"Classes feel balanced" - Quoted from another thread via interview with I THINK Exorsus.   Really? Then why do you have zero mages and 25% of the raid as one class.  If you think the "top players" in these guilds have perfectly performing players, they don't.  A majority of them are good sure, but I PROMISE you that regardless of whatever skill they think they have, they don't play 100% of classes to the best of their ability.   Watch the kill vids and watch the difference between a main rogue and an alt rogue, and then try to lecture the public about how the encounter itself was the problem the whole time. 

Get off your high horse and stop cheesing content and complaining about it. 

Balanced classes doesn't mean they're all equally good. If ever spec did the same dps in every situation, every spec had the same mobility, utility, self healing then the game would be dull. You don't seem to understand they're doing this at the VERY highest edge. Doing mythic content. They stacked rogues cause of their cheezy mitigation and their amazing ability to soak the swirls on kiljaedan. You'll notice there were a lot less rogues on all the other mythic kills the guilds have been doing. If you watched the kill video you'll actually notice how much less dps the rogues were doing then the warriors, boomkins and warlock. Even though the average ilvl for the group is close.

WHEN YOU'RE DOING CONTENT WITH AN OVERALL UNDERGEARED GROUP YOU TAKE EVERY SMALL ADVANTAGE YOU CAN GET. When the bulk of the guilds start to do mythic KJ in about 2 months and their average ilvl is 930 you will see that EVERY spec is capable at doing that fight. Its just when you're all going in 910-920 a rogue is better then a mage. Doesn't mean the mage is shit though.

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I think they have a lot of pent up frustration and sarcasm that isn't helping their point, but nonetheless, I sympathise with them to an extent but there is only so much internal testing that Blizzard could possibly do and try to plan ahead for all the classes, specs and available talents in the game while keeping encounters challenging while mechanically interesting, but as we all know, soak soak soaky McSoak for most of the bosses, and the numbers in WoW are so ridiculous that I wouldn't be surprised they were relying on top guild's progress to tune out a bit more because how do you calculate billions upon billions of numbers in a single tests accurately to tune? 

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6 hours ago, SMOrcMan said:

if anything, I'd be happy if I were them, they can proudly say that they beat it on mythic before the nerf

I actually came here to say this. Yes okay they had to work harder than other groups who will later attempt it but in many ways they already are with all the pre grinding ap and gear farm to even attempt to be in the top world first rankings. So, to that end to beat it before the nerf is really an accomplishment. One thing I reference a lot to friends is the molten core anniversary raid a couple years back. Initially it was awful, it was really over tuned, and was all but impossible. With my group we spent more hours than I would admit grinding it until we beat it. Then the next day there was a nerf to it. People were mad but I was saying "guys we did it when it was harder". It made my mount feel like more of an accomplishment. Yes others have it and can go "oh yeah I did that event too" and I can always flex my internet wow muscles (because no one else in real life would care) and say "yeah but i beat it pre nerf".

So yeah I understand their frustrations in some ways but I feel the could have taken a different path and made themselves seem more awesome.

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Heeey, entitled (whatever the Russian version of a snowflake is - vodkaflake?) pro gamers - just because you don't like how something is done, doesn't mean that it wasn't done according to plan.  Maybe they wanted to see how long it would take you shut-ins to beat it as designed so they could get an idea of how to down-tune it for everyone else?  

Whiners.

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4 hours ago, MarcHethrusWaters said:

Balanced classes doesn't mean they're all equally good. If ever spec did the same dps in every situation, every spec had the same mobility, utility, self healing then the game would be dull. You don't seem to understand they're doing this at the VERY highest edge. Doing mythic content. They stacked rogues cause of their cheezy mitigation and their amazing ability to soak the swirls on kiljaedan. You'll notice there were a lot less rogues on all the other mythic kills the guilds have been doing. If you watched the kill video you'll actually notice how much less dps the rogues were doing then the warriors, boomkins and warlock. Even though the average ilvl for the group is close.

WHEN YOU'RE DOING CONTENT WITH AN OVERALL UNDERGEARED GROUP YOU TAKE EVERY SMALL ADVANTAGE YOU CAN GET. When the bulk of the guilds start to do mythic KJ in about 2 months and their average ilvl is 930 you will see that EVERY spec is capable at doing that fight. Its just when you're all going in 910-920 a rogue is better then a mage. Doesn't mean the mage is shit though.

For most mythic guilds, their average ilvl is 930 already if not more. 

 

5 hours ago, Xenofaul said:

My favorite is when they stack 6 of one class in a 20 man raid and think they're not cheesing still.  Pretty sure the QA team didnt have 6 rogues in mind when they made the encounter.  Maybe think outside the box a little bit and have players be good on real classes instead of third string alts that do 10% less than their counterparts. 

"Classes feel balanced" - Quoted from another thread via interview with I THINK Exorsus.   Really? Then why do you have zero mages and 25% of the raid as one class.  If you think the "top players" in these guilds have perfectly performing players, they don't.  A majority of them are good sure, but I PROMISE you that regardless of whatever skill they think they have, they don't play 100% of classes to the best of their ability.   Watch the kill vids and watch the difference between a main rogue and an alt rogue, and then try to lecture the public about how the encounter itself was the problem the whole time. 

Get off your high horse and stop cheesing content and complaining about it. 

You my friend are a casual and have no idea what you are talking about. Classes are pretty balanced this tier with the exception of Arms warriors, sub rogues and boomies. Rogues are exceptionally good at doing mechanics and can take huge amounts of damage. They have been used extensively this expansion in every raid just for that fact, ToS is no different. Why on earth would you take any less than 5 rogues on KJ if you have them in your roster, these guys are going for world first, why would they make the boss harder for themselves? There is no rulebook that says , you are not allowed to cheese any mechanics. These guilds will do whatever it takes to get world firsts (with the exception of exploiting bugs in the raid) , they dont give a damn what plebs like you think about the morals of the high end raiding scene. If you dont like when people cheese mechanics then stick to heroic raiding cause thats probably whats best for you. And btw, that Q&A was with Method not Exorsus.

Edited by Luthixx
Language is entirely unnecessary.

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10 minutes ago, Daemon said:

For most mythic guilds, their average ilvl is 930 already if not more. 

 

You my friend are a fucking casual and have no idea what you are talking about. Classes are pretty balanced this tier with the exception of Arms warriors, sub rogues and boomies. Rogues are exceptionally good at doing mechanics and can take huge amounts of damage. They have been used extensively this expansion in every raid just for that fact, ToS is no different. Why on earth would you take any less than 5 rogues on KJ if you have them in your roster, these guys are going for world first, why the fuck would they make the boss harder for themselves? There is no rulebook that says , you are not allowed to cheese any mechanics. These guilds will do whatever it takes to get world firsts (with the exception of exploiting bugs in the raid) , they dont give a shit what plebs like you think about the morals of the high end raiding scene. If you dont like when people cheese mechanics then stick to heroic raiding cause thats probably whats best for you. And btw, that Q&A was with Method not Exorsus.

And your'e an e-peen waggling troll with zero credibility.

Which 'elite' guild are you in that you're so mortally offended by opinions on a message board?  Don't worry, I'll figure it out if you don't tell us.

Edited by MrEdren

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20 minutes ago, MrEdren said:

 

And your'e an e-peen waggling troll with zero credibility.

Which 'elite' guild are you in that you're so mortally offended by opinions on a message board?  Don't worry, I'll figure it out if you don't tell us.

I am not in an 'elite' guild but people here have no idea what they are talking about, complaining about cheesing mechanics. Mechanics have been cheesed since the dawn of time why do casuals get offended by it, clearly jelousy. And how am i troll? 

Edited by Daemon

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10 minutes ago, Daemon said:

I am not in an 'elite' guild but people here have no idea what they are talking about

Neither do you, it seems.

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They have a multitude of people working on this game. I don't understand why they can't tune the bosses? Also, I can sympathize with grinding a boss out and then having it nerfed. That seems a bit undermining. The boss would effectively get nerfed through multiple lockouts with increases in gear.

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17 minutes ago, Daemon said:

Sure mate i have no idea what im talking about, git gud casual

Still waiting for any sort of a supporting argument.

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3 minutes ago, Prophet001 said:

They have a multitude of people working on this game. I don't understand why they can't tune the bosses? Also, I can sympathize with grinding a boss out and then having it nerfed. That seems a bit undermining. The boss would effectively get nerfed through multiple lockouts with increases in gear.

You can't really tune up a boss fight after it's been released - do that and you risk stonewalling tons of guilds that may not be up to the increased challenge (or would require a recruitment drive/roster revamp).  When they release something that's ultra-hard (which, come on, a mythic final boss should be), they get to see exactly what aspects of the fight are problematic and might need incremental (or more) adjustments.  

Suppose I should just git gud though.

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24 minutes ago, Daemon said:

Sure mate i have no idea what im talking about, git gud casual

I bet you're one of those charmers who list groups asking for (genitalia references).  Must be something in the water over there.

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      Miscellaneous
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      A new PvP event where players can serve N'Zoth, similar to Talon's Vengeance. Heroic difficulty for the Darkshore Warfront. Division of Operation: Mechagon into two wings, each with Heroic and Mythic Keystone difficulties. Darkmoon Arcade, allowing you to play your favorite mini-games at the Darkmoon Faire. Deepwind Gorge updated to be a capture point map. New Battle Pets and Pet Battle Dungeon - Blackrock Depths. New Story Quests: Rise of N'Zoth ...and more! We'll be periodically updating this hub with more details!
      Vision of N'zoth is the final major content patch of BfA, and here's our hub with everything you need to know.
    • By Stan
      In this week's 8.3 PTR build, Blizzard's reducing the effectiveness of Deathbolt and buffing Drain Soul and Nightfall. You can find a complete overview of all Visions of N'Zoth class changes here.
      Blizzard (Source)
      I’ve updated the Affliction section in the OP with recent new changes. It now reads:
      Warlock Affliction Deathbolt now deals 20% of the total remaining damage of the Warlock’s damage over time effects on the target (was 30%). Drain Soul damage increased by 50%. Nightfall now increases the damage of Shadow Bolt by 50% (was 25%), and now activates 33% more often. Developers’ notes: One of the key concepts about Affliction Warlock is spreading damage over time spells on a number of different targets. While Deathbolt keys off these types of spells, it provides more-than-expected burst damage and outperforms the other two talents in every situation. In addition to reducing Deathbolt’s effectiveness, we’re improving the other two options to give more options to Affliction Warlocks.
    • By Stan
      Here is a an updated blog post with all Class changes coming in Patch 8.3.
      Check out our Visions of N'Zoth Content Hub for more details!
      Blizzard (Source)
      In our next major content update, Visions of N’Zoth, we’re working on some tuning updates to a few specs that are under- and over-performing in various ways.
      Developers’ notes: Specs which excel at DoTs on multiple targets have, over the course of many tiers of content, generally had very high performance on the average. Their DPS advantage in raid encounters that play into their multi-target strength (which are relatively common) is not balanced by a comparable disadvantage in other areas. A small reduction in damage on these specs will leave them noticeably strong in the situations in which they’re strong (albeit slightly less than before), and give other specs more opportunity to stand out at other times. At the same time, a few of the Essences added in Rise of Azshara are not performing as well as we would have liked, so we’re increasing the effectiveness of some parts of them to help keep them competitive with the other Essences available.
      With the first build of the update on our Public Test Realm (PTR), you will see the following changes:
      Classes
      Druid Balance Moonfire damage and periodic damage reduced by 10%. Sunfire damage and periodic damage reduced by 10%. High Noon (Azerite Trait) damage increased by 11%. Power of the Moon (Azerite Trait) damage increased by 11%. Mage Frost Ice Lance damage increased by 20%. Developers’ note: Ice Lance damage hasn’t kept up with Icicles scaling, making builds that ignore Ice Lance possible. The intent of this change is to give Frost Mages a better incentive to use Ice Lance within their rotation, as a DPS net gain. Monk Brewmaster Stamina bonus reduced to 30% (was 35%). Stagger percentage reduced to 90% of Agility (was 105%). High Tolerance now increases the effectiveness of Stagger by 5% (was 8%). Developers’ notes: Brewmaster’s extremely high effective health against Physical damage meant that they are rarely in danger against spike damage that threatens other tanks. This should still be a strength of Brewmaster, but not by such a wide margin. Fixed a bug causing Gift of the Ox orbs to spawn too often for players with high amounts of Stamina. Mistweaver Rising Mist healing increased 30%, and now extends Heal-over-time effects by 3 seconds (was 2 seconds). [Coming in a future PTR build] Developers’ note: This talent is currently overshadowed on its row, and we want to make sure it’s competitive enough to make its unique playstyle a viable option. Life Cocoon now absorbs for 55% of the caster’s maximum health (was 1100% of the caster’s spellpower). [Coming in a future PTR build] Developers’ note: This ability had gotten weaker compared to player health pools since the start of the expansion, and this will help it better maintain its value. Windwalker Rising Sun Kick damage increased by 25%. Blackout Kick damage increased by 10%. Developers’ note: These changes are intended to help Windwalkers perform better in single-target fights. Paladin Holy Glimmer of Light (Azerite Trait) may now be applied to a maximum of 8 targets. Developers’ notes: Over the past year, builds centered around this trait have steadily pulled ahead of all other Holy Paladin playstyles, and to some extent all other healers in high-end content. This change is meant to preserve the gameplay of the trait, but limit the ability to increase its value drastically by stacking every possible bonus that reduces Holy Shock cooldown. Priest Discipline Atonement healing reduced to 50% (was 55%). Mastery: Grace effectiveness increased by 12%. Developers’ notes: Discipline’s ability to contribute both damage and healing is slightly too high for what one character can bring to a group composition. At the same time, we’re making their Mastery stat slightly more attractive. Schism now increases damage done from Priest spells and abilities only. Developers’ notes: This is intended to be consistent with other class cooldowns. Shadow Auspicious Spirits damage bonus reduced to 25% (was 50%). Fixed a bug causing Spiteful Apparitions (Azerite Trait) to be increased by 75% if you do not have Auspicious Spirits talented. Developers’ notes: The multiplicative interaction between Auspicious Spirits, Spiteful Apparitions, and Chorus of Insanity has specifically been a big part of Shadow’s damage scaling somewhat out of control at high target counts. Chorus of Insanity critical strike bonus reduced by 25%. Shadow Word: Pain damage reduced by 8%. Vampiric Touch damage reduced by 8%. Warlock Affliction Deathbolt now deals 20% of the total remaining damage of the Warlock’s damage over time effects on the target (was 30%). Drain Soul damage increased by 50%. Nightfall now increases the damage of Shadow Bolt by 50% (was 25%), and now activates 33% more often. Developers’ notes: One of the key concepts about Affliction Warlock is spreading damage over time spells on a number of different targets. While Deathbolt keys off these types of spells, it provides more-than-expected burst damage and outperforms the other two talents in every situation. In addition to reducing Deathbolt’s effectiveness, we’re improving the other two options to give more options to Affliction Warlocks. Essences
      Worldvein Resonance Major rank 1, when used, now additionally causes you to gain +50% bonus to stats from Lifeblood Shards for 10 seconds. Vision of Perfection Proc rate increased by 12%. Unbound Force Major rank 1 damage increased by 40%. Minor rank 1 duration increased to 4 seconds (was 3 seconds). Minor rank 3 increase of duration increased to 2 seconds (was 1 second). Purification Protocol Major rank 1 damage increased by 15%. Major rank 2 now has the potential work on targets that are part of raid and dungeon encounters. Vitality Conduit We’ve rebuilt the way this Essences works, and it should be visually more impactful, as you will now see healing on your targets. As always, changes like these are a work in progress. We are likely to make further adjustments for testing throughout the PTR.
      Thank you very much for your testing and feedback!
    • By Stan
      Patch 8.3 comes with a new Essence which allows you to borrow the currently slotted Essence of your target, even if it's not available to your current role. It doesn't work with passive Essences and requires coordination to ensure the cooldown incurred doesn’t interfere with whatever you're doing next.
      The Essence can be obtained from Ny'alotha, the Waking City. Blizzard explained how the targeting works and shared more information about the Essence. The Formless Void is a general Essence, meaning it's available to all specializations. Tanks, for instance, will be able to borrow Healer Essences, and so on.
      The Formless Void
      Rank 1
      Major Power: Replica of Knowledge - Replicate the energy in your target's Heart of Azeroth, gaining access to rank 1 of their currently slotted Major Essence for the next 15 sec. The Formless Void will go on cooldown for 50% longer than the base cooldown of the Essence you replicated. Does not work on passive Essences. Minor Power: Symbiotic Presence - Each time any ally within 40 yds uses an Azerite Essence, gain 89 pri for 20 sec. Unique: Corruption reduced by 10. Rank 2
      Major Power: Replica of Knowledge - Replica of Knowledge can now copy up to rank 2 of your target's current Major Essence, and the increased cooldown is lowered by 10%. Minor Power: Symbiotic Presence - pri bonus increased by 25%. Rank 3
      Major Power: Replica of Knowledge - Replica of Knowledge can now copy up to rank 3 of your target's current Major Essence, and the increased cooldown is lowered by 10%. Minor Power: Symbiotic Presence - When an ally within 40 yds uses an Azerite Essence, you and that ally gain 0 Haste for 20 sec. Check out our Patch 8.3 Content Hub to learn more about Visions of N'Zoth.
      Blizzard (Source)
      So, I guess the question is, what type of scenarios might unfold that would be appropriate for this essence?
      What would you consider the use case for it, and how will you react when its obviously either too strong or too weak for that use case?
      The Formless Void mostly exists for the purposes of flexibility, which is why all roles can use it. It requires a lot of planning, it requires you to coordinate and know who you plan on borrowing what Essence from, and for what situation, and make sure that the cooldown incurred doesn’t interfere with whatever the next situation you have to manage is.
      As a note, you can also borrow something from a player of the enemy faction. The targeting is very unrestricted other than the obvious - it has to be a player, they need to have an Essence currently slotted that is valid to copy (fully passives Major Essences are ineligible).
      Does the “Formless Void” essence require the correct role to copy an essence. For example, could you copy the tank Azshara raid essence as a dps to gain access to a defensive cooldown for a particularly nasty damage taken check, or could you copy a dps essence as a tank or a healer in order to push a particularly challenging dps check.
      You can borrow any eligible Essence, even if it is not normally available to your current role. For example, a Protection Paladin player can borrow a healer specific thing such as the new Spirit of Preservation, or a DPS specific thing such as Essence of the Focusing Iris.
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