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Starym

Exorsus' (Harsh) Reaction to Recent KJ Nerfs

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A whole two weeks to beat a mythic end boss? Oh no! WoW is broken!

Sheesh. Get a grip. Kil'jaeden could have stood for a month as far as I'm concerned, he should have been godlike. He's one of the most powerful entities in the Warcraft universe. 

I get that mechanics can seem broken because of their difficulty but I imagine Blizzard WANTS you to struggle immensely. If this boss got rolfstomped, it would be a complete disservice to the character.

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You expect a lot of complaining no matter what because this is of course the internet but i don't even get what they are complaining about. This is not nearly the first time something like this has happened. Anyone remember C'thun? This fight isn't even close to being the toughest or longest undefeated in WoW's history. https://us.battle.net/forums/en/wow/topic/16410201256

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8 hours ago, Dvanom said:

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

When a boss is literally unkillable, that's a different story. The change was mandatory for even the top 2 guilds in the world to kill it. 655 pulls it took Method to finally down him, and that was only after hotfix. Think about that. 655 Fails. from the top guild in the world. Some-ting-wong

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I'm not going to go too deep into the discussion, but I find people constantly mentioning C'thun to be fascinating. C'thun was the worst offender in exactly this type of thing - he was literally and completely impossible for anyone to kill for an incredibly long time and then Blizzard simply turned a switch and he was easy. Literally the first try after the hotfixes, Nihilum killed him. We were in the middle of the first try when we realized oh, this is actually not that hard, let's just pop flasks. And then he died. What a World First achievement - we managed to get the hotfixes before US guilds, hoo-ray. No one wants to win like that. Now obv KJ wasn't like that at all, I'm just saying don't ever use C'thun as an example of anything but a terribly tuned boss (I actually loved the actual boss design and fight itself, that red beam is still one of my favorites in wow!). Also Kael'thas.

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3 hours ago, Prophet001 said:

They have a multitude of people working on this game. I don't understand why they can't tune the bosses?

Probably the same reason governments cant control the economy.  There's too many people, too many choices, too many ways to do things differently...  millions upon millions of choices and changes that beget other ones. 

I would go so far as to say it is literally impossible to figure all of that into a single encounter, and get it "right" the first time, if ever.

Edited by PatrickHenry

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Guilds all in tunnel grind hardest difficulty new raid boss, beg for nerfs, beat raid boss, boss gets nerfs they were asking for, complain.

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I understand C'thun has his own issues that mad him unbeatable but what i'm talking is there are 20 bosses that took longer than Mythic Kil'jaden to down.

 

Blizzard has to strike a balance between tuning the fight to not be too easy or too hard but also with the Final boss of an instance they tend to also have to try to keep portions of the fight secret to keep the entire fight from being known before the live patch even drops. So the final bosses in some raids may be more difficult than intended and may need some post launch patches. It's happened many times before and i'm sure it will happen more in the future. Both Method and Exodus should be happy with their kills and the prestige it brings to their guilds.

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44 minutes ago, Nathex said:

I understand C'thun has his own issues that mad him unbeatable but what i'm talking is there are 20 bosses that took longer than Mythic Kil'jaden to down.

That's because of a variety of reasons though - think about a boss in Molten Core compared to a boss in ToS. There was so much time wasted it was insane. Running back into the instance, running through instance, waiting for everybody to be ready, waiting for buffs to be distributed (single buffs, rather than greater buffs). Let's factor in AFK times for 40 people rather than 20 people. That's twice as many bio breaks, in theory. 

We now spawn outside instances, we have portals to get us back to bosses, we have buff food that can be put down for everyone, flasks that persist through death, no more buffing required. 

On top of that, let's look at how raid times have also changed. I wasn't anything special in vanilla as a player, but I did raid and did get into the majority of fights. There was so much time spent outside of raiding that was necessary to actually raid. Materials had to be gathered by someone, food was needed, potions, bandages, all of it. Someone had to get it and, despite some people having loads of gold, you still needed to gather stuff.

Don't forget things like in Molten Core when you needed to go to bloody Azshara every week to go and get the water for runes unless you had already hit revered which, guess what, we hadn't.

Things just took so much longer and it meant that you didn't raid for as long and you didn't pull the boss as many times in the times when you were raiding. This is the biggest reason why things stayed alive longer. Oh, also, stupid things like max pull counters and gating. 

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I understand what you are talking about with early vanilla respawn timers and yes those were annoying as hell to anyone that had to go through them but a lot of the bosses on that list are TBC and onwards when alot of that stuff was toned down. 

 

As for gathering materials for raids that has always been a part of raiding in and of it self and still is to this day. All of that was done before the raid time even began if your guild was even somewhat interested in raiding. So i have no idea why you are bringing that up as an excuse why other bosses in wow took longer to beat. And lets face it we are not talking a few days or weeks. We are talking 2 weeks Mythic Kil'jaden vs  a month to 2 months to beat a single boss in some other raids. So either all other previous expansion raiders did not put in the effort to clear content that raiders today do or there were actually harder bosses to beat in the past and people just want something to complain about on the internet.

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25 minutes ago, Nathex said:

We are talking 2 weeks Mythic Kil'jaden vs  a month to 2 months to beat a single boss in some other raids. So either all other previous expansion raiders did not put in the effort to clear content that raiders today do or there were actually harder bosses to beat in the past and people just want something to complain about on the internet.

But time invested is the key here and it's what I was trying to highlight in my other post. Nowadays, they smash their heads against it until they get it. They take time off work specifically to do this, they schedule holidays. With how profitable streaming has become for some members of these guilds, they can spend more and more time preparing outside of raids and making sure they raid for as long as possible. 

Method is a huge organisation now and it allows people like Sco to completely focus on the task at hand when progressing. Things were probably a lot harder when he was still at his job at Bank of America (I think it was them). 

0 lights took like 2-3 months, right? Didn't stars and Paragon only wipe on it around 200 times? In less than a quarter of that time, we're seeing wipe counts nearing 1000. Isn't there a correlation here?

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1 hour ago, Blainie said:

That's because of a variety of reasons though - think about a boss in Molten Core compared to a boss in ToS. There was so much time wasted it was insane. Running back into the instance, running through instance, waiting for everybody to be ready, waiting for buffs to be distributed (single buffs, rather than greater buffs). Let's factor in AFK times for 40 people rather than 20 people. That's twice as many bio breaks, in theory. 

We now spawn outside instances, we have portals to get us back to bosses, we have buff food that can be put down for everyone, flasks that persist through death, no more buffing required. 

On top of that, let's look at how raid times have also changed. I wasn't anything special in vanilla as a player, but I did raid and did get into the majority of fights. There was so much time spent outside of raiding that was necessary to actually raid. Materials had to be gathered by someone, food was needed, potions, bandages, all of it. Someone had to get it and, despite some people having loads of gold, you still needed to gather stuff.

Don't forget things like in Molten Core when you needed to go to bloody Azshara every week to go and get the water for runes unless you had already hit revered which, guess what, we hadn't.

Things just took so much longer and it meant that you didn't raid for as long and you didn't pull the boss as many times in the times when you were raiding. This is the biggest reason why things stayed alive longer. Oh, also, stupid things like max pull counters and gating. 

Oh god you just reminded my of AQ running back to C'thun. I am now having Vietnam-like flashbacks... DAMN YOUUUU

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11 minutes ago, Starym said:

Oh god you just reminded my of AQ running back to C'thun. I am now having Vietnam-like flashbacks... DAMN YOUUUU

THE TANKS WEREN'T GOOD ENOUGH

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28 minutes ago, Starym said:

There was so much time spent outside of raiding that was necessary to actually raid. Materials had to be gathered by someone, food was needed, potions, bandages, all of it. Someone had to get it and, despite some people having loads of gold, you still needed to gather stuff.

Never. Forget.

uMlidi6.jpg

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I have no complaint that the Boss was fixed or nerfed or what ever.  The top Guilds are entitled to their input, which should be taken seriously but in this case the complaint seems to be, "we worked hard and beat the boss with these poor designs or this difficulty, so now EVERYONE should have to do the same."  Personally I can understand their angst since they worked their asses off to get through but if it's unfairly set up then it's right and fair that it be fixed.  Not everyone has the availability of the top guilds in the world to accompany them through the content.  I believe the game was designed for lots of players, not the top guilds.

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The C'thun reference was an obtuse example (the best, really) to show that sometimes, changes do need to happen for the bettering of the game's health.

In all cases, being the first, or trying to be, at any given thing means you'll be the first to experience the best - or worst - aspects of it. This weird effect is probably worsened by the professionalization of what was initially intended to be a hobby; a extremely serious approach is taken to something simple, made by devs with probably less time on their hands for testing than these players, and over a platform that has the convenient advantage of being modifiable. At least, we're not dealing with another Sinestra...

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11 hours ago, Daemon said:

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? 

As far as I'm concerned, anyone that has to openly "cheese" content to clear it isn't a very good group of players.  Oooh World #1 after 700 wipes and ignoring AS MANY MECHANICS AS POSSIBLE.  Not really a great example of skill.

Let me let you in on a little secret.  They probably could have done it in much less wipes if they had good players in all those roles instead of UNDERGEARED ALTS.  Oh man, you mean the boss lives for another week while the raids gear gets up to snuff, what a horrid idea in an MMO.

Another thing, gear and underperforming alts aside, they probably could have done it in much less time if they didn't sit for 14 hours straight wiping on a boss.  Sure, best caliber players in the world, doesn't beat human psychology.  I'm sure they took breaks, but if they were serious about being "professional gamers" they'd probably spend more time with a sports psychologist to figure out how they could improve their performance besides just sitting there bashing there face against a wall making 0 progress for 3 days in a row.

Waiting for the snide remarks about e-sports psychology, because clearly you understand more about pro-gaming than I do.

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15 hours ago, Shamhouse said:

When a boss is literally unkillable, that's a different story. The change was mandatory for even the top 2 guilds in the world to kill it. 655 pulls it took Method to finally down him, and that was only after hotfix. Think about that. 655 Fails. from the top guild in the world. Some-ting-wong

Yeah this hotfix was needed but the hotfixes after Exorsus kill were not cool. Two guilds proved KJ is killable so why the hell you give the boss a 5% HP nerf? It took away the glory the two guilds got

 

Also it's the highest you can go in PvE, doesn't this mean it has to be really hard and demanding great contribution?

Edited by Dvanom

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Where there might be some truth in the overall message, I think there was a better way to go about saying what was said.  I'm not hating on anyone, just an opinion from the outside looking in.

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11 hours ago, Xenofaul said:

As far as I'm concerned, anyone that has to openly "cheese" content to clear it isn't a very good group of players.  Oooh World #1 after 700 wipes and ignoring AS MANY MECHANICS AS POSSIBLE.  Not really a great example of skill.

Let me let you in on a little secret.  They probably could have done it in much less wipes if they had good players in all those roles instead of UNDERGEARED ALTS.  Oh man, you mean the boss lives for another week while the raids gear gets up to snuff, what a horrid idea in an MMO.

Another thing, gear and underperforming alts aside, they probably could have done it in much less time if they didn't sit for 14 hours straight wiping on a boss.  Sure, best caliber players in the world, doesn't beat human psychology.  I'm sure they took breaks, but if they were serious about being "professional gamers" they'd probably spend more time with a sports psychologist to figure out how they could improve their performance besides just sitting there bashing there face against a wall making 0 progress for 3 days in a row.

Waiting for the snide remarks about e-sports psychology, because clearly you understand more about pro-gaming than I do.

e-sports psychology. 10 years ago you would have laughed about that.  Now, it's a thing.  I never thought about incorporating that into top guild performance, but I think that suggestion has merit.

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17 hours ago, Xenofaul said:

Waiting for the snide remarks about e-sports psychology, because clearly you understand more about pro-gaming than I do.

It's a very different thing to use ESP in WoW than the games it is currently used in. Trying to cater to 20+ players (rosters can be as higher with subs) with ESP is an incredibly difficult and costly task. For a guild such as Method, this is definitely possible and can be subsidised from their other team's earnings, but WoW is a money-loser. They aren't making any money from it on the PvP side, let alone the PvE one. To invest even more money will never, ever happen, since there is no return on it. 

For a guild like Exorsus that operates as a guild with streamers rather than an organisation in other games also, this cost will never be considered. You would need multiple ESPs in order to get the task done and they would need to be paid to listen in on progress all day. 

For something like League, the teams are playing at an earnings surplus and it makes sense to employ ESPs for their teams. They have nutritionists, chefs, everything - all dependent on the money they make as a team. Most importantly, you are dealing with 5 players and possibly 1-2 subs. Same goes for OW and its 6 member teams (Rogue, for example, has an ESP I believe and nutritionist) - they have constant tournaments to compete in, the World Cup is also going on now. The earnings aren't the highest, but it's far better than WoW right now.

Also keep in mind that only the minority are actual "pro-gamers" in WoW. Plenty of top raiders in Exorsus/Method etc. have full time jobs. They just take time off at progress to play constantly, then return to their job. Before Method grew to what it is now, Sco worked a full time job in Finance.

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On 7/26/2017 at 1:44 AM, Xenofaul said:

As far as I'm concerned, anyone that has to openly "cheese" content to clear it isn't a very good group of players.  Oooh World #1 after 700 wipes and ignoring AS MANY MECHANICS AS POSSIBLE.  Not really a great example of skill.

Let me let you in on a little secret.  They probably could have done it in much less wipes if they had good players in all those roles instead of UNDERGEARED ALTS.  Oh man, you mean the boss lives for another week while the raids gear gets up to snuff, what a horrid idea in an MMO.

Another thing, gear and underperforming alts aside, they probably could have done it in much less time if they didn't sit for 14 hours straight wiping on a boss.  Sure, best caliber players in the world, doesn't beat human psychology.  I'm sure they took breaks, but if they were serious about being "professional gamers" they'd probably spend more time with a sports psychologist to figure out how they could improve their performance besides just sitting there bashing there face against a wall making 0 progress for 3 days in a row.

Waiting for the snide remarks about e-sports psychology, because clearly you understand more about pro-gaming than I do.

You think these guys cant play their classes the best? This is one of the best guilds in the world we are talking about. Undergeared alts? Since when is 930 ilvl undergeared, these guys split run 7-8 raids a week you think they are undergeared? I dont think you have much idea of what you are talking about. Why would you make the raid harder for yourself by not taking soak classes when you have the resources at your disposal. You have the mentality of a casual who doesnt care about being the best, these guys dont, and thats why they are the best in the world at what they do.

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On 7/25/2017 at 2:42 PM, Blainie said:

That's because of a variety of reasons though - think about a boss in Molten Core compared to a boss in ToS. There was so much time wasted it was insane. Running back into the instance, running through instance, waiting for everybody to be ready, waiting for buffs to be distributed (single buffs, rather than greater buffs). Let's factor in AFK times for 40 people rather than 20 people. That's twice as many bio breaks, in theory. 

We now spawn outside instances, we have portals to get us back to bosses, we have buff food that can be put down for everyone, flasks that persist through death, no more buffing required. 

On top of that, let's look at how raid times have also changed. I wasn't anything special in vanilla as a player, but I did raid and did get into the majority of fights. There was so much time spent outside of raiding that was necessary to actually raid. Materials had to be gathered by someone, food was needed, potions, bandages, all of it. Someone had to get it and, despite some people having loads of gold, you still needed to gather stuff.

Don't forget things like in Molten Core when you needed to go to bloody Azshara every week to go and get the water for runes unless you had already hit revered which, guess what, we hadn't.

Things just took so much longer and it meant that you didn't raid for as long and you didn't pull the boss as many times in the times when you were raiding. This is the biggest reason why things stayed alive longer. Oh, also, stupid things like max pull counters and gating. 

You mean you DIDN'T enjoy farming grave moss for Loatheb?

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1 hour ago, MrEdren said:

You mean you DIDN'T enjoy farming grave moss for Loatheb?

Good old greater protection potions! The shadow ones were just stupid, honestly. Ridiculous material to include at the time, it was way more difficult to get than the others 

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      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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