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No Plans to Allow Flying on Argus

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Ornyx has been active on the official forums recently, answering questions about flying on Argus. While some players have a feeling of flying "being taken away from them", Blizzard doesn't have any plans to allow it in the new zone.

No flight paths, just Lightforged Beacons, and on top of that, Krokul FluteKrokul Flute upgrades your Flight Master's WhistleFlight Master's Whistle to summon a krokul tunneler to take you to the nearest Lightforged Beacon while on Argus. The item is gated behind Revered reputation with Argussian Reach. Getting around on Argus doesn't seem to be much of an issue, but we'd still like to hear your thoughts in the comments!

Here's a quick summary of what Blizzard had to say about Argus flying:

  • People are upset to have "just earned flying" and now it's "taken away".
  • New zones added in Patch content have never had flying allowed. (except Tanaan, but the zone was only a part of the original overworld of Draenor. It wasn't added in a patch)
  • Argus is not supposed to be a friendly and hospitable place. If you're having trouble getting around Argus, you are probably not paying attention to the landscape.
  • There are no plans to allow flying on Argus. 
  • Flying is not a game's core feature and the community sees it as one for convenience.
  • Isle of Quel'Danas didn't have good terrain to get around, especially for the dailies with the naga (on the east side), so they didn't allow flying in the zone.

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The zone is so drab and really feels like nothing more than broken shore 2.0...same atmosphere/scenery just with too much mob density.

We spent months earning pathfinder just to have flying removed yet again.

This is going way too far blizzard, especially with the terrible terrain design on Argus. I hope blizzard will rethink their once again "no flying" debacle before they lose another drove of subscriptions in order to get their attention.

I think plenty of folks disagree with you on the first point, and Argus has been one of the best parts of Legion to me personally, but just to clarify on the second:

This is nothing new, and we don't have any plans to change this going forward. New zones added in patch content have never to my knowledge had flying allowed. Even when flying was introduced in 2.0, flying was not available on the Isle of Quel'danas when it released in 2.4. The same is true of Isle of Thunder and Timeless Isle from 5.2 and 5.4. These zones have always been about exploration, with a bit of danger, and Argus fits quite nicely into that theme.

I can understand that you may have recently earned Pathfinder and want to fly, but no one is stopping you from flying anywhere you want over the Broken Isles - but this is Argus.

If you're having trouble getting around Argus, you're probably not paying attention to the landscape. If you're dying in Fel flows, you're probably charging head first into them instead of leaping across the rocks floating about. If you're constantly being tagged by mobs, you're probably missing an easier way around the groups.

Argus isn't supposed to be a friendly and hospitable place, and I wouldn't bet my gold on a demon sitting down for tea with me any time soon. If you're having trouble and finding it difficult to get around and avoid pitfalls, then Argus is working as intended.

With all due respect you guys arent understanding the issue 

Before when new patch content was released without flying.... We had had flying since the moment we hit max level. so we actually got to enjoy is for quite awhile before ti was taken away.

Now, it's taken away very shortly after most people have earned it.... DOESN'T FEEL NEARLY AS GOOD'

I do understand the "issue" but we don't see it as an "issue". You're not on the Broken Isles anymore. 

I think we'd probably try to avoid things like this being so close together in the future, but its just a symptom of timing as far as I'm aware.

Well, perhaps it's time for the development team to acknowledge that flight is actually part of the game and develop content with the idea that we can fly rather than take the mindset of "we don't like flight, so we're going to restrict it--even after making people jump through hoops and holding them back for nearly a year without it."

The genie is out of the bottle. The development team needs to open their minds to that idea rather than constantly look for ways to pull back from it. 

I remember Lich King and the idea that we could fly early. And we flew. And we had fun. It was OK, really. 


Why exactly do the developers feel that only by restricting flight can they give us new things?

We can say buzz phrases like "the genie is out of the bottle" all day, but it doesn't get us anywhere. I think it's been well acknowledged that we are still open to the idea of flight or we wouldn't have flight in any content at all, no? We've moved to meet the community in the middle - that's what Pathfinder has been about. Earn your wings: show you've achieved completion of the content overall and you can fly.

There's not really an attitude of 'close mindedness' on the topic from the development team, we've had plenty of positive discussions on the direction of flying overall. I do think, however, that there are folks in the community who are 'close minded' to entertaining an idea of "maybe you shouldn't be able to fly around and skip all the content when new areas are released". 

I think these conversations need to be a two-way street, and the more we have everyone in the community calling the development team closed minded or pointing fingers, the further we get away from amicable understanding within the community. Of course I've always been happy to have those conversations, but whenever they start they very quickly dive into arguing instead of a discussion on the merits of each approach and that's really not something I want to be apart of.

I also don't think asking pointed, rhetorical questions is going to get us anywhere.

Tanaan. Wonder why you forgot about Tanaan. 
Tanaan. The patch zone that allowed flying. 
Tanaan, the MOST RECENT patch zone before Legion. 
Tanaan, the patch zone from the only other expansion that made you earn Pathfinder to fly before this one. 
Tanaan allowed flying because after you've waited over half a year to earn something, what you want is for it to be useful going forwards.

Tanaan was technically a part of the original overworld of Draenor. It wasn't added in a patch - a door was just opened via your shipyard in patch. 

I don't think they're quite equitable for a number of reasons from how they are accessed, the number of zones, how invasions and world quests function, etc.

Uh, I hope you're saying with timing and not rolling back on content releasing faster.

Yeah, timing wise. I don't have answers in front of me, and it's just my personal opinion, but I think in terms of spacing the fact that flight landed really close to the launch of 7.3 was unfortunate timing. 

I get why people are upset to have "just earned flying" and now its "taken away".

And how much of the terrain in Isle of Quel Denas was made to intentionally impede you? in Timeless Isle?

Well, Quel'Danas was pretty much an experiment of its time, but it did have a good bit of terrain to get around, especially for the dailies on the east side of the islands with the naga and such. Argus is massive compared to Quel'Danas, so most points comparing them are pretty moot.

I don't think the terrain was made to intentionally impede you by way of making you frustrated, as you can easily teleport to any subzone of all three zones, but rather it wants you to not charge head first into everything and actually explore. If that's how we wanted the game to be played, we'd probably just have a flat plane with a couple of trees here and there. 

The most frustrating part of Argus for me has been the area between The Spirit Crucible and the entrance to Antorus in the Antoran Wastes with the demon camps, bridges, and Fel flows, but I found that I was always looking for a shortcut and jumping off ledges instead of taking the route that was laid in front of me. Once I stopped doing that and learned other paths to the areas, I was having a much better time.

Establishing a history of bad decisions doesn't make it right.

Your one-liner is nice and all, but I'd appreciate it if you could explain to me why those were "bad decisions" retrospectively.

Yet its not a core game feature, its a convenient feature that saves time daily on an MMO. I never thought of it as a core feature, as the game doesnt REQUIRE us to have flying to progress anywhere. You can easily play the full game without flying, and you can play it with flying, that does not make it a core feature if you don't require it to finish the game.

This is semantics really but I'd agree that flying is not a core game feature. The community sees it as one for convenience, but in terms of design the game plays the same with and without, so it's pretty far from what I'd consider core.

So Valley of the Four Winds/Tanaris/The Barrens/Desolace/Jade Forest?
Can we have those back? Please? I'll trade a raid tier for well-designed zones again.

Can you adequately explain why pruning game features, making players earn them back, and then pruning them again before the expansion is over is considered a good decision?

In fact, should we start calling expansions contractions if they continually remove content?

I think I remember classic Desolace and Jade Forest very different from you.

Some of us respect you Ornyx. Just because this isn't even worth your time with how 'stupid' some of these people are. I could've used a meaner word but its not worth it. I dont even understand how people seem to think flying is so important. Someone even said its a core feature, when 0% of the game require us to fly to complete it.

I don't think I'd go quite that far. There is a point to be made for flying, and I think it's become a huge part of the game for the community, so it is an important conversation for me. For example, I do think the timing here is what has made this stick out even more, with a lot of folks earning flying just a few weeks before heading to Argus. 

Anyways, I just think we need to meet in the middle and be civil and not throw threats around and we can have good conversations to take to the development team. :)

You're a Blizzard employee. You have to agree with everything they do, at least publicly here on the forums.

I don't have to agree with everything we do. I have a personal opinion that I've expressed many times about content throughout Legion and beyond.

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The thing Onyx seems to hedge the hell around is how flying in this expansion required way way too many hoops.    He remarks on the "unfortunate timing" several times but the fact is we should have had access to flying much earlier in the expansion; IMO it should have been a reward after killing Xavius and reaching revered with all factions in the legion zones.   At that point you've clearly quested everywhere, the "puzzle artifacts" and other things flying trivializes are either done or irrelevant anyway, etc.   

Again, the hoops made to get flying this expansion just got way too convoluted, and that's not even counting their original intent of doing an invasion in each territory and whatnot.

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Flying in Argus is unnecessary. Yes the mobs are hard and scary but it's the Legion's base of operations for goodness sake!! You go 20 feet up on your Ashes of Alar and see how long it takes them to shoot you down!!
I would like it if they actually had that happening in the game though, like when you fly over the druid or hunter order halls and get kicked out.
Or even just some flimsy justification that someone mentions somewhere.

On the topic of Pathfinder generally, I love the mechanic. It means you are more immersed in the world the first time you run through the content (and it really really is more immersive) and then later in the expansion, when there is more to get done regularly or you want to start on alts, you have the magic of flight to make it faster and easier.
That said, I agree with Migol and Ornyx about the difficulty and timing of it this expansion. One of my friends quit because he looked at Pathfinder, Part 2 (before they nerfed it) and realised he just couldn't do the grind anymore.

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I find it interesting how the point that is consistently brought up is that flying is "taken away" as if Blizzard said here you go you can fly now, and then decided nope... no more flying until next time.  You can still fly in the Broken Isles, you can still fly in Kalimdor, you can still fly in Eastern Kingdoms, and Northrend, and Draenor as well.  You just don't have the ability on Argus, I mean it kind of makes sense.  Argus, the Eredar homeworld, headquarters for the Burning Legion, an overinfested landscape with nothing but demonic beings and corrupted entities, and the shell of A COMPLETELY DIFFERENT TITAN SOUL... I mean who knows It could be the demonic energies that dampen our mounts and their abilities to fly (yes I'm reaching but it makes sense in my head).

The point is that flying has not been taken away in any form.  It was just not made available in the Argus zones.

 

My only gripe (albeit a small one) is that I can't use my new class hall mount on Argus as a Druid... This is unacceptable!  but meh... I'll live to world quest another day.

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My only gripe (albeit a small one) is that I can't use my new class hall mount on Argus as a Druid

I have the same problem just before the Kil'jaeden fight in ToS. My guildies were all showing off their class mounts just after they got them and there's me as a stag :(

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I enjoy the fact that flying is disabled in Argus.  It makes the zone feel larger and more dangerous (as intended).  This is enemy territory; flying would be quite hazardous, if not impossible (or maybe you should watch the cinematic again, for reference).

 

Pathfinder flying is meant to make the Broken Isles feel less threatening and less intimidating because we are now taking the fight to them (the isles are no longer a threat).

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14 minutes ago, DeathsDesign said:

(yes I'm reaching but it makes sense in my head)

This is pretty much what I'm getting from Blizzard too. "It makes sense to us so deal with it".

 

Draenor, anyone? This is just a repeat.

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17 minutes ago, Ancalagon said:

I enjoy the fact that flying is disabled in Argus.  It makes the zone feel larger and more dangerous (as intended).  This is enemy territory; flying would be quite hazardous, if not impossible (or maybe you should watch the cinematic again, for reference).

I kind of agree and disagree at the same time, and it's heavily dependent on what I am playing. As a Blood DK, I couldn't care less. Honestly, not in the slightest. I can pull an entire zone and survive, no questions asked. As an Arcane Mage, navigating the zones to try grab an elite at the end is hell. I guess it's all part of class fantasy, one is a walking corpse in armour and one is wearing a dress, but yeah.

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Idk I don't mind not being able to fly, it adds the risk of dying. It does give a better sense of danger for sure. My only gripe is I can't Heroic leap anywhere I want.

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2 minutes ago, Blainie said:

I kind of agree and disagree at the same time, and it's heavily dependent on what I am playing. As a Blood DK, I couldn't care less. Honestly, not in the slightest. I can pull an entire zone and survive, no questions asked. As an Arcane Mage, navigating the zones to try grab an elite at the end is hell. I guess it's all part of class fantasy, one is a walking corpse in armour and one is wearing a dress, but yeah.

Hahaha, yeah, I suppose that's true.  As a prot pally, I can survive anything; but as soon as I switch to Ret... I need to use strategy or group with friends.  But I still don't mind it, even on my squishy alts.  If nothing else, it encourages people to work together, or think outside of the box.  This is an invasion after all, running through enemy ranks the same way that you do back home isn't going to cut it.

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16 minutes ago, Bjorn said:

Idk I don't mind not being able to fly, it adds the risk of dying. It does give a better sense of danger for sure. My only gripe is I can't Heroic leap anywhere I want.

They actually fixed/broke the hook for Outlaw so they can't use it to grab easy chests.

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12 minutes ago, Ancalagon said:

Hahaha, yeah, I suppose that's true.  As a prot pally, I can survive anything; but as soon as I switch to Ret... I need to use strategy or group with friends.  But I still don't mind it, even on my squishy alts.  If nothing else, it encourages people to work together, or think outside of the box.  This is an invasion after all, running through enemy ranks the same way that you do back home isn't going to cut it.

Definitely a fair point, it wouldn't make much sense to run in and yolo my way through swathes of demons. The new buffs available do make it better though, with the tank for 45 seconds. Makes things far, far easier on my Mage and the damage buff is great for my tank.

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I think it would be pretty cool if they allowed flight BUT had Legion troops in the sky everywhere ready to shoot you down.

That way you still have to pay attention to where you're going, and you really can't just fly from objective to objective safely. If anything, make flying more dangerous than ground travel, to make up for the ability to skip terrain. Make them dismount you while you're flying. Make them do more damage. Make them maintain aggro much longer/farther than regular mobs. Lots of ways to do it.

It makes sense that we wouldn't be able to just safely fly around, but at the same time it doesn't mean it should prevent us from trying. The game doesn't prevent us from running through every pack of mobs even though we generally aren't able to safely do so, either.

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The truth is, nobody would give a shit about this if they hadn't given flying so late in Broken Isles. No, I don't need flying to get around Argus, but don't make me waste my fucking time on pathfinder 2 for this BS

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5 minutes ago, Ammako said:

I think it would be pretty cool if they allowed flight BUT had Legion troops in the sky everywhere ready to shoot you down.

That way you still have to pay attention to where you're going, and you really can't just fly from objective to objective safely. If anything, make flying more dangerous than ground travel, to make up for the ability to skip terrain. Make them dismount you while you're flying. Make them do more damage. Make them maintain aggro much longer/farther than regular mobs. Lots of ways to do it.

It makes sense that we wouldn't be able to just safely fly around, but at the same time it doesn't mean it should prevent us from trying. The game doesn't prevent us from running through every pack of mobs even though we generally aren't able to safely do so, either.

I wonder if they could have done something like this with the light tank we get. It could have been on a certain cooldown, two minutes or so and it has an HP bar. There are mobs in the air shooting you, etc., and with smart flying you can fly wherever you need to go. If you are careless though, you will take damage, it will be destroyed and you then have to wait for the cooldown to come off. Would have been a brilliant skill over the current tank form.

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Personally I don't care about flying one way or another, the problem I with Argus is the mob density.  Just too many trash mobs around. It wouldn't be so bad if Blizzard had given us a reason to fight them outside of the occasional world quests.  I just see players running past after being dismounted dragging 10-15 mobs behind them.  Super fun and immersive etc.

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Like others have said, the problem lies with mob density and respawn times. Some classes and specs don't care whatever happens, but when you're working on rep on a third or fourth alt and it's taking you two or even three times as long to get to A to B or to finish a quest because everything just keeps piling onto you then the zone loses the threatening and this is the end game vibe and just becomes an even more tedious grind that your big scary main didn't have to deal with. Switching specs is easier than ever before though thankfully, and we have things such as bodyguards to take the rest of the pressure off, but I'm more concerned about the implications for the future; this kind of design implementation is fine by me if it makes sense, but this already does feel like Broken Shore 2.0 or Tanaan Jungle Nightmare Mode Unlocked, but they eventually allowed for flying to be opened up in the future. I mean, from short term (alting) to long term (going back for achievement and so forth), it's quite a poor attitude to just tell us they won't do it at all when we already pretty much know better than them at this point. 

They could also do themselves and us a huge favour and make more of an effort to make zones feel more three dimensional. They control the skies? Then fucking show us. Give us world bosses that provide a flying buff for an hour or two. Make us fight for things instead of  causing a shitstorm on the forums over it. 

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23 minutes ago, Plergoth said:

Give us world bosses that provide a flying buff for an hour or two. Make us fight for things... 

I could get on-board with that.  I think it would build a better game to have world objectives that both factions can work toward achieving, that would offer a temporary reward, making the invasion a little easier for a short duration.  This would feel and act a lot like the old Hellfire Peninsula buffs, for taking control of towers; only rather than making it a PvP objective, there is more emphasis on PvE cross-faction cooperation.

 

It would also give the player a sense of ebb and flow, as the battle for control over invasion points swings in favor of the invaders and then swings back in favor of the legion.

Edited by Ancalagon
additional thought.
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To start with, I LOVE flying. Everywhere and anywhere. So I find the decision to not have flying in Argus slightly disappointing, because flying is fun. I'm not particularly surprised, as I was warned by long term players that it's likely to be like Timeless Isle and Isle of Thunder. I don't much care for those zones. But oh well. However, I kind of take issue with the statement that if you're having trouble getting around in Argus you aren't paying attention to the terrain. I'm paying attention, trust me. MacAree isn't too bad, but the Antoran Wastes are so layered that it's difficult to find the path to things. The arrow to the objective says, "Go that way." but how to get there is not very clear at all. The paths could be more clearly defined on the map.

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What really frustrates me is where mobs are placed. They seem to place rares where you see them while questing but you cant get there directly from the quest area. You have to ride around a quarter of the zone and up or down a mountain to get to a mob thats right next to you. Chests which have a long wait and appear for short times are only adding to the frustration. I play to ease the stress of everyday life, not add to it. Warcraft is a game, it should be fun, not frustrating.

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3 hours ago, munchkin said:

Flying in Argus is unnecessary. Yes the mobs are hard and scary but it's the Legion's base of operations for goodness sake!! You go 20 feet up on your Ashes of Alar and see how long it takes them to shoot you down!!
I would like it if they actually had that happening in the game though, like when you fly over the druid or hunter order halls and get kicked out.
Or even just some flimsy justification that someone mentions somewhere.

On the topic of Pathfinder generally, I love the mechanic. It means you are more immersed in the world the first time you run through the content (and it really really is more immersive) and then later in the expansion, when there is more to get done regularly or you want to start on alts, you have the magic of flight to make it faster and easier.
That said, I agree with Migol and Ornyx about the difficulty and timing of it this expansion. One of my friends quit because he looked at Pathfinder, Part 2 (before they nerfed it) and realised he just couldn't do the grind anymore.

The enemy in Legion has had anti-aircraft/flying weaponry in zones we have already had flying permitted in so that argument doesn't really make much sense. Using logic with WOW is typically a big mistake, lol. Don't forget that according to Blizz "flying breaks immersion".

I don't mind traveling on a ground mount at the moment. If they decide to add flying in a couple months that would be fine. The upgraded flight whistle should suffice for the meanwhile.

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1 hour ago, ChaosDecides said:

"flying breaks immersion".

Loading screens also break immersion, and that would be my biggest complaint about Argus.

It doesn't feel like a world, just a few isolated zones on their own, which it is to be fair.

They are never going to allow flying, because it would suck hitting the invisible wall around each zone, then having to use the beacons to switch zones as they aren't connected in any way.

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I just find it funny that for seven years flying wasn't an issue yet for some reason now it is. The only reasons I can see them not wanting to allow flying is: it is easier for them to make zones (in other words be lazy) and to artificially make content last longer. Now if this was any other expansion I could see reason number two being somewhat justified however (and this is a complement) this expansion has so much to do already. On top of that, if you manage to get to a point in which you have done everything then good chance you would like to do it again on an alt. Also could some one describe to me what exactly "immersion" is? It a buzz word thrown around a lot and doesn't seem to match up with it's actual definition. Actually let me rephrase that last question. Why is don't they tell us the real reason instead of just using it as a blanket defense?

Edited by Granis
Rephrasing

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      Clear Sight - Able to see and loot treasure chests in the Damned/Corrupted/Lost area of the Horrific Visions. Experimental Destabilization - While at or above 4% Sanity, your damage done is increased by 30/40/4%. While at or below 4% Sanity, your damage taken is reduced by 30/40/4%. Portable Clarity - Enter the Vision with 1/2/3 Portable Clarity Beams. Portable Clarity Beam Cleanse all madnesses and regenerate 100 Sanity for nearby allies every 1 sec for 6 sec. Combat interrupts this effect. Destroyed when leaving the Vision. Sanitation Mastery - [NYI] Killing an Aberration in the Visions grants you 5/10/15% Sanity. Vivification Procedures - Enter the Vision with 1/2/3 Seeker's Vials. Seeker's Vial Increases Sanity by 30%. May be used in combat. Destroyed when leaving the Vision. Tier 1
      Research Talents
      Know No Fear - Increases your max sanity.[NYI] The Penitent Shall Pass - Your sanity now passively regenerates. [NYI] Non-Research Talents
      Expansive Mind - Increases all party members' maximum Sanity by 100/$@312,888m1/$@312,889m1. Gift of the Titans - Defeating enemies in Horrific Visions has a chance to grant Gift of the Titans, increasing haste and movement speed by 60% for 20 sec. Singular Sanitation Expertise - Reduced damage taken and increased damage done by 5/10/5%. This benefit is lessened by 2/4/5% per additional party member in the Vision. Leveraged Materials - [NYI] When leaving the Vision, gain Cleansed Mementos for every unused Sanity Restoration Orb and Detoxifying Vial. Orb Operation Manual - Receive instructions on how to summon Sanity Restoration Orbs while within a Horrific Vision. The orb revives all nearby allies and restores their Sanity. Up to 3 Sanity Restoration Orbs can be summoned in a single Vision, and orbs summoned by any player in the party count against this limit. Vision Cartography - [NYI] Able to sync with Vision Mapping points, yielding Corrupted Mementos and granting you 40% increased movement speed. Vision Hunter - Killing an enemy grants 1/2/3% increased damage for 10 sec. Stacks up to 5 times. Tier 2
      Research Talents
      My Name Is Fury - Whenever you take damage that causes you to lose sanity, deal damage to the enemy as well. [NYI] Friends In The Darkness - Whenever you lose Sanity, chance to summon a friendly void fiend to fight by your side for a short time.[NYI] Non-Research Talents
      Elite Extermination - Defeating an Elite enemy within the Visions of N'Zoth restores 200 Sanity. Experimental Endeavor Expertise - Cleansing Lights and Portable Clarity Beams you cast last 100% longer. Inversion - Each madness now comes with a minor beneficial effect. Vision Reorganization - [NYI] Able to see and open portals from alternate Horrific Visions, summoning enemies for additional rewards. Tier 3
      Research Talents
      Rich Cache - Chests now have a chance to contain stronger torches and greater scrolls in them. [NYI] Non-Research Talents
      Emergency Cranial Defibrillation - Upon reaching 0 Sanity, you gain 500 Sanity. Occurs once per Vision. Synchronized Mind Stabilizer - The first revival you perform on an ally during the Vision costs no Sanity. Tier 4
      Research Talents
      Fleeting Vision - Whenever you are inside the Vision, your movement speed is increased. [NYI] Bountiful Vision - Increases the number of Corrupted Mementos that drop for you. [NYI] Unknown NYI Talent Tier 5
      Research Talents
      Stalwart Mind - Whenever you are afflicted by a madness, chance instead to benefit from a Boon of Resolve. {NYI] Check out our Visions of N'Zoth Content Hub for the latest Patch 8.3 info!
    • By Stan
      Visions of N'Zoth is Battle for Azeroth's final major content patch, where we take the battle to N'Zoth himself and visit Ny'alotha. Our hub covers everything you need to know about Patch 8.3 and helps you stay on track if you haven't been playing the game for a while.
      Patch 8.3 Release Date
      While nothing has been officially confirmed, we think the patch is going to hit live servers on December 2019. Datamined sound files suggest that Ny'alotha, the Waking City raid, might be delayed until Patch 8.3.5 and not open immediately when Visions of N'Zoth goes live, which would delay the new Mythic+ Season as well.
      Game Director Ion Hazzikostas talked about Visions of N'Zoth in the latest Content Preview on October 7. We learned pretty much everything about the new patch, and in the following section, you're going to find its main features:
      Assaults
      Invasions return to the game once more, and this time, they're called Assaults. The Vale of Eternal Blossoms and Uldum will be periodically under assault by N'Zoth's forces, and your goal is to drive them back by completing quests and interacting with various objectives to complete the "emissary." Blizzard uses technology and everything they've learned from Mechagon and Nazjatar in this new iteration of Assaults to ensure dynamic replayability. Assaults are mandatory if you want to enter Horrific Visions.
      Initial Preview of Assaults in Visions of N'Zoth Horrific Visions
      Described as alternate realities where N'Zoth's power is ascendant, these are 1-5 player "scenarios" of Stormwind and Orgrimmar, where you need to complete various objectives for rewards. Horrific Visions revolve around a new mechanic called Sanity, which starts draining as soon as you enter a Horrific Vision. Your goal is to complete as many side objectives as possible and defeating the mini-boss before your Sanity is completely depleted.
      To help you with that, we've got Wrathion with a new Legendary Cloak and a Titanic Research Archive for Horrific Visions with perks that gradually trivialize the feature.
      Ny'alotha, the Waking City
      We will be facing N'Zoth in Ny'alotha, the new twelve-boss raid located in Uldum. It comes with a raid skip quest after you defeat the first boss and new sets up for grabs:
      Ny'alotha Cloth Sets Preview Ny'alotha Leather Sets Preview Ny'alotha Mail Sets Preview Ny'alotha Plate Sets Preview We've also covered the continuation of the story in Patch 8.3 and what happens in the raid in the articles below:
      New Forsaken Leadership in Patch 8.3 (Spoilers) Azshara's Bargain and the Key to Defeating N'Zoth (Spoilers) I'lgynoth's Whispers in Patch 8.3 (Analysis) N'Zoth's in-game model has been updated multiple times.
      Rewards Updates
      Visions of N'Zoth comes with two new factions, six new Essences, a brand new Mythic Season, a new Seasonal affix, Profession updates, and more that we'll cover soon.
      Heart of Azeroth will have a new Minor slot, two Stamina nodes, the maximum level increased to 85 (was 70). Coming in a later PTR update, Blizzard will be adding an infinite progression slot to aid you against N'Zoth's corruption at max level (whatever that means).
      New Allied Races: Vulpera & Mechagnomes
      Another pair of Allied Races will become available in Visions of N'Zoth. Alliance players will be able to recruit Mechagnomes, and their Horde counterpart are the Vulpera of Vol'dun.
      Official Mechagnomes & Vulpera Preview Mechagnomes & Vulpera Racials Mechagnomes & Vulpera Unlock Requirements Vulpera Heritage Armor Preview Mechagnome Heritage Armor Preview Mechagnome & Vulpera Dance Animations Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet New Heritage Armor: Goblins & Worgen
      Goblins and Worgen received new models and animations in Patch 8.2.5, but no Heritage Armor, which is added in Patch 8.3.
      Goblin & Worgen Heritage Armor Sets Preview Auction House Overhaul
      The Auction House will be completely revamped. No more lag caused by the system being clogged with single stacks. Stackable items are no longer purchased or sold in stacks; copper is no longer displayed in the Auction House, but used for calculations. If you regularly forget the name of goods, you can create a shopping list, and more!
      Auction House Revamp Preview The Removal of Titanforging
      Ion teased the removal of Titanforging in Patch 8.3 through something more "twisted and corrupt." We found some interesting Corrupted Rings from Ny'alotha with various Kiss/Curse Effects. Based on datamining and game assets, it seems we will be able to cleanse and alter them somehow.
      Are Cursed Items the Alternative to Titanforging? Class Changes
      No patch would be complete without some class changes, and you can find all class changes planned for Visions of N'Zoth here.
      Allied Race & Pandaren Death Knights
      We found encrypted sound files of Bolvar and Mograine together with Death Knight creature textures for Allied Races and the Pandaren, and new Death Knight Swords of the Ebon Blade.
      We think Allied Races and the Pandaren will be able to roll Death Knights in the near future, and there is at least a partial revamp of the Death Knight starting area planned now that Bolvar is the Lich King. Given that the files are encrypted, it's likely that this bit will be unveiled at this year's BlizzCon.
      New Mounts
      As usual, with every content update, multiple mounts are coming with placeholder descriptions, sources, and whatnot.
      Alpaca Mounts - Presumably, new reputation mounts available for purchase at Exalted. Chalcedony Cloud Serpent - A new recolor of the existing serpent, possibly tied to the Assault on Vale. N'Zoth Serpent - New Stormsong Valley Rare Mount from the Adherent of the Abyss. Aqir Flying Mount - Mythic N'Zoth mount, maybe? Ny'alotha Allseer - Ahead of the Curve reward? Island Expedition Vendors
      In Patch 8.3, you will be able to purchase Island-specific and Invasion-specific crates for Dubloons.
      New Dubloon Vendors Selling Island Expedition and Invasion Crates 3 New World Bosses
      Blizzard is adding three new world bosses to the game, which drop item level 445 loot.
      Miscellaneous
      Other minor things planned for Patch 8.3 include:
      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
      We know that Blizzard wants to replace Titanforging in Patch 8.3 with something more "twisted and corrupt". We datamined corrupted items that will be cleansed of their negative effects in Visions of N'Zoth and it seems we will also be able to alter them somehow.
      Corrupted Rings
      When Patch 8.3 became available for testing on the Public Test Realms, we reported about corrupted rings with various kiss/curse effects. What that means is they come both with a positive and negative (annoying) effect, as highlighted below:
      Corrupted Ring - Face the Truth Corrupted Ring - Last Grasp Corrupted Ring - Masochistic Corrupted Ring - Mesmerizing Corrupted Ring - Overconfident Corrupted Ring - Revel in Violence Corrupted Ring - Spontaneous Fury Corrupted Ring - Thing From Beyond Datamining suggests that we will be able to clear these items off corruption and get rid of their negative effects using a new currency from Assaults called Echoes of Oblivion.
      Echoes of Oblivion - Coalesced void essence found in and around areas touched by the Visions of N'zoth. The Rajani, Uldum Accord, and Blacktalon are all willing to barter for rare and powerful items, as well as using them to clear or alter cursed items.
      Assets
      We found the following assets associated with cursed items in the game files:

      Corrupted Cleanse Reforger

      Corrupted Character Sheet

      Corrupted Inventory Icon

      Corrupted Tooltip

      Tooltip Border Corrupted

      Tooltip Background Corrupted
      It seems we will be able to cleanse cursed items at the Chamber of Heart and MOTHER will play some role here. We have no idea how we'll be able to alter the cursed items yet, though.
      If we're going to be using Echoes of Oblivion or another currency to increase the power of items, it sounds like Reforging may be back in one way or another.
      Check out our Patch 8.3 Content Hub for the latest Visions of N'Zoth news!
    • 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%). Developers’ note: Under certain conditions, Deathbolt provides a degree of single target burst damage that feels out of line for a spec designed around damage-over-time spells. Additionally, it has been the dominant choice for Affliction’s level 15 talent row for much of the expansion. We’re reducing its effectiveness to bring it more in line with the other two options in that row. 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!
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