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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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I think this is certainly open up to honest debate.

Who in the world actually enjoyed desolace?

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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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      One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills. Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly. Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it’s close to M10 but not having a timer at all or affixes really offsets that quite a bit). The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today. Normal This difficulty is unchanged. Heroic The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system. Mythic difficulty changes and mechanics will not be present in this difficulty. This remains a queueable experience. Mythic The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system. There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon. The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system. Mythic 0 is still on a weekly lockout under this model. Mythic+ The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system. A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc. Affixes would slot in at +2, +5, and +10 +2 - Fortified/Tyrannical +5 - Entangling / Incorporeal etc. +10 - Bursting / Bolstering etc. Dungeon ratings should be equivalent to what they represent in the current system. There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level. At the beginning of Season 4, all Keystones will be reset to level 2, regardless of levels. This is done due to our difficulty refactoring of Mythic and Mythic+. It’s important to note that the basic structure of dungeon rewards is not changing significantly, so what you would have earned for completing a Mythic 0 will be earnable in the Heroic difficulty dungeon instead.  Crest and Flightstone rewards are changing to match the same difficulty with only some minor adjustments. Flightstone earnings for any given Mythic+ will match the equally challenging Mythic+ from previous seasons. This means that a Mythic +2 in Season 4 will give the same number of Flightstones as a Mythic +12 in Season 3 currently does. The rewards will continue to match difficulty, even if what we’re calling those difficulty changes. Bonus Flightstone awards for increasing any party member’s Mythic+ score remain unchanged. Whelpling Crests are no longer available from Mythic+ dungeons, as those difficulties no longer exist. Players can continue to collect Whelpling Crests from many outdoor sources. Players will earn 10 Drake Crests on successful completion of a Mythic 0 dungeon, as there is no timer to beat. Wyrm Crests will be available in Mythic +2 to Mythic +5 dungeons in the same quantities as existing Mythic+ dungeons. Aspect Crests will be available in any Mythic difficulty from +6 and up, also in the same quantities as existing Mythic+ dungeons. NORTHREND CUP
      On April 30 through May 14, soar through the Northrend skies with the dragonrider racing event, Northrend Cup.
      Challenge twelve races across Northrend in Normal, Advanced, and Reverse variations to earn Riders of Azeroth Badges to exchange for rewards with Maztha in Valdrakken. Complete all Northrend Cup races on Gold to earn the achievement Northrend Racing Completionist: Gold, Northrend Racer title, and Ruby Riders of Azeroth tabard. Head to Valdrakken and speak to Lord Andestrasz near the Rostrum of Transformation to pick up the initial quest.
      New rewards are available for purchase with Riders of Azeroth Badges: Icy Drake Racer's transmog set and Checkered Pennant.
      CLASSES
      Developer's note: In Season 4, we're reducing the overall throughput of some healers to better align with our tuning goals as well as increase the comparative power of Holy Paladin, Preservation Evoker, and Holy Priest without needing to further escalate the capabilities of healers.
      DRUID Restoration All healing done reduced by 5%. Does not apply in PvP combat. MONK Mistweaver All healing done reduced by 13%. Does not apply in PvP combat. PRIEST Discipline Developer's note: As part of our goal for balancing healers in raids, we would like to reduce raid healing output for Discipline Priest without affecting them in other content. Atonement transfers 35% of damage to healing (was 40%). Atonement healing increased by 70% outside of raids (was 50%). SHAMAN Restoration All healing done reduced by 5%. Does not apply in PvP combat. DUNGEONS AND RAIDS
      LOOKING FOR RAID In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties. Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size. ABERRUS, THE SHADOWED CRUCIBLE Echo of Neltharion Volcanic Heart now targets 4 players on Mythic difficulty (was 5). VAULT OF THE INCARNATES Raszageth Hurricane Wing's pushback strength reduced by 10% on all difficulties. Lightning Devastation cast time increased to 4 seconds (was 3 seconds). Flame Shield reduced by 23%. Shattering Shroud healing absorb reduced by 20%. DAWN OF THE INFINITE: HARD MODE Dawn of the Infinite: Hard Mode tuning and rewards have been updated. Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon. ALGETH’AR ACADEMY General Spellbound Scepter Arcane Rain has been removed. Spellbound Scepter Mystic Blast can no longer be interrupted. Spectral Invoker's Arcane Missiles damage reduced by 50%. Encounters Crawth Firestorm frequency reduced to 8 seconds (was 5 seconds). Savage Peck's initial damage reduced by 13%. Savage Peck's periodic damage reduced by 33%. Addressed an issue where Deafening Screech can go off after the cast is interrupted. Vexamus Mana Bomb periodic damage reduced by 20%. Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect. Echo of Doragosa New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations. Astral Breath cast time has been increased to 3 seconds (was 2 seconds). THE AZURE VAULT General Increased the Mythic+ timer by 2 minutes. Crystal Fury Piercing Shard now has a precast visual. Piercing Shard impact area reduced by 25%. Conjured Lasher Mystic Vapors will now be cast less frequently. Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds). Unstable Curator's Heavy Tome will now be cast less frequently. Drakonid Breaker Shoulder Slam's knockback has been removed. Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%. Shoulder Slam will now be cast less frequently. Encounters Leymor Erupting Fissures now follows current target player. Azureblade Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds). Umbrelskul Oppressive Miasma removed in Mythic difficulty. Crystalize now pulses Arcane damage while the crystal is shielded. Crackling Vortex now has a larger movement radius. Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location Addressed an issue where Detonating Crystals can fail to spawn. BRACKENHIDE HOLLOW General Withering debuff No longer stacks. Periodic damage reduced by 16%. Haste reduction increased to 10% (was 2%). Movement reduction increased to 10% (was 2%). Fetid Rotsinger Decay Totem health reduced by 20%. Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources. Rotbow Stalker Renamed to Rotbow Ranger. Shoot now has a recast of 6 seconds. Diseased Meat renamed to Rotten Meat, and is now a Poison dispel. Brackenhide Shaper Summon Lashers and Touch of Decay have been removed. Stinkbreath Violent Whirlwind radius reduced to 6 yards (was 7 yards). Stink Breath now locks facing after targeting a player. Stink Breath now has a visual while casting. Wilted Oak Necrotic Breath's casting visual has been updated. Necrotic Breath's cone width has been adjusted to match with the new visual. Gutstabber Withering Poison has been removed. Bracken Warscourge Bloody Bite has been removed. Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
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