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Stan

No Plans to Allow Flying on Argus

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I knew going into this patch that we'd be groundbound on Argus, at least for a while. I'm disappointed to hear that the plan is to never let us fly at all, but that's not my main gripe.

The *^#(*%$@%^ flute is rep-gated.

When we unlocked world quests in the Broken Isles, we were given the Flight Master's Whistle along with them. But by that time we'd quested, and followed major storylines through each zone. We knew those zones. They were familiar to us. Getting to the world quest wasn't often a problem; once you were done, use your whistle and head off to the next.

Argus - Here's a completely alien landscape. We're taken through on some bare-bones story quests, then set loose with world quests dotted all over highly unfamiliar zones. Oh, your hearthstone is still on cooldown? Guess you'll have to teleport somewhere off Argus entirely and find your way back, because you're stuck far away from a beacon.

Right now I have zero motivation to do Argus world quests. I have at every step of the way felt that the FMW was key to world quests without flight; it was all that made the system bearable. Without it I probably would have given up on Legion early on, and I don't think I would have been the only one.

(It doesn't help I'm an altoholic. Grinding that rep 12 times... ugh.)

Having said all that...

Flight in general - I understand the devs wanting us to learn the lay of the land, and keeping us on the ground for certain challenges. I believe that once we show we can complete those challenges, we should be able to fly again. I actually think WoD's model was perfect except: 1. It should have been able to be completed from the time the expansion dropped, and; 2. It shouldn't have had the Tanaan part. I've explored the zones, completed the story quests, located lots of cleverly hidden treasures, and killed lots of rares. WHY am I being kept on the ground at that point? Nothing more than to slow me down. I'm trying to get to point A to do task B, and the devs insist I must plan for travel time C as well. When simply getting to a task burns up time I need to do said task, that's a problem - that's not gameplay, and it's not fun.

Lastly, I don't think the devs will ever lack for pushback on this. Flying is probably the pinnacle of fantasy, a psychological thing for humans in general. We navigate all kinds of "difficult terrain" in life and just want to break those surly bonds every once in a while.

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I'm sorry but screw that if you raid Type /played on your main and imagine how much of that was spent actually doing something fun, and how much was spent going from point A to B, killing mobs that don't really have a chance of dropping anything you might want other than trash to fill your bags, and sighing over the repetitive nature of rep grind quests, or getting to your raid location.  Teleporters are another load screen sea-anchoring people with mediocre connections or computers and another opportunity for battle net to drop you in the transition.   The flight system could actually be used to enhance the game rather than being treated as an annoying addition from the past but i guess thats unlikely to ever happen.

 

Edit: keeping up enough to raid regularly if not super hardcore already absorbs as much time as a part time job, adding travel + dodge pointless mobs time to that is just out of touch.

Edited by Mcdermott

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I read everything topic and comment; and i REALLY hope they will never allow people to fly on Argus. Like all the content is fine and you can easely find path where you don't find youself surrended by 20 mobs.

And about the difficulty, Argus is hard, ofc ! Seeing some DPS crying because they can't solo a elite like what did u expect ?? I love argus rn because you have to play with other people, WoW is not a solo player game. 

About pathfinder, i love this kind of stuff. It make flying a goal to reach and not just something "normal". Flying already made so many WQ too easy (like kirin tor's one). I more than happy with no fly in argus.

Ornyx is right when he speak of the Timeless island, it's a great exemple of a farm zone where you don't need flying at all. Yes Argus is bigger, but thanks god it's bigger, it's a new planet ! And we only seen  a part of it.

For me, people don't know how to enjoy WoW anymore, they just want content they can rush in two day with some cinematics and lore. Grinding is suppose to be hard enougth so it's not totally boring. By putting a lot of density and big mob, they giving us challenge, with reward at the end. Legion is, since the release, bringing back the "old way" and i loving it. Harder to farm, path to find, strategy to solo elite and stuff.

And yeah people saying you "lost" something: you can still fly everywhere else. You never lost anything with 7.3. you even win stuff:

17 hours ago, Stan said:

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.

This is more than enougth, before flying was unlocked in the Broken isles, whistle allowed us to easly farm all the WQ.

For me, as long as they don't create area where flying is fully required, like a city in sky, no ground or very little platform, better stay on the ground.

I wish , but it will never happen ofc, the next expansion will be a totally no-flying area. Flying make everything more empty. Players are now too lazy. I love the pathfinder, give us a goal, and i don't care if i can't fly on Argus. I'm a mage and warlock player, and after a week of Argus, i didn't find myself in a situation where i was gonna die because of density or "fel lava".. Just pls players: Use your brain and stop waiting for a game to totally guide you. 

(sorry for the big answer ~ was pretty triggered by this topic)


 

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16 hours ago, Granis said:

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?

"NOW" it is?  Virtually every expansion, iirc, had times where flying was not permitted.  Whether permanently or gated thru 'pathfinder' achieves.  It's hardly new for the flying to be removed.  

"Laziness" is easy to throw around when you want new content, but have the ability to buzz through all of it by flying, not experience much of anything (ie being immersed in it) and then want new content again.  Flying does break immersion - because you can literally skip all the action.  

Action being waves and waves of attacking demons.  Because you cant fight them in the sky.  So they either make a mechanic to kick you off to actually fight them, physically prevent you from flying at all, or entirely rework flying into a combat-available system.  

Immersion matches up perfectly with its definition.  They want you immersed into the ground game (the only game there really has ever been, other than moving point to point.)  Your ability to totally bypass that (other than killing X guy, picking up X item) is virtually complete with flying.  In every meaningful way its complete.  

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4 hours ago, PatrickHenry said:

"NOW" it is?  Virtually every expansion, iirc, had times where flying was not permitted.  Whether permanently or gated thru 'pathfinder' achieves.  It's hardly new for the flying to be removed.  

"Laziness" is easy to throw around when you want new content, but have the ability to buzz through all of it by flying, not experience much of anything (ie being immersed in it) and then want new content again.  Flying does break immersion - because you can literally skip all the action.  

Action being waves and waves of attacking demons.  Because you cant fight them in the sky.  So they either make a mechanic to kick you off to actually fight them, physically prevent you from flying at all, or entirely rework flying into a combat-available system.  

Immersion matches up perfectly with its definition.  They want you immersed into the ground game (the only game there really has ever been, other than moving point to point.)  Your ability to totally bypass that (other than killing X guy, picking up X item) is virtually complete with flying.  In every meaningful way its complete.  

This... just everything about this.  Yes I would love to be able to fly on Argus, but that is only out of convenience sake.  When I log in to any character my first thought isn't "damn I should be able to fly here."  My first though is "ok what world quests should I do and is there anything I need from them."  

Here's my thoughts.

Vanilla - no flight... ever, you got your 60% mount at level 40 (yes you had to run everywhere that you didn't use a flight path to get to until you hit level 40), and you got your 100% (epic) mount at level 60.

TBC - Flight became available at level 70 so you had to ground mount until you hit max level and had the gold to buy flying and the flying mounts.

WotLK - Flight became available for Northrend but required cold weather flying as well as you had to be 77 to learn it.

Cata - Added flight for Eastern Kingdoms (minus Blood Elf and Draenei cities and starting zones, also does not apply to Quel'Danas the zone containing Sunwell Plateau)

MoP - Added flight for Pandaria zones upon reaching max level, sold from the flight trainer in Shrine of the Two Moons/Shrine of the Seven Stars. Could not fly on the Timeless Isle

WoD - Flight became available after Tanaan Jungle was opened up (not added, as it was in the original expansion game files but locked) as a zone which meant for at least the first part of the expansion you had to ground mount everywhere (minus taking flight paths) and even then it required the Draenor Pathfinder achievements.

Legion - Originally no flight intended by Blizzard but they gave in to the bitching and moaning and gave it to us as an Achievement reward similar to Draenor Pathfinding.  The achievement was a 2 part system that could not be completed until after the broken isles was implemented.  This happened before the Tomb of Sargeras raid was released, meaning that at MINIMUM you had 77 days of flight between 7.2.5 and 7.3 and probably more (if you started working on the achievement before the release of ToS), now 7.3 is here, there is no flight on yet another added (not opened) zone very similar to Timeless Isle.

 

With the exception of Cata there has always been a time or zone in which you could not fly.  As @PatrickHenry stated flight takes away from the immersion.  Those wondering what immersion means regarding to this, it means the experience, not the experience you want, but the experience that the developers designed for you to have.  What people  don't understand is that when a game company designs, develops and releases a game, they have a very specific (sometimes more than others) experience that the player is intended to have.  How far that deviates for the player is dependent upon the players commitment to the game and it's design, some will follow the design to the letter and others will find every way they can to circumvent the design.  There are not very many MMOs that allow flight the way that Blizzard does in WoW.  Quite a few of the ones that do (not all) allow flight also have an inflight combat system.

 World of Warcraft is a Fantasy world designed to take people out of the every day life and immerse them into a world filled with magic, amazing and awesome creatures, from massive speaking bulls and cows to strange candle wielding kobolds, floating cities in the sky, terrifying orcs and trolls and even zombies that have minds of their own.

The immersion experience that Blizzard has designed for everyone is all based on this point and that includes not being able to fly on a distant world that has been ravaged and overrun by tens of thousands of years worth of demon infestation and may not even contain the same magical properties that are experienced on the player character's home world of Azeroth.

 

Edited by DeathsDesign
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4 hours ago, PatrickHenry said:

"NOW" it is?  Virtually every expansion, iirc, had times where flying was not permitted.  Whether permanently or gated thru 'pathfinder' achieves.  It's hardly new for the flying to be removed.  

"Laziness" is easy to throw around when you want new content, but have the ability to buzz through all of it by flying, not experience much of anything (ie being immersed in it) and then want new content again.  Flying does break immersion - because you can literally skip all the action.  

Action being waves and waves of attacking demons.  Because you cant fight them in the sky.  So they either make a mechanic to kick you off to actually fight them, physically prevent you from flying at all, or entirely rework flying into a combat-available system.  

Immersion matches up perfectly with its definition.  They want you immersed into the ground game (the only game there really has ever been, other than moving point to point.)  Your ability to totally bypass that (other than killing X guy, picking up X item) is virtually complete with flying.  In every meaningful way its complete.  

Yes I stand by the statement "NOW" it is? The only time before MoP (not counting classic because well it didn't show up until BC) flying was not permitted in the outside world was if you were not level cap, which is some what understandable as it is to make the content last longer. As to flying "breaks immersion", that is just a chop out. I could name a number of things that break immersion. Blizzard's own sloppy writing does that itself. And if immersion is skipping action.....then ground mounts and abilities such as stealth "breaks immersion" as well since really you still can skip all the action because everything outside of a dungeon is tied to a leash range.

Granted I don't mind you cannot fly on Argus, at this point I know Blizzard's stance on the subject is. Everyone including Blizzard knows the stock response is bull. The reason they wanted to completely remove flying is like you said, to keep people from chewing through content faster then they can put it out.

Now I see no issue with this idea. What I have a problem is no one wants to admit this, as if the player base is a bunch of idiots. I don't know about you but I really dislike when someone willingly insults my intelligence.

Edited by Granis
Proofreading, editing out profanity.
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On 9/7/2017 at 0:06 PM, DeathsDesign said:

This... just everything about this.  Yes I would love to be able to fly on Argus, but that is only out of convenience sake.  When I log in to any character my first thought isn't "damn I should be able to fly here."  My first though is "ok what world quests should I do and is there anything I need from them."  

...

WoD - Flight became available after Tanaan Jungle was opened up (not added, as it was in the original expansion game files but locked) as a zone which meant for at least the first part of the expansion you had to ground mount everywhere (minus taking flight paths) and even then it required the Draenor Pathfinder achievements.

Legion - Originally no flight intended by Blizzard but they gave in to the bitching and moaning and gave it to us as an Achievement reward similar to Draenor Pathfinding.  The achievement was a 2 part system that could not be completed until after the broken isles was implemented.  This happened before the Tomb of Sargeras raid was released, meaning that at MINIMUM you had 77 days of flight between 7.2.5 and 7.3 and probably more (if you started working on the achievement before the release of ToS), now 7.3 is here, there is no flight on yet another added (not opened) zone very similar to Timeless Isle.

 

With the exception of Cata there has always been a time or zone in which you could not fly.  As @PatrickHenry stated flight takes away from the immersion.  Those wondering what immersion means regarding to this, it means the experience, not the experience you want, but the experience that the developers designed for you to have.  What people  don't understand is that when a game company designs, develops and releases a game, they have a very specific (sometimes more than others) experience that the player is intended to have.  How far that deviates for the player is dependent upon the players commitment to the game and it's design, some will follow the design to the letter and others will find every way they can to circumvent the design.  There are not very many MMOs that allow flight the way that Blizzard does in WoW.  Quite a few of the ones that do (not all) allow flight also have an inflight combat system.

 World of Warcraft is a Fantasy world designed to take people out of the every day life and immerse them into a world filled with magic, amazing and awesome creatures, from massive speaking bulls and cows to strange candle wielding kobolds, floating cities in the sky, terrifying orcs and trolls and even zombies that have minds of their own.

The immersion experience that Blizzard has designed for everyone is all based on this point and that includes not being able to fly on a distant world that has been ravaged and overrun by tens of thousands of years worth of demon infestation and may not even contain the same magical properties that are experienced on the player character's home world of Azeroth.

 

My first thoughts when I log in is, what can I do besides Argus? I'm only really doing the story quests. A few rounds of world quests there and I was too unhappy with the lack of the Whistle/Flute to continue.

BTW you've completely confused WoD and Legion. WoD was the one the devs quietly decided not to add flying in, resulting in a tremendous backlash. Legion flying was confirmed from the time it was announced.

Cata also had no-flying areas... Vashj'ir and Tol Barad. However, it's a pointless argument to say that flying adds to or removes immersion - immersion is a personal thing. I could argue, as a druid, that being unable to change to bird form for no known reason is a serious blow to immersion... on any of my other characters, having all these flying mounts that suddenly don't know how to fly destroys immersion.

Immersion means that point where you tend to forget you're just playing a game. The devs themselves are breaking immersion by not giving us any good reasons for what they're doing. In the Firelands daily zone, the NPCs explained that the air was super-hot and even the Druids of the Talon were finding it hard to operate. On the Isle of Thunder introduction, we were literally shot down by lightning. In Draenor, OTOH, we were constantly confronted with NPCs that casually mounted up and flew away; Thisalee Crow was able to carry us (me, a fellow druid) in bird form. Draenor broke immersion in a way those other zones did not.

Whether the devs like it or not, they designed a game in which flying is a thing. Every expansion we see them struggling to find ways to bypass that decision. WoW could be so much more if they chose to embrace it instead.

And even then, I'd still be satisfied with Argus if they'd just give us the stupid Flute.

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7 minutes ago, solitha said:

My first thoughts when I log in is, what can I do besides Argus? I'm only really doing the story quests. A few rounds of world quests there and I was too unhappy with the lack of the Whistle/Flute to continue.

BTW you've completely confused WoD and Legion. WoD was the one the devs quietly decided not to add flying in, resulting in a tremendous backlash. Legion flying was confirmed from the time it was announced.

Cata also had no-flying areas... Vashj'ir and Tol Barad. However, it's a pointless argument to say that flying adds to or removes immersion - immersion is a personal thing. I could argue, as a druid, that being unable to change to bird form for no known reason is a serious blow to immersion... on any of my other characters, having all these flying mounts that suddenly don't know how to fly destroys immersion.

Immersion means that point where you tend to forget you're just playing a game. The devs themselves are breaking immersion by not giving us any good reasons for what they're doing. In the Firelands daily zone, the NPCs explained that the air was super-hot and even the Druids of the Talon were finding it hard to operate. On the Isle of Thunder introduction, we were literally shot down by lightning. In Draenor, OTOH, we were constantly confronted with NPCs that casually mounted up and flew away; Thisalee Crow was able to carry us (me, a fellow druid) in bird form. Draenor broke immersion in a way those other zones did not.

Whether the devs like it or not, they designed a game in which flying is a thing. Every expansion we see them struggling to find ways to bypass that decision. WoW could be so much more if they chose to embrace it instead.

And even then, I'd still be satisfied with Argus if they'd just give us the stupid Flute.

So you want to get shot down by fel cannons and spaceships. Okay.

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On 9/6/2017 at 10:33 AM, SMOrcMan said:

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

The achievement says Broken Shores Pathfinder, not Argus.

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20 hours ago, solitha said:

Immersion means that point where you tend to forget you're just playing a game. The devs themselves are breaking immersion by not giving us any good reasons for what they're doing. In the Firelands daily zone, the NPCs explained that the air was super-hot and even the Druids of the Talon were finding it hard to operate. On the Isle of Thunder introduction, we were literally shot down by lightning. In Draenor, OTOH, we were constantly confronted with NPCs that casually mounted up and flew away; Thisalee Crow was able to carry us (me, a fellow druid) in bird form. Draenor broke immersion in a way those other zones did not.

A+

20 hours ago, solitha said:

And even then, I'd still be satisfied with Argus if they'd just give us the stupid Flute.

Yeah I don't get why they'd lock the whistle behind any rep honestly. The whistle was a reward for hitting Honored with the main Broken Isles faction, to aid with doing World Quests which the same quest unlocked. Now they send us over to another zone which also has World Quests, but we need to get to Revered before we can unlock it?

If they need to keep rep requirement it should be Honored at the very least imo, but I think it'd be best if it was just available from the start otherwise it defeats the purpose of even having the whistle in the first place lol. Not like it breaks and kind of lore anyway, you just have your forces setting up teleportation beacons across the area for easier transportation. You need to manually get to each beacon location before it can be used anyway, don't you?

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I'm not surprised this is such an issue for many players.  I thank the blue post for his replies. He is spending way more time than he needs to explain something that has been the case since time immemorial:  studios will choose how they want players to experience their content.  Sometimes players will agree. Sometimes they will not.  In this case, the timing is definitely unfortunate, but baring that, they have been pretty consistent with their practice of "new content - no wings for you."   I think the grind was a little rough for this recent unlock on Isles, but it was on the whole a non-issue.  Just not sure grinds sell anymore and knowing that makes it a little annoying.

Personally, I think they can allow it in new zones but just make it super dangerous to do so using a variety of mechanisms they could introduce.  As you progress in the new content, you do missions aimed at taking down the anti-air hostiles in the zones allowing you free passage.  Sure people are going to "die" and they should do so often (unless super trixy/ clever) but the inconvenience is something people can choose to live with or not - and, in the meantime, they get their bloody flight. Compromise and no more cry babies.

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On 9/9/2017 at 8:27 PM, Ammako said:

You need to manually get to each beacon location before it can be used anyway, don't you?

Yep. Need to have it unlocked by doing the chain in the area.

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13 hours ago, Rhostam said:

and no more cry babies.

I think you've missed many of the posts on here.  I honestly dont think anything other than unlimited, unhindered flight with the next maintenance would appease most.  

...even then I have doubts.

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On 9/8/2017 at 5:52 PM, solitha said:

Immersion means that point where you tend to forget you're just playing a game. The devs themselves are breaking immersion by not giving us any good reasons for what they're doing.

Wouldn't them giving a reason on how the game works remind you that you're playing a game?  

On 9/8/2017 at 10:08 PM, DeathsDesign said:

They did, you just have to get the rep to buy it.

I cant believe they would wait until you were reputable enough with them to give you the magic flute to travel with rather than just handing every Joe Nobody a flute when they land on their world.  

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3 hours ago, PatrickHenry said:

I cant believe they would wait until you were reputable enough with them to give you the magic flute to travel with rather than just handing every Joe Nobody a flute when they land on their world.

Right there with you, I mean real world context I wouldn't give some stranger the keys to my char the day I first met him.  I would give him the keys to my car after years of cultivating a very close friendship though.  

I think revered may have been a step too far when it comes to rep, especially considering it's Argussian Reach rep, which is only grindable via order hall missions and world quests (to my knowledge).  I think honored would have been an acceptable compromise seeing as we had to reach friendly with 5 factions to unlock the whistle originally.

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2 hours ago, DeathsDesign said:

I think honored would have been an acceptable compromise seeing as we had to reach friendly with 5 factions to unlock the whistle originally.

I would agree.  They 'honored' you enough to let you access their transport system.

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16 hours ago, PatrickHenry said:

Wouldn't them giving a reason on how the game works remind you that you're playing a game?  

I cant believe they would wait until you were reputable enough with them to give you the magic flute to travel with rather than just handing every Joe Nobody a flute when they land on their world.  

Re: devs and immersion - I gave several examples of what I meant. Did you read beyond what you snipped?

As far as just handing us a flute... well, yes. We are not Joe Nobody. By the story we are a first-line hero of Azeroth. We command champions; we have been named head of our entire class; we carry weapons with histories even the Legion know. We were called by Turalyon, who risked Xe'ra's very existence on a gamble to reach us, and they clearly know and respect the Army of the Light. Among the first acts we perform on the planet is to save Hatuun's people from slavery, without even demanding anything in return. We then go on a mission without being asked to free more of their people and slay the pit lord tormenting them. The next time you see Hatuun, you're about to head off with Turalyon to the Shattered Fields, and Hatuun mentions they've verified the kill and decided to help us. A short set of quests later, he's offering us his own people as troops in exchange for supplies. Canonically, they would be handing a flute to a singular proclaimed hero from another world who has now shown his/her intentions on Argus. That is immersion.

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12 hours ago, DeathsDesign said:

Right there with you, I mean real world context I wouldn't give some stranger the keys to my char the day I first met him.  I would give him the keys to my car after years of cultivating a very close friendship though.  

I think revered may have been a step too far when it comes to rep, especially considering it's Argussian Reach rep, which is only grindable via order hall missions and world quests (to my knowledge).  I think honored would have been an acceptable compromise seeing as we had to reach friendly with 5 factions to unlock the whistle originally.

That's hardly a real world comparison. If your family were being dragged off for slavery and worse, and someone highly respected by someone you highly respect came along and saved them without knowing who the heck you were... you have multiple cars, and one of your cars would help them get around to save more of your family and deal with the people dragging them off? That would be more comparable.

The difference between Friendly for the FMW and even Honored for the flute are several. First of all, you easily had Friendly in each reputation from story quests alone. Those story quests led you on a path through the zone, so you didn't need such a thing; in addition. you actually got a working knowledge of the zone as you went. By the time you hit 110, the only faction were you likely still to need was Nightfallen, and you conquered it the same way. Then, you were given the FMW and world quests together - two highly complementary pieces of a system.

With Argus, we're dumped into zones we're barely shown, packed with hostiles, and expected to play the same with one integral part of that system withheld. IMO the flute should have been part of the story questing that opened up world quests.

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6 hours ago, solitha said:

Did you read beyond what you snipped?
<snip>
That is immersion.

I certainly did.  DId you read what WAS snipped: the literal self-defeating pair of sentences you posted.
<snip>
Well, as long as you say that's immersion, then everybody is in agreement! 

So really your idea is just to award it at X point in the quest chain?  Easy enough.  

And since everyone agrees with your idea on Immersion, nobody will have any complaints.  

eta:  My point is this.  I dont need some quest text from Khadgar or Turalyon telling me 'it's too dangerous to fly ON FRICKIN LEGION HOMEWORLD,' to know that when they don't let me fly, MAYBE, just maybe, that's why.  It doesn't 'break my immersion.'  

Would it be cool to have some crazy flight mechanic where you cant fly for "too long" before youre attacked?  Yea. sure.  But honestly, I'd rather the dev's develop some story, some good WQs and zones etc to keep me interested, and just not let me fly on the most dangerous place we've ever been in game, bar none.  You know.  Home of the fallen titan kind of place.  Guy who has been burning an entire innumerable universe kind of bad place.  To steal your phrase, "canonically" that sounds a little dangerous to me, so I can understand why they don't allow it even if it's not 'what I want.' 

Edited by PatrickHenry
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7 hours ago, solitha said:

With Argus, we're dumped into zones we're barely shown, packed with hostiles, and expected to play the same with one integral part of that system withheld.

You've just described virtually every expansion (excl maybe Cata?) and virtually every final area (quel danas, Timeless Isles, Throne of Thunder, etc...)

eta:  Again.

Edited by PatrickHenry
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On 9/12/2017 at 2:27 PM, PatrickHenry said:

To steal your phrase, "canonically" that sounds a little dangerous to me, so I can understand why they don't allow it even if it's not 'what I want.' 

I mean, this is the key to this debate. Story-wise, I get it. I may not like it, but I get it. 

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14 hours ago, Blainie said:

I mean, this is the key to this debate. Story-wise, I get it. I may not like it, but I get it. 

Oh, I get it as gameplay. Let me try again, since perhaps I'm not being clear.

The flight-immersion subject has its extremes in Draenor and Isle of Thunder. On the Isle of Thunder we were shown that flying would get us targeted by lightning. On Draenor, we were shown NPCs casually mounting up and flying away, and a druid who could pick us up in her own bird form and carry us. Both were no-flight, but one had an immersive reason; the other practically tore up immersion, threw the bits in our faces and laughed.

I don't mind not flying on Argus. I would, however, like the devs to take a different approach to flying... embrace it as part of the game, instead of stifling it. For instance, let us fly... but the longer we're up the more likely we get mobbed by fel bats or targeted by a ship and shot down. Make it a decision we have to weigh against the risks. I think they could do amazing things with that mind-set.

But when people say things like this...

On 9/11/2017 at 6:59 AM, PatrickHenry said:

just handing every Joe Nobody a flute when they land on their world

... it shows they've missed the whole sweep of the story since the beginning of WoD. They lack immersion or they'd know this statement has no basis in the story as we've played it.

TL;DR: The Flute should be part of the storyline. I don't mind not flying on Argus, but I think the devs should handle flight better instead of just being binary about it.

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13 hours ago, solitha said:

... it shows they've missed the whole sweep of the story since the beginning of WoD. They lack immersion or they'd know this statement has no basis in the story as we've played it.

Coming from the guy who either didn't notice there wasn't any flying in WoD storyline (thus zero immersion being 'part of flying') until you got an achievement - just like this expansion...

...I think I'll take your criticism with rather healthy grains of salt.  My immersion is not in question here.  I'm not the one complaining about flying, then saying I'm not complaining, and just want something for part of a questline.  

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18 hours ago, PatrickHenry said:

Coming from the guy who either didn't notice there wasn't any flying in WoD storyline (thus zero immersion being 'part of flying') until you got an achievement - just like this expansion...

...I think I'll take your criticism with rather healthy grains of salt.  My immersion is not in question here.  I'm not the one complaining about flying, then saying I'm not complaining, and just want something for part of a questline.  

Oh, that. The difference between WoD and Legion is that they did not intend to let us fly in WoD... but repeatedly threw it in our faces, examples of which I listed. Legion had a plan to fly from the outset. As I said before, I do understand wanting the devs wanting us to engage with the content. I simply believe they're limiting themselves and us by forcing that engagement on the ground. This isn't strictly a binary issue. I can be relatively okay with how flight is being handled this time around without giving up my wish for it to be handled better.

I think I already said in this thread (but I'm half asleep, I can't recall) that my ideal for WoD would have had me in the air a good year before I was actually allowed. I did all the rares, treasures, and storylines on my own simply because they were there. After that I found myself giving up on goals because I realized how much crap I'd have to wade through to reach whatever it was, and how long that would take.

I might have done the same with Legion without the FMW.

I apologize for my snark, but the "Joe Nobody" comment really left me baffled.

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Fatal Touch has been redesigned – Touch of Death increases your damage by 5% for 30 seconds after being cast and its cooldown is reduced by 90 seconds. Now a 1 point talent. Clash has moved to the Class tree. Improved Roll is now baseline for all Monk specializations. Fortifying Brew cooldown is now 2 minutes for Mistweaver and Windwalker. Many talents have changed positions. The following talents are now 1 point: Save Them All Bounce Back Resonant Fists Grace of the Crane Fast Feet The following talents have been removed: Improved Roll Improved Vivify Ferocity of Xuen Hasty Provocation Eye of the Tiger Close to Heart Generous Pour Resonant Fists Dampen Harm and Summon Black Ox Statue have been removed for Windwalker and Mistweaver. Summon White Tiger Statue and Summon Jade Serpent Statue have been removed for Brewmaster and Windwalker. Mistweaver Developer’s note: Mistweaver is seeing a few updates including their class 2-set Chi Harmony bonus and the removal of Essence Font. We’re also adding a talent to help Mistweavers who are focused on melee to gain more value out of their Mastery stat. Essence Font’s removal will have a few outcomes, the most important of which to address will be melee Mistweavers in raid healing scenarios.
      We’re hoping the removal of Clouded Focus and consequent tuning of Vivify and Enveloping Mist will help Soothing Mist fill the gaps for them, but there are some realities around planting and casting that may feel worse than Essence Font did. Our goal here is to make the risk/reward feel worth it here through tuning, but we’re going to continue looking at this as we iterate in The War Within. Learn more here. New Talent: Crane Style – Rising Sun Kick now kicks up a Gust of Mist to heal 2 allies within 40 yards. Spinning Crane Kick and Blackout Kick have a chance to kick up a Gust of Mist to heal 1 ally within 40 yards. New Talent: Deep Clarity – After you fully consume Thunder Focus Tea, your next Vivify triggers Zen Pulse. New Talent: Chi Harmony – Renewing Mist applies Chi Harmony to its initial target, increasing their healing taken from you by 50% for 8 seconds. Zen Pulse has been redesigned – Renewing Mist’s heal over time has a chance to cause your next Vivify to also trigger a Zen Pulse on its target and all allies with Renewing Mist, healing them increased by 5% per Renewing Mist active, up to 50%. Jadefire Stomp no longer casts Essence Font, its cooldown is reduced to 15 seconds (was 20 seconds), and now casts Gusts of Mist on each ally healed. Gust of Mist healing increased by 20%. Jade Bond now increases the healing of Yu’lon’s Soothing Breath by 300% (was 40%). Invigorating Mist healing increased by 8%. Vivify healing increased by 9%. Vivify now costs 3% base mana (was 3.4%). Developer’s note: We are increasing the effectiveness of baseline Vivify with the removal of the Clouded Focus talent. Burst of Life’s icon has been changed. Various talents have changed locations. The following talents have been removed: Essence Font Upwelling Font of Life Clouded Focus Windwalker Developer’s note: Our updates for Windwalker in The War Within are intended to address a few issues the specialization struggled with throughout Dragonflight. These points of focus for us were the power levels of the Haste and Mastery stats falling behind other options, Jadefire Stomp’s usability, and the Touch of Death gameplay focus. Other areas that we are also looking at are resource bloat, evening out their rate of auto-attacks, and adding more pronounced thematics through both gameplay and visuals. Learn more here 3. New Talent: Acclamation – Rising Sun Kick increases the damage your target receives from you by 4% for 12 seconds. Multiple instances may overlap. New Talent: Flurry of Xuen – Your spells and abilities have a chance to activate Flurry of Xuen, unleashing a barrage of deadly swipes to deal Physical damage in a 10 yard cone. Invoking Xuen, the White Tiger activates Flurry of Xuen. Developer’s note: This ability is still being implemented and will be added in the subsequent Public Alpha build. New Talent: Martial Mixture – Blackout Kick increases the damage of your next Tiger Palm by 10%, stacking up to 12 times. New Talent: Courageous Impulse – The Blackout Kick! effect also increases the damage of your next Blackout Kick by 175%. New Talent: Energy Burst – When you consume Blackout Kick!, you have a 100% chance to generate 1 Chi. New Talent: Gale Force – Targets struck by Strike of the Windlord are sent reeling from its impact, causing them to become vulnerable to your attacks for 10 seconds. Your abilities have a 100% chance to affect the target a second time at 10% effectiveness as Nature damage while they are vulnerable. New Talent: Dual Threat – Your auto attacks have a 20% chance to instead kick your target dealing Physical damage and increasing your damage dealt by 5% for 5 seconds. New Talent: Momentum Boost – Fists of Fury’s damage is increased by 100% of your Haste and Fists of Fury does 10% more damage each time it deals damage, resetting when Fists of Fury ends. Your auto attack speed is increased by 60% for 8 sec after Fists of Fury ends. New Talent: Ordered Elements – During Storm, Earth, and Fire, Rising Sun Kick reduces Chi costs by 1 for 5 seconds and Blackout Kick reduces the cooldown of affected abilities by an additional 1 second. Activating Storm, Earth, and Fire resets the remaining cooldown of Rising Sun Kick and grants 2 Chi. New Talent: Sequenced Strikes – You have a 100% chance to gain Blackout Kick! after consuming Dance of Chi-Ji. New Talent: Revolving Whirl – Whirling Dragon Punch has a 100% chance to activate Dance of Chi-Ji. New Talent: Knowledge of the Broken Temple – Whirling Dragon Punch grants 4 stacks of Teachings of the Monastery and its damage is increased by 20%. Teachings of the Monastery can now stack up to 8 times. New Talent: Singularly Focused Jade – Jadefire Stomp’s initial hit now strikes 1 target, but deals 500% increased damage and healing. New Talent: Communion With Wind – Strike of the Windlord’s cooldown is reduced by 10 seconds and its damage is increased by 20%. New Talent: Brawler’s Intensity – The cooldown of Rising Sun Kick is reduced by 1 second and the damage of Blackout Kick is increased by 10%. New Talent: Combat Wisdom – Every 15 seconds, your next Tiger Palm also casts Expel Harm and deals 100% additional damage. Replaces Expel Harm. Glory of Dawn has been redesigned – Rising Sun Kick has a chance equal to 100% of your Haste to trigger a second time, dealing Physical damage and restoring 1 Chi. Rushing Jade Wind has been redesigned – Strike of the Windlord applies Mark of the Crane to all enemies struck and summons a whirling tornado around you, causing Physical damage over 8 seconds to all enemies within 8 yards. Jadefire Stomp has been redesigned – Strike the Ground fiercely to expose a path of jade for 30 seconds that increases your movement speed by 20% while inside, dealing Nature damage to up to 5 enemies and restores health to up to 5 allies within 30 yards caught in the path. Up to 5 enemies caught in the path suffer additional damage. Inner Peace has been redesigned – Increases maximum Energy by 30. Tiger Palm’s energy cost reduced by 5. Mastery: Combo Strikes is now 20% more effective. Touch of Karma is now baseline for Windwalker. Whirling Dragon Punch now deals additional damage to the first target struck and its damage is reduced beyond 5 targets. Expel Harm no longer generates Chi for Windwalker. Flying Serpent Kick no longer deals damage. Mark of the Crane now only applies to the primary target of each strike. Teachings of the Monastery now stacks up to 4 times (was 3). Thunderfist now always generates 4 stacks of Thunderfist and additional stacks of Thunderfist per each additional target struck. Transfer the Power no longer stacks from Rushing Jade Wind, but now stacks from Spinning Crane Kick. Crane Vortex now increases the damage of Spinning Crane Kick by 15/30% (was 10/20%). Spinning Crane Kick now cancels from using other spells or abilities, but no longer prevents auto-attacks for its duration. Empowered Tiger Lightning’s effect is now baseline for Xuen, the White Tiger. Invoker’s Delight now increases Haste by 20% while active (was 33%). Xuen’s Bond now decreases the cooldown of Invoke Xuen, the White Tiger by 0.2 seconds (was 0.1 second) per Combo Strikes activation. Dance of Chi-Ji’s chance to trigger reduced by 25%. Tiger Palm Energy cost increased to 60 (was 50). Chi Burst no longer generates Chi for Windwalker. Many talents have changed positions. Drinking Horn Cover and Spiritual Focus are now a choice node together. The following talents are now 1 point: Touch of the Tiger Hardened Soles The following talents have been removed: Power Strikes Fatal Flying Guillotine Skyreach Serenity Forbidden Technique Widening Whirl Bonedust Brew Attenuation Dust in the Wind Flashing Fists Open Palm PALADIN Multiple applications of Greater Judgment may overlap. This also functions with Retribution’s multiple stack application. Glyph of the Luminous Charger now only works while Crusader Aura is active. Holy Developer’s note: Our goals are to replace Light of the Martyr with a passive spell but keep the same thematic sacrifice theme, move more of their throughput from Beacon of Light into their baseline spells, and redesign Blessing of Summer to feel more specific to their role. Learn more here. New Talent: Bestow Light – Light of the Martyr’s health threshold is reduced to 70% and increases Holy Shock’s healing by an additional 5% for every 5 seconds Light of the Martyr is active, stacking up to 3 times. While below 70% health, the light urgently heals you every 1 second. Light of the Martyr has been redesigned – While above 80% health, Holy Shock’s healing is increased 20%, but creates a heal absorb on you for 30% of the amount healed that prevents Beacon of Light from healing you until it has dissipated. Blessing of Summer has been redesigned – Bless an ally for 30 seconds, causing 20% of all healing to be converted into damage onto a nearby enemy and 10% of all damage to be converted into healing onto an injured ally within 40 yards. Beacon of Light now transfers 15% of healing done (was 25%). Barrier Faith now transfers 20% of healing into its absorb (was 25%). Word of Glory healing increased by 25%. Light of Dawn healing increased by 20%. Holy Shock healing increased by 20%. Tyr’s Deliverance healing decreased by 15%. Sacrifice of the Just now reduces the cooldown of Blessing of Sacrifice by 15 seconds (was 60 seconds). Blessing of Sacrifice now transfers 30% of damage taken (was 20%) for Holy. Fixed an issue that caused Tyr’s Deliverance’s healing to not be affected by some modifiers, such as Avenging Wrath. Barrier Faith is now on a choice node with Holy Prism. Tyr’s Deliverance and Reclamation have changed positions in the tree. Light’s Hammer has been removed. Retribution Developer’s note: Our initial goal is to explore how we can make secondary stats more appealing to Retribution, to allow a natural progression of scaling throughout an expansion. Due to the nature of many talents offering guaranteed critical hits, it was difficult for us to make Critical Strike a stat that felt valuable. To address this, we’ve reworked and rebalanced these talents to not automatically crit. They will instead gain value when you do crit, such as increasing their critical strike damage.
      One of the sources of frustration we’ve seen when it comes to the Retribution spec tree is that there is a large amount of friction between Single Target and AoE builds, leaving very little wiggle room for any sort of hybridization. We’ve done some restructuring to alleviate some of this tension, to create more room to explore hybrid type builds for when the scenarios might call for it. Learn more here 2. New Talent: Burn to Ash – When Truth’s Wake critically strikes, its duration is extended by 2 seconds. Your other damage over time effects deal 30% increased damage to targets affected by Truth’s Wake. Righteous Cause has been redesigned – Each Holy Power spent has a 6% chance to reset the cooldown of Blade of Justice. Art of War has been redesigned – Your auto attacks have a 20% chance to reset the cooldown of Blade of Justice. Critical strikes increase this chance by an additional 10%. Divine Hammer has been redesigned – Divine Hammers spin around you, consuming a Holy Power to strike enemies within 8 yards for Radiant damage every 2.2 seconds. While active, your Holy Power generating abilities recharge 75% faster, and increase the rate at which Divine Hammer strikes by 15% when they are cast. Deals reduced damage beyond 8 targets. Now a 2 min cooldown. Damage increased by 300%. Divine Hammer base periodic decreased to 2.2 seconds (was 3 seconds) Period scales with Haste. Final Reckoning has been redesigned – Now increases the damage taken from your single target Holy Power spenders by 30%. Increases the damage taken from your other Holy Power spenders by 15%. Vengeful Wrath has been redesigned – Hammer of Wrath deals 50% increased damage to enemies below 35% health. Vanguard of Justice has been redesigned – Templar’s Verdict and Divine Storm cost 1 additional Holy Power and deal 20% increased damage. Templar Strikes has been redesigned: Charge cooldown increased by 15%. Templar Slash, 2nd part of combo, overrides Templar Strike for 5 seconds (was 4 seconds). Crusader Strike becomes a 2-part combo: Templar Strike slashes an enemy for damage and gets replaced by Templar Slash for 5 seconds. Templar Slash strikes an enemy for damage, and burns them for 50% of the damage dealt over 4 seconds. Truth’s Wake effect is now added to Wake of Ashes baseline. Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. WARRIOR Developer’s note: The Warrior class talent tree has been significantly reorganized to allow for more player choice and build diversity in Warrior builds, as well as improve access to utility abilities like Storm Bolt and Shockwave. Rage generation for all Warrior specs in Dragonflight has been higher than we’re happy with so we’ve removed or reduced the power of several Rage-generating effects. With tuning, this will introduce more tactical gameplay around when to use Rage spenders and make those spenders more impactful. More details can be found in the Feedback: Warrior Updates 1 thread. Significant re-arrangement of many talents on the Warrior tree. Berserker Rage now auto-learned at level 12. Thunder Clap base Rage cost reduced to 20 (was 30). Slam damage normalized across all specializations (Arms-only Slam damage bonus removed), and damage increased by 200%. Blood and Thunder no longer increases Rage cost or damage of Thunder Clap. Crackling Thunder also increases damage of Thunder Clap by 10%. Frothing Berserker now refunds 10% Rage for Arms and Fury, and 25% Rage for Protection. Shockwave no longer generates Rage on cast. Champion’s Spear generates 10 Rage on cast (was 20). Thunderous Roar no longer generates Rage on cast. Thunderous Words now causes Thunderous Roar’s Bleed effect to increase damage targets take from all the Warrior’s bleed effects, rather than passively increasing it all the time. The following talents have been removed: Titanic Throw Sonic Boom Arms Developer’s note: In Dragonflight, Arms Warriors were most impacted by Rage over-generation, and combined with Arms having several mechanics that interact with Rage spend (Tactician, Anger Management, and Test of Might) led to certain builds dominating for most of the expansion and led to Arms rotation being overwhelmed by ability resets. To address this, in The War Within, Arms is receiving significant Rage generation and Rage cost adjustments as to make Rage management interesting for Arms. Many Arms talents have also seen significant changes, with the aim to give Arms Warriors more choices for their builds and rotation based on their preferences and the content they are playing, as well as more control over how and when they generate additional Rage. Learn more here. Moderate re-arrangement of several talents on the Arms tree. New Talent: Finishing Blows – Overpower generates 8 Rage when used on a target below 35% health. Barbaric Training has been redesigned for Arms – Now grants 20% damage and 10% critical damage to Slam and Whirlwind. Storm of Swords has been redesigned – Now grants Whirlwind a 30% chance to make your next Whirlwind cost 100% less Rage. Rage generated from auto-attacks reduced by 16%. Whirlwind base Rage cost reduced to 20 (was 30). Rend base Rage cost reduced to 20 (was 30). Ignore Pain Rage cost reduced to 20 (was 40). Cleave damage increased by 5%. Whirlwind damage reduced by 33%. Collateral Damage’s damage bonus now applies to Cleave as well as Whirlwind. Unhinged now will cast Mortal Strike on your target if valid, falling back to a random target. Warlord’s Torment no longer triggers from Colossus Smash. Duration of Recklessness buff increased by 50% and bonus Rage generation reduced to 25% (was 100%). In for the Kill’s Haste bonus now lasts as long as Colossus Smash does. Improved Overpower increases number of Overpower charges by 1. Dreadnaught no longer increases number of Overpower charges. Strength of Arms no longer causes Overpower to generates 8 Rage when used on a target below 35% health. Tactician chance to reset cooldown of Overpower per Rage spent reduced to 1% (was 1.3%). Deft Experience increase to Tactician’s chance to reset cooldown of Overpower per Rage spent reduced to 0.5% (was 0.6%). Valor in Victory’s Versatility bonus increased to 2% (was 1%). Battlelord no longer generates Rage when triggered. Skullsplitter now accelerates Rend’s Bleed baseline. Ravager is now a choice node with Bladestorm. All existing Bladestorm sub-talents updated to work with both Ravager and Bladestorm. Bladestorm no longer generates Rage on cast. The following talents have been removed: Tide of Blood Reaping Swings Fury Developer’s note: In Dragonflight, the Fury talent tree allowed for players to specialize heavily in either Raging Blow or Bloodthirst, to the point of eliminating one or the other from their rotation. We think Fury works best when all the core rotational abilities see regular use, so we have made several changes to the Fury tree and abilities to ensure that both Raging Blow and Bloodthirst remain valuable for Fury Warriors in all builds, while maintaining build choice and rotational diversity for Fury Warriors with the return of Bladestorm to the Fury tree and the addition of a choice of Enrage effects. Learn more here 1. Fury Warriors now learn Defensive Stance by default. Moderate re-arrangement of several talents on the Fury tree. New Talent: Powerful Enrage: Enrage increases the damage your abilities deal by an additional 15% and Enrage’s duration is increased by 1 second. On a choice node with Frenzied Enrage. Bladestorm is now a choice node with Ravager. All existing Ravager sub-talents updated to work with both Ravager and Bladestorm. Wrath and Fury now increases the chance for Improved Raging Blow to reset Raging Blow’s cooldown by 10% while Enraged. Deft Experience no longer reduces Bloodthirst’s cooldown, instead it now increases Bloodthirst’s chance to trigger Enrage by 2% per point. Tenderize no longer increases the duration of Enrage. Frenzied Flurry has been removed, its effects have been added to Single-Minded Fury. The following talents have been removed: Raging Armaments Annihilator Storm of Swords Developer’s note: Annihilator and Sword of Swords provided an option for Fury players who wanted a lower “actions per minute” playstyle. However, we’re not happy with how they changed which abilities warriors used in their rotations. We are instead providing Powerful Enrage as a new option for a slower playstyle that synergizes with Fury’s rotation and flavor. Protection Whirlwind base Rage cost reduced to 20 (was 30). Whirlwind damage reduced by 33%. Rend base Rage cost reduced to 20 (was 30). DYNAMIC FLIGHT
      440+ Flying Mounts will feature Dynamic Flight active abilities, faster speeds, and new animations in The War Within. Known Issue: Dragonriding talent panel is not available outside of Dragon Isles. To access the talents, paste this command into the chat box: /run DragonridingPanelSkillsButtonMixin:OnClick() ITEMS
      The item levels of leveling gear have been adjusted to be rewarded at an appropriate item level through level 70. Developer’s note: With this adjustment the leveling content should feel easier for all players as the items being rewarded will be a higher item level. All leveling items will follow this high item level cadence except for heirlooms. Heirlooms still have the advantage of increasing their item level as the wielder levels. In general, this should make leveling a more fluid and pleasant experience! The sell value of the Elegant Canvas Brush has been reduced to 100 gold. PLAYER VERSUS PLAYER
      DRUID Call of the Elder Druid has been removed from PvP talents and is now a Restoration Druid talent. PALADIN Holy Barrier Faith is now 50% more effective in PvP combat (was 100%). PROFESSIONS
      Developer’s note: 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, in The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize: Concentration and a new stat: Ingenuity. Learn more about this change in the Professions Update: Concentration in The War Within feedback thread. New Ability: Concentration – Concentration is a resource that you have a separate pool of per 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 within 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. New Stat: Ingenuity – You have a chance to have an ingenious breakthrough when you Concentrate on a craft, refunding all Concentration spent. ALCHEMY Alchemy is in a near-complete state, beyond some polish and tuning work that will likely happen in broad strokes across all professions. Most, if not all recipes should be able to be crafted and utilized, and the specialization tree should be largely reflective of the final experience; all subject to feedback of course. Your good friend Instructaur and his cohort can supply you with the training and materials needed to experiment, and the items you make should be functional and ready for testing. Some additional notes: Phials have been rebranded to be profession effects only, retaining the 30m extendable duration. Flasks make a return with 1h durations! As a quality of life bonus, you can now have phials and flasks active at the same time. Experimentation has been carried forward from Dragonflight but with some adjustments in effort to mitigate frustration while keeping with the theme. You now select which herb to experiment with, and can only discover recipes that utilize that particular herb. Experimentation now has two forms: A repeatable version that you can do with short lockouts (which can be bypassed with Formulated Courage), and a time-gated one that boasts a much higher chance at recipe discoveries. Transmutation has been significantly expanded with a system called Thaumaturgy. This is a side component of Alchemy that boasts extra complexity which allows you to regularly transmute a variety of reagents found on Khaz Algar into other forms. While this process is highly destructive, specializations and clever choices in your inputs will ultimately bring you closer to transmuting Blasphemite, the elusive and highly coveted meta gem that is sure to catch the eye of aspiring Jewelcrafting entrepreneurs. Please take a look at the Thaumaturgy specialization tab and experiment with this feature with and without specializations and let us know how it feels! Specializations now focus heavily on the herbs of Khaz Algar, so it is wise to evaluate the recipe list to determine which recipes appeal to you the most. Specializations for all herbs on a recipe contribute to the final rolls associated with them. As a reminder, recipe difficulty tuning will happen in a later pass but you can nonetheless engage with this mechanic to observe their impact on crafts. BLACKSMITHING Specializations are in and ready for players to dissect! Developer’s note: While the hookups aren’t fully implemented, I’m hoping the Everburning Forge Specialization catches player’s attention as a way to inject a helping of profession stats deterministically. ENCHANTING In this Alpha build, Enchanting has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Dragonflight enchantments worked well to provide players with choices and customization, so many of the available options will look familiar in The War Within. There is a new host of weapon enchants available, as well as the new Cursed ring enchants as selectable options. Weapon Oils have also made a return, and Enchanting has an additional set of fun consumables to market to other players! The vast majority of the enchants have been implemented, but some of them are still in progress. Developer’s note: None of the enchants have been tuned yet, a baseline tuning will be done in the near future. Some of the specializations include: Designated Disenchanter Master your fundamental disenchanting rituals, maximizing the quality of reagents you create when destroying items. You will gain +1 Skill per point in this Specialization when disenchanting. Supplementary Shattering Learn the art of shattering the magical essences of Khaz Algar, temporarily empowering your Resourcefulness, Multicraft, and Ingenuity. Additionally, your studies will grant you +1 Ingenuity per point in this Specialization. FISHING In this alpha build, the waters around Khaz Algar are populated with a single fish while we worked out a few updates to the ecosystem. However, fellow Anglers will notice a change in their Fishing Journal, namely Fishing Accessories! Your existing Fishing Gear from the past will lose all Fishing stats and converting them to Fishing Accessories will permanently exchange the combat stats for the proper Fishing-related bonuses. Developer’s note: We’re strictly looking out for any friction with this conversion, items we might have missed, or critical issues to fix before this is fully live. HERBALISM In this Alpha build, Herbalism has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Specializations for herbalism have been fully implemented, and in addition to some of the fan favorites, we also have some new abilities and bonuses that you can specialize into. Finally, herbs are growing all over the Isle of Dorn, including ones that have been affected by the magics present on Khaz Algar. As always, we appreciate your time and feedback! The base idea behind Herbalism specializations in The War Within is the same as Dragonflight, but there have been changes and additions to some of the bonuses. The Botany specialization now has a Mulching sub-specialization, which allows you to make potent magical mulch and learn to utilize your Green Thumb. Mulching allows you to consume some of the common herb, Mycobloom, to make a consumable Mulch that gives you a large Finesse bonus to the next herb you gather. Green Thumb, also learned from the Mulching tree, is an activatable cooldown that doubles the amount of herbs you receive from the next herb you gather. JEWELCRAFTING Dragonflight Jewelcrafters will feel right at home with the updates in War Within! A familiar lineup of recipes await your discovery, but with a variety of new cantrips and an updated set of gems. We felt that Jewelcrafting’s structure, particularly its vast array of gem choices, fit well under the new profession system and wanted bring that with us into the new expansion. Item quality has been removed from raw gems and there is only one tier instead of two. Enjoy the reclaimed inventory space! The same lineup of gem options and their associated stats has been carried forward. For reference: Amber: Stamina Emerald: Haste Onyx: Mastery Ruby: Critical Strike Sapphire: Versatility Weighted hybrid combinations of all of the above! Ordinary hybrid gem cuts are now entirely sourced through Specializations rather than distributed across various parts of the game, in any order you choose. Knowing your customers and the gaps in the market is critical for maximizing your profits – but eventually all invested Jewelcrafters will be able to acquire all of the gems as usual. LEATHERWORKING Leatherworkers, your profession is available to be trained by Professor Instructaur in Orgrimmar and Stormwind! The general structure of Leatherworking remains the same as in Dragonflight, crafting a variety of armor pieces for both Leather and Mail wearers. Leatherworkers will also find that they have a new market in reagents with the ability to craft Weapon Grip Wraps and Armor Banding that is used in the high-level crafts of other Professions. We’ve also removed the specialization that granted general Skill across the board, so it should be clearer what specializations you need to focus on if you want to get max quality with a particular recipe. The majority of the recipes are implemented, but a couple of the embellished pieces aren’t implemented. Please look for them to be fully functional in the near future! Developer’s note: None of the effects have been tuned yet. Values related to stats bonuses, damage, or healing are very likely to change as the Alpha moves forward. The majority of specializations are implemented as well, except for a couple of sub-specializations within the Learned Leatherworker tree. Some of the specializations include: Learned Leatherworker Master your Leatherworking fundamentals to increase your reagent efficiency, ability to Concentrate, general stitchwork, and production process. This specialization tree is all about increasing your secondary crafting stats and increasing the efficacy of their effects. Flawless Fortes Master the techniques of Khaz Algar to craft specialty items beyond that of standard armor. This specialization tree focuses on improving your crafting capabilities for embellished armor pieces, reagents, armor kits, and profession gear. QUESTS
      The War Within campaign chapters and local stories. USER INTERFACE AND ACCESSIBILITY
      Spellbook has been redesigned and moved to the same window as Talents and Specializations. Professions now has its own micromenu button. Mount Journal now has a button called Switch Flight Style that lets you switch between steady flight (normal flying) and Dynamic Flight. NEW OPTIONS Option to replace spiders with alternative creatures. This doesn’t affect gameplay or difficulty. Option under Accessibility > General > Arachnophobia Mode. Icon can be used to mark your player character for visibility. Option under Accessibility > General > Self Highlight. Highlight your character’s silhouette when blocked by objects in game. Option under Gameplay > Combat > Show Silhouette when Obstructed. OBJECTIVE TRACKER Updated Objective Tracker art. Minimize settings are now on a new top level quest tracker header. New animations on headers and objectives. Icons for in progress quests have been updated. Objective Tracker text size can be adjusted with Edit Mode. Developer’s note: This will only apply for headers and most text lines in the tracker. Added new 3D quest bangs and icons: Meta quests Repeatable quests Campaign trivial quests Flight map icons have been updated. Flightmaster icon and bang has been updated.
    • By Staff
      Warbands are pretty great and solve a lot of issues players have had in previous expansions, but "just" making most things account-wide and offering a separate bank, among other things, wasn't enough! 
      As MrGM found out, there's a new set of achievements aimed at helping players with alts, as each character you get to level 80 (the new maximum in the expansion) will give you a 5% experience boost for the next characters you level. The  Warband Mentors: The War Within set of achievements even stacks up to 5 times, so each subsequent character you get to 80 will increase the buff, all the way to 25%! The buff is Warband-wide, so any character you level after that will get the buff.

      Making it easier to level alts is always a welcome change, and this is really making us love Warbands even more! 
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