Stan

WoW Classic: Class Balancing Discussion

26 posts in this topic

pC8s5DW.jpg

Community Managers Ythisens and Ornyx discuss class balance on Classic servers.

Classic servers are very early in development and the latest discussion is about class balance. Some players would like to have a genuine Vanilla experience with no balance whatsoever, whereas others would like to see certain specializations updated to make them viable.

Do you think Classic servers should be exact copies of Vanilla or are you open to various improvements to the game? Let us know your thoughts in the comments!

Blizzard LogoBlizzard (Source)

I personally think its fair to have a discussion about classes/specs in Classic, considering class balancing as a philosophy didn't exist back then as it does now. The idea of a "hybrid tax" was obviously not very good in the grand scheme of overarching class design and it made some specs arguably not viable/unplayable. I'm not suggesting we make huge changes or even small changes at all for that matter, but that it is a worthwhile conversation to have.

I have to ask since you're a Blizzard employee. Does your opinion speak at all for the design team working on this?

It's more of a personal opinion. As you've read numerous times, the team for Classic is just now coming together, so I wouldn't say there's much of an opinion internally one way or the other. 

This is more so a "we", the Community team, remember that class balance was one of the more contentious discussions during the early days - and it could be useful feedback to continue those discussion so we can have a concrete place to look at how players feel Classic balance should be.

Should class balance be left as it was, or should it be tweaked within a certain margin, or should it be constantly tuned and worked on? I'm not so certain that any specific one is the default, correct choice.

He is most likely here to spark discussion for the developers.

Shhhh don't give it away! Nobody has noticed I'm here yet.

This comment right here is not something I was hoping to read as a returning player excited about the prospect of a vanilla server option. I guess it was too good to be true.

I wouldn't read too much into it. I'm just saying its a worthwhile conversation to have in the grand design of "How do we pull this thing off?". Its honestly one of a thousand questions and it isn't as simple as just pick a patch and roll with it. I feel that its more likely that nothing class design wise will change and I'd be fine with that too. I just want the conversation to happen personally.

Keep breathing and discuss.

Where do we go to actually panic though?

So Ornyx and Ythisens, are you going to be regular posters here with us? Im sure all of us would love some blue company in this madness of a forum :)

As regular as we can be!

It's going to be interesting bouncing between Classic and Live discussions and trying to not mix anything up. :P

In my opinion this leaves the entire design aspect of this server now open ended. Just me, but I think it'd be far more productive to first determine what the design goal of this server really is. Is it supposed to be as much of a 1:1 emulation of the old experience as possible? If so, then these discussions are just setting up some false expectations.

That's kind of the beauty of it - I don't think anything has necessarily been decided. 

These decisions will really be made by the kind of discussions we see here, so... if folks want a true 1:1 Vanilla experience, then we want to see the discussion of that. If people think there should be changes here or there, then we'll want to see that too.

The community will truly be what shapes the direction of Classic as we move forward, together.

The community will truly be what shapes the direction of Classic as we move forward, together.

Ornyx may even be understating here, because so much is still up in the air. Even the discussions we've had as a Community team every day since we knew it was coming have been around the numerous QoL changes, class changes, content changes, and each of us has a different opinion on what Classic "should be" because to each of us Vanilla WoW was obviously different. 

Just please tell us you'll read as much as you can and listen to as many opinions as you can. We're having problems at others shouting down any opinions they don't agree with and trying to get them silenced/to leave.

I'm so pumped to see a blue posting here, just to confirm someone is listening on occasion.

We're going to be reading a lot, that's for sure. The Warcraft community is obviously very vocal so we won't have to worry about not having things to read. I mean the fact that this project exists is because of you guys. We've heard you and we're still listening.

Just to add to what Ythisens said above: 

We've been reading and talking about Classic within the Community team almost every day. Before BlizzCon we were all so nervous and, really, amazed that this project was actually going to be announced at the show. But we do need to make sure things are kept in perspective - we don't want to jump onto too much of a hype/posting train, as its still all coming together and there's not much that is concrete.

I can guarantee you that the Classic team will be listening, and we will be forwarding as much along as we can. We know this project means a lot to a lot of players, and it means a lot to us too.

Any chance of a dedicated Classic MVP / Blue forum poster? 
Maybe one that will hop into our raids every once and a while? :)

We're working on a bit of a bigger revamp of the MVP program for WoW in the background, as well as a few other projects that should be a good solution to this.

I wouldn't expect myself, Ythisens, or any other CM to move over to an entirely Classic role at this point, however.

Paladins are always whining about ret, don't give them a thing.

I feel personally victimized by this statement.

A few things have been taken out of context here, and I just wanted to course correct and say that nothing for Classic is set in stone.

We want to work with the Community on making sure we can do World of Warcraft: Classic the right way. We want to listen to the opinions of the players who have worked to get to where we are now.

We do not want players on our forums attacking each other left and right. People are free to have their opinions, on both sides of these arguments, and we will be following them closely.

We will not, however, play into the hands of people directing their followers to make attacks against our community or otherwise conflagrate the community we have on these forums.

I have read the majority of the discussion in this thread, and I think it's easy to see that a majority of posters here are against changes to class balance in any form in Classic. I'll make sure that feedback is passed on when the time comes for it. I think this thread has served its purpose and the feedback has been clear.

Closing.

A word of warning: we're seeing a huge increase in outgoing forum moderation and punishments for harassment and toxicity from people who are participating in this forum without an active subscription. We would very much like to keep this option open, as I personally realize that Classic players may not necessarily play in Legion. However, if it becomes the best move for our community, and to maintain a constructive environment, I am not opposed to flipping the switch and returning this forum to subscribers only. Please be mindful of how you are treating each other, and please make sure your posts are constructive and provide good context for the thread you may be posting in. Thanks!

Share this post


Link to post
Share on other sites

here's the problem. If they implement the modern class balance into classic servers, the feel of the old Vanilla will be gone. Same for the QoL changes. I mean Vanilla wouldn't be what it was if for example locks didn't have soul shards in backpacks or hunters used ammo and mana.  So that is my problem. How many modern things can you implement without losing the vanilla feel?

The same goes for classes, not to mention  the talent trees. Oh, and flight paths

Edited by Dejo93
additional info
  • Thanks 2

Share this post


Link to post
Share on other sites
1 hour ago, Stan said:

Do you think Classic servers should be exact copies of Vanilla or are you open to various improvements to the game? Let us know your thoughts in the comments!

I believe it to be a waste of time and resources whatever decision is made, unless it is cancelled entirely, which would save time and resources.

  • Like 1

Share this post


Link to post
Share on other sites

 I feel that it should be as close to the original experience as possible. If we wanted a more balanced game then we would just play live.

  • Like 2
  • Thanks 1
  • Confused 1

Share this post


Link to post
Share on other sites

If it's going to happen, it should be as close to a 1:1 as possible. I'm sure some people want to see what vanilla would be like if it was released with more recent QoL/balancing, but I think that would ruin (most) of the point. after all, those things were released in expansions! which isn't classic. Although i think 'balancing' certain specs just enough to not be unforgivably bad, but not making them better enough to change the dynamic of how they where played would be a fine compromise

  • Like 1

Share this post


Link to post
Share on other sites

I think people need to stop seeing the word "vanilla" when it reads Classic.  
Obviously, things like locks having soul shards in backpacks and hunters retaining ammo/mana can easily be kept. Same with feeding their pets to keep them happy can easily remain. The old tech trees, etc.  
HOWEVER, making a spec viable (like Ret for Paladins, etc) isn't too much to ask. 
This isn't going to be a carbon-copy of vanilla so stop expecting it to be.

If your honest intention is to log back on in "2005", you might as well not bother.  A classic remake is NOT a clone and this juvenile rage the player base is displaying is going to get it shut down.   

  • Like 3

Share this post


Link to post
Share on other sites

Wasn't it literally like 70% roguecraft with Polymorph and Sap lasting like a minute in pvp, hunters kiting anything indefinitely and classes like paladin and druid basically going healer if they wanted to do end game content while warlocks farmed half of Elwynn Forest for soul shards just to wipe on the first boss in BLW for 4 hours? 

A U T H E N T I C E X P E R I E N C E 

Share this post


Link to post
Share on other sites

You can make a spec viable by making number changes without making significant gameplay changes.  You'd get the same feel, but you'd have useful DPS numbers.

  • Like 2

Share this post


Link to post
Share on other sites

Personally I am of the opinion that they should keep it as it was originally (except update some models if needed). The one class fits all that is prevalent today does not belong in a vanilla server.

  • Like 1

Share this post


Link to post
Share on other sites

Feral, Shadow, Ret and Fury need not apply to the two raid guilds. Dorf priests are automatically accepted. 

  • Like 1

Share this post


Link to post
Share on other sites

Biggest problems I see if it's a 1:1 classic release:

1) Alliance are ridiculously overpowered due to the presence of Fear Ward and Paladin buffs for raiding.    Huge, huge advantage on a lot of fights, was really sour about that horde side in vanilla.   

2) Original Thunderfury in the hands of a rogue completely breaks pvp.    If that rogue gets tier 3 there's simply no way to stop him, ever.      Similarly, Original Thunderfury on a warrior tank completely breaks PVE (I had it myself).    The upgrade from Quel'Serrar (the best alternative) to Thunderfury was ludicrous, so many of the fights were threat based in difficulty, and Thunderfury effectively negated that, while producing a significant dps boost.

3) Several specs just don't work, at all.   

  • Like 1

Share this post


Link to post
Share on other sites

I started in Vanilla, and would like to see class balance in it.  It was said before that you can have specs viable without sacrificing the experience.   Paladins shouldn't be pigeon holed into just being buff/cleanse bots for the raid.

  • Like 1

Share this post


Link to post
Share on other sites

Comon guys! It was first patch of wow series and full of bugs!

balancing doesn't mean they r destroying nostalgia! 

I mean what will happen if they change damage of an ability from X to Y?

Or if they do some minor improvements which makes it better why not?

it matters if they change talents or abilities !not playing with numbers!

then why u want to have it on blizzard app if they don't rework or make balances???? Just search blizzlike vanilla servers on Google and enjoy!

Edited by MZLICH

Share this post


Link to post
Share on other sites

In my personal opinion, the desired outcome of a legacy/classic server would be to allow today's player base to experience how the game used to be; designing it 1:1 would be ideal. World of Warcraft has become very user-friendly, and that just simply wasn't the case back then. The ease of gameplay in modern WoW is so drastically different than it was when the game was first released, and it would make sense to want to replicate that experience. Hence, legacy. Taking the game from that original state and tweaking things to add class balance would not make it a legacy server, it would then become a separate game.

We're not anticipating a legacy server without knowing what we're getting ourselves into. Anyone who played during Vanilla knows what to expect, and will relearn some long forgotten details too, and any new player that started their WoW adventures in any expansion post-Vanilla will be able to see for themselves, that WoW has certainly come a very long way.

 

As iDots commented above, make it as close to the original game as possible, if not an exact version. And when the player has had enough of classic, just switch back over to live.

  • Thanks 1

Share this post


Link to post
Share on other sites

I would have to say go ahead and do a 1:1 conversion. That way we can see how many people truly miss classic and how many are still wearing goggles.

Personally I don't miss most of the issues of way back when. The only real reason I am some what excited about Classic servers is I can revisit the world before Deathwing broke it. Hell, I would be happy if they just gave us a bronze dragon to flip the world state like they did in Theramore and Blasted Lands. Granted that is impossible due to the scale.

Edited by Granis
More thoughts

Share this post


Link to post
Share on other sites

IMO, some outright broken things need to be changed. Even in Vanilla, Mages got a talent revamp. It wouldn't be much different for a Prot Pally to get his numbers changed in a way that reflects vanilla play style.  Though, in theory, it would be hard to make a tank class with no threat buttons viable without outright changing everything about it.

 

6 minutes ago, Granis said:

I would have to say go ahead and do a 1:1 conversion. That way we can see how many people truly miss classic and how many are still wearing goggles.

1:1 of what version, though? The version where Rouges destroyed everything, or the version where Mages got big changes?

Share this post


Link to post
Share on other sites
15 hours ago, Murasaniko said:

1:1 of what version, though? The version where Rouges destroyed everything, or the version where Mages got big changes?

The very first alpha where the boat to Theramore actually cruised through land on Theramore.

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites

Here's the issue that I see.  The people that don't care about playing WoW Classic that strongly are the people arguing for 1:1 conversion (not all but some).  The reason for this is that they feel it should be as close to the original as possible, because that's what everyone "claims" they want.

The other people that appear to want to play WoW Classic over Live are crying because it's not balanced, "Rogues own everything" waaahh waaahh waaahh.... (flame me for it idc).

It's been said by several and I'll say it again, If you want a Classic/Vanilla/Remake authentic experience, make it 1:1, because the moment you begin implementing class balance and QoL changes it no longer becomes a Classic/Vanilla/Remake experience, it becomes a bastardized Pre-TBC version that might as well be running as if it were a Private Server.

"I want something that gives me nostalgia without all the bad.... oh wait this isn't giving me nostalgia... I bitched and moaned for nothing."

I for one will play Classic when it comes out (if it remains true to 1:1, or stays as close as possible), however because the nostalgia doesn't dictate what I decide to do with my future I will continue to play Live as well, because Live is the actual game and not some rebooted version to make the fangirls quit crying.

  • Like 2

Share this post


Link to post
Share on other sites

Just some spec's dps and tanking tweaks to make specs viable and removing of considering dots as debuffs as part of that (maybe then even lowering maximum number of debuffs because of that), that`s all changes vanilla need, QoL was pretty fine there in terms of gameplay and feeling of the world. Changing stat balance on items is a big question because of it`s deep nature (i'm speaking about a ton of intellect without spellpower on dungeon-early raid tier gear, that`s just a terrible design flaw, i didn't even started speaking about so called "druid" gear)
And before anyone start shitshtorming about other person's opinion - no, i don`t have any kind of nostalgia because i didn`t played official vanilla. It`s just other game than Legion entirely, it has it`s pluses and minuses and i want to play it, but there are also ugly game-design flaws that have no right to exist just because "waaaa, vanillllaa, nostalgiaaa, don`t chaaaange".

Edited by MrOger

Share this post


Link to post
Share on other sites

Class balance would be the only thing I would change. I just think you make everyone viable with numbers tweaks, not try to make everyone as close as possible like today's WoW. Overpowered is fun, and it was my understanding that it was not easy to get there in Vanilla, but make everyone viable for end game. The one issue I see is that, now, everyone knows which classes are worthless, especially with how the interwebs is in 2017, opposed to 2005. Easy to Google "Best class in vanilla WoW" and get a million pages on which classes not to play. WoW is all about end game, so people are only going to play the easier and more viable classes (we will literally see 80% Rogues, I bet). To make everyone happy, there is an easy answer:

I doubt only one server will be sufficient for launch, as they will probably get over 5 million people in the first week (though I expect that to dwindle to less than one million very soon after). So, I say, do one server / server type that is a total classic 1:1, then everyone who wants to go back and experience the agony... I mean... nostalgia, can do so.

Then, have a second server / server type with tweaks to class balance, but very little beyond that (preferably nothing beyond that). You make characters transferable between servers so people can level on one, but play on both. Then, you get to try out end game on both levels and settle into your preference. Seems like a no brainer to me!

 

image.thumb.png.3faec74e92c978a79d2a135bfdb3edec.png

Edited by Sharknad0

Share this post


Link to post
Share on other sites

I think they should just release 1.11, the Naxx Vanilla Patch as is on new hardware.

No Battle.Net integration, no balancing, no graphics enhancements.  Non-Vanilla Players want to experience what the old school players talk about with Vanilla.

That means Warriors being the only viable tank.  It means Holy Paladins wearing cloth.  It means Debuff slots / limits on bosses.  It means locks being debuff bitches.  It means each class basically having only one viable spec.

I want Classic to just be Vanilla so nostalgia snobs can STFU and people can see how terrible Vanilla was compared to the current product. Maybe then people will get over it.  As for people that play private servers?  Well for them they will finally have a stable version of the game they've been playing for years.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      Blizzard is giving away 4 thousand Battle for Azeroth Beta keys to players who have accounts in European realms.
      Blizzard is giving away 4,000 Beta keys to EU players in the official giveaway!
      Head over to this page on the official European website, answer a simple question and you will be eligible to win one of the 4,000 Battle for Azeroth Beta keys that are up for grabs!  Once your entry is correctly submitted, you will be automatically redirected to the Battle for Azeroth website.
      As already stated, this giveaway is available to players on European realms only and you should check out the rules to see if your country is eligible. The giveaway will expire on June 2.
      The timing is perfect to enter the Beta, as most of the questlines and class basics have been fleshed out. Therefore, it's an excellent opportunity to plan ahead your leveling route or simply pick the class and specialisation you will be maining in Battle for Azeroth. We have everything you need to know about the new expansion in our BfA hub, while a new Beta build was just launched last night with highlights like M+ seasons!
      If it's still not clear enough, this is a giveaway officially hosted by Blizzard, NOT by Icy Veins.
    • By Starym
      We have some more class changes on the beta in the new build, with the focus moving o to Fury Warriors, who are getting some really huge changes. The big ones come to Enrage (moving to a Haste and movement buff), Execute getting a cooldown and generating rage, there's also tweaks to Rage generation, Raging Blow, Furious Slash and a lot more.

      We also get some more info on Discipline Priest talents, with the new one mentioned yesterday, Sins of the Many, not currently working, as well as even more tweaks to the spec.
      Fury (source)
      This week's beta build caught the Fury Warrior changes mid-flight, and is an incomplete picture of the overall changes. Work is still underway – the spec is currently being iterated on. To give some more information on the overall direction of the spec, here are some points we are looking to address:
      More tightly adjust/control Enrage uptime and Rage income (both of which heavily impact pacing, flow, and the feel of the spec) throughout the expansion, rather than letting both scale up dramatically as gearing happens. Reduce the amount of stacking damage bonuses on the spec that are available simultaneously, which reduces the desire/need to stack multiple at once, which now feels much worse to do now that virtually all of them are on the global cooldown. Figure out Furious Slash’s place on the spec.
      Enrage
      Getting mad and being better and stronger is definitely still the fantasy of Fury, and Enrage is staying as the spec’s core base mechanic and Mastery. However, Enrage is changing a bit into 25% Haste (still being adjusted) and 10% Movement speed. It’s currently 100% melee attack speed on live, and was 50% melee attack speed previously on Beta. Haste is something that’s much more felt in terms of pacing (button presses, cooldowns compressing) compared to auto attack speed, which mostly gets covered up by ability animations anyways.
      The 20% increased damage taken during Enrage is being removed. Along with this, the 15% passive increased maximum health the spec had is also going away – this was largely added to counteract the increased damage drawback that Enrage had. Now, Fury will simply have the bonus of ~8% more health than other non-tanks in the same gear level, due to being able to dual-wield a pair of 2-handed weapons.
      In terms of Enrage uptime, our current thought is we’d like to try targeting Enrage uptime to around ~60%, and not growing wildly throughout the expansion as gear improves. I think there exists a sweet spot for Enrage uptime where it’s not up so often that it’s taken for granted and you don’t have to think at all about playing around it, but also not so rare that it feels bad.
      Because Enrage uptime is a function of Enrage duration and Rage generation (which is directly proportional to the time in between Rampages), Enrage duration going up means uptime can get too high, which means time in between Rampages can get too high, which then feels bad. Currently, Enrage duration is back to 4 sec, but Rage generation has increased significantly since this round of Fury changes, so the spec should feel much faster now and the uptime on Enrage shouldn’t feel low.
      Raging Blow
      Raging Blow now Generates 12 Rage, has 2 charges, 7.5 sec recharge (reduced by Haste), has a 20% chance to instantly reset its own cooldown, and no longer requires being Enraged to be usable. It’s more similar to the Inner Rage version than the live baseline version, where it has no cooldown but requires Enrage to be usable. Raging Blow is doing a lot of things for the spec here:
      Raging Blow was changed to fit together into Rampage and Bloodthirst, both of which we thought were good and didn’t need any notable changes. Being usable only while Enraged, meant you very frequently pushed it multiple times in a row for 5 Rage each time, which didn’t feel super engaging. Having 2 charges baseline felt better, as a version with either a 6 or 7.5 sec cooldown but no charges meant it collided with Bloodthirst’s cooldown very frequently, which did not feel good. Additionally, charges on Raging Blow is sort of the only actual resource you manage on the spec, since Rage is technically a resource but only spent on Rampage and nothing else. Having a 20% chance to reset itself is the random proc on the baseline spec that adds an amount of unpredictability to the rotation.
      Furious Slash
      Furious Slash didn’t really found its place on the spec. it’s a no-cooldown free filler that didn’t feel great to press, largely as a direct result of being the lowest priority/impact ability by design. The version of Furious Slash you’re seeing this week is a first iteration, where we tried giving it more tie-ins to your core rotation/mechanics: Generates 3 Rage, has 10% chance to trigger Enrage.
      Playing this version some more internally, we thought the button felt better, but still didn’t feel great to press. Additionally, it overlaps some with Whirlwind, which is also a baseline no-cooldown free filler. So we’re going to try removing Furious Slash baseline and making Whirlwind the baseline filler in single-target. Whirlwind has the benefit of having better audio/visual feedback, and generally feeling better to press. It also just fits the fantasy of a whirling blademaster/berserker pretty well. It will generate 3 Rage + 1 additional per target hit, up to a maximum of 8 Rage (this is intended to also speed up the AOE rotation). Furious Slash is being merged together with Frenzy (talent) and becoming a talent in that slot, without the new experimental 10% chance to trigger Enrage mechanic.
      Whirlwind's Meat Cleaver effect
      Whirlwind will now cause your next 2 single-target attacks to gain the effect of striking up to 4 additional targets for 40% damage. With the changes to Raging Blow, it made sense to add Raging Blow to this effect, but at that point the only thing not included was Execute and Furious Slash, so we've added them too.
      Execute
      Execute being a Rage spender caused it replace Rampage entirely during execute range (against enemies below 20% health). We are trying a version of Execute where it has a short 6-sec cooldown, and generates 20 Rage instead of spending it, so that it adds to your rotation and helps fuel your Rampages, rather than replacing one of your core buttons. In the current design of the spec, it feels more correct for Rampage to remain the almighty and only Rage spender, and Execute to be a more support role (rather than the spammed Rage spender), even if it deals similar damage to Rampage on paper (because Execute is available less frequently and Rampage Enrages you).
      Recklessness
      With Enrage no longer coming from Bloodthirst critical strikes and instead coming from Bloodthirst at a consistent 30% rate, the spec no longer has a core critical strike mechanic, and it made less sense to have 100% critical strike chance as Fury’s baseline cooldown. Thinking about it more, 100% critical strike chance would make more sense as Arm’s cooldown, because that spec is slower-paced and more about setting up for fewer, larger hits. Fury is currently much more about flurries of many smaller hits, speed/haste, and Rage generation. To that end, Fury’s cooldown turning into double Rage generation from all sources (and some critical strike chance for flavor) made more sense, both in terms of feel, theme, and gameplay.
      As a side note, one of the upsides of Fury’s resource model is that it can support a huge amount of burst/temporarily increased resource income in a way that feels great (something many other specs can’t do as well), because Rampage spends 85% of the Rage bar – we’re consciously leaning into this more with the Recklessness mechanics changes.
      As always, thanks for all of the feedback.
       
      Discipline (source)
      Quick clarifications (all still subject to ongoing change), since this build was in a slightly intermediate state.
      --Sins isn't correctly working in this build. The buff appears, but isn't increasing damage or Atonement.
      --Tuning is pretty preliminary, but for context on the 75 row, Contrition is likely too strong, because it skews the choice between the modes of Penance too much. Contrition's heal should be weaker than a Penance Atonement, so that it's still a choice about doing more group healing vs. focusing on one target.
      --Also on the 75 row--we're currently planning to replace Orison with Shadow Covenant.
      --Luminous Barrier is still intended to replace Power Word: Barrier, as before.
      --Current plan is to buff Shadow Mend a bit, as mentioned yesterday. Less sure about Power Word: Shield after reviewing more. Shadow Mend was more strongly propped up by Mastery: Reverence.
      We're seeing all the feedback on relative balance of talents within a row, but I don't want to make any claims or promises on which talents might eventually land higher/lower. We just rearranged a lot, and whatever I say will probably be proven wrong once we give a more thorough look and heavier testing happens on beta.
    • By Stan
      A Seasonal affix has been added to the game along with achievements hinting at Mythic Keystone Seasons in Battle for Azeroth.
      From Slootbag's PAX East 2018 interview it's clear that Blizzard wants to add Seasonal affixes to the game in Battle for Azeroth and make achievements more in line with Ahead of the Curve / Cutting Edge achievements.
      Seasonal Affixes
      Inspired by Uldir's final boss G'huun, we found an interesting new affix called Infested.
      Affix Description Infested Non-Boss enemies have been infested with a Spawn of G'huun. Seasonal Achievements
      In the latest Beta Build 26707, they've added the following achievements related to Mythic+ Seasons.
      Battle for Azeroth Keystone Conqueror: Season One - Complete all Battle for Azeroth Mythic dungeons at Level 10 or higher within the time limit, before the end of the first Mythic Keystone season. Battle for Azeroth Keystone Master: Season One - Complete all Battle for Azeroth Mythic dungeons at Level 15 or higher within the time limit, before the end of the first Mythic Keystone season. What are your thoughts on Mythic+ Seasons? Let us know in the comments!
    • By Stan
      Battle for Azeroth Pathfinder, Part One has been updated with yet another requirement in this week's Beta Build 26707 and you will need to complete your faction's War Campaign in order to unlock flying.
      Battle for Azeroth Pathfinder, Part One (Beta Build 26707 Update)

      New requirements have been added in this week's Beta patch. Both factions need to complete their respective War Campaigns to complete the Pathfinder achievement. Additionally, Exalted reputation standing with your War Campaign faction is required to unlock Dark Iron Dwarves and Mag'har Orcs.
      Ready for War (Alliance) Ready for War (Horde) Battle for Azeroth Pathfinder, Part One (Alliance)
      Battle for Azeroth Explorer (Explore new continents) Explore Drustvar Explore Nazmir Explore Stormsong Valley Explore Tiragarde Sound Explore Vol'dun Explore Zuldazar Kul Tiras Diplomat (Earn Revered with all of the Kul Tiras reputations) Kul Tourist (Complete the main story of Kul Tiras) A Sound Plan Drust Do It. Stormsong and Dance Ready for War (Complete the Alliance War Campaign) *NEW* Battle for Azeroth Pathfinder, Part One (Horde)
      Battle for Azeroth Explorer (Explore new continents) Explore Drustvar Explore Nazmir Explore Stormsong Valley Explore Tiragarde Sound Explore Vol'dun Explore Zuldazar Zandalar Diplomat (Earn Revered with all of the Zandalar reputations) Zandalar Forever! (Complete the story of Zandalar, including the Zandalar Forever scenario) A Bargain of Blood Secrets in the Sands The Dark Heart of Nazmir The Final Seal The Throne of Zuldazar Ready for War (Complete the Horde War Campaign) *NEW* Completing the first part of the Pathfinder unlocks increased mount speed in Kul Tiras and Zandalar.
      Learn more about how to unlock flying in Battle for Azeroth here.