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First Aid Removal in Battle for Azeroth?

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It seems Blizzard plans to remove First Aid from the game in Battle for Azeroth or completely overhaul it.

In Alpha Build 26032, First Aid achievement have moved over to Legacy.

WoWScrnShot_021518_162604.jpg

In addition to that, Deep Sea BandageDeep Sea Bandage and Sun-Bleached Linen BandageSun-Bleached Linen Bandage have been added to Tailoring instead of First Aid, which leads us to believe that Blizzard either plans to completely remove the now obsolete secondary profession or completely revisit it.

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So many classes have some sort of self sustain now, I think it was the right call to do this. I'm not sure I can think of a single class without some sort of decent self protection. 

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15 minutes ago, Demontank said:

But how shall we heal green dragons.

with bandages. only that creating them is now part of tailoring.

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Is it just me or did they buff out of combat health / mana regen significantly since the days of needing bandages on the regular basis?

ETA:  On top of the more common self sustains

Edited by PatrickHenry

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I won't lie, I was made fun of relentlessly by my guildies when I rolled up a warrior and they caught me bandaging myself in the corner in during a raid boss, but I'll miss them.   The bandages, not the guildies.  F those guys.

An alternative solution they can try instead of eliminating first aid, would be to try making it not so useless - make a bandage actually heal a substantial amount, for example.  

I guess a big problem with providing any objective benefit is the devs then have to assume people will use it - and then they have to balance the game assuming they will - and then we all *have* to use them.  I'd rather they be something I can use between pulls while questing, and not another consumable I have to farm.

Oh well.  RIP bandages.

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They should revamp it, like a way to get rid of debuffs. They could have antidotes that could remove poisons (sorry rogues) or bandages to stop bleeding (sorry again rogues, also druids). They could have also made it so you can craft an item that rezzes people instead of that engineering thing they got planned, giving everybody the opportunity to have a rez (though the first aid one would be a consumable item).

There's interesting things they could do with it. It would be a shame to lose it entirely.

Edited by krapmyself

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Well, for me its upgrade it or get rid of it.  I was hoping they would choose upgrade.  Then again it would need major upgrades.  Actually, low level professions needs a LOT of work.  Items need to be upgraded in a major way.   It would be nice if they were simplified in the sense that, for example, to get from 1 -> 300 we don't need 5 types of cloths  - get rid of 1 or even 2 of them.  And for cooking, making it so that you can find recipes that match with the fishing / animals around your area would be nice as well.

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On 18.2.2018 at 3:41 AM, Glifford said:

It would be nice if they were simplified in the sense that, for example, to get from 1 -> 300 we don't need 5 types of cloths  - get rid of 1 or even 2 of them.  And for cooking, making it so that you can find recipes that match with the fishing / animals around your area would be nice as well.

So with BfA they anyways plan to squish profession levels overall from 0-100, instead of adding another 100 from 800 to 900. How it will look with crafting materials, we will see later :) i am excited.

Since they are squishing the professions i would like to see first aid to be ravamped. I would already be satisfied, if it just heals damn fast, so it is a quicker healing method compared to food. because food is just there for the buffs. (even though it would mean RIP Magefood)

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19 hours ago, Lawrenz said:

So with BfA they anyways plan to squish profession levels overall from 0-100, instead of adding another 100 from 800 to 900. How it will look with crafting materials, we will see later :) i am excited.

Since they are squishing the professions i would like to see first aid to be ravamped. I would already be satisfied, if it just heals damn fast, so it is a quicker healing method compared to food. because food is just there for the buffs. (even though it would mean RIP Magefood)

Fingers crossed.  I am working on getting all my professions releveled after I switched all my professions to mining and herbing to get my finances in order.  I *HOPE* they get professions right - or kind of right - this time.

I also would like first aid to be revamped and made relevant.  More and faster healing, as you pointed out, for bandages, and insta-click  items to remove poison and other debuffs, along with more mobs that inflict poisons and debuffs in the first place.  Or, make these debuffs last minutes rather than seconds, in which case the first aid item would not have to be instant (but since you would be getting this debuff every time you attacked a new mob, these items would have to able to be mass produced).

Your post makes me more excited about BFA professions :) Well see how it turns out.

 

 

Edited by Glifford

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On 22/2/2018 at 3:21 PM, Lawrenz said:

How it will look with crafting materials, we will see later :) i am excited.

 

They kinda already started it... some low leve mats are gone since 7.3.5 went live and are now replaced by just one material

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      Curse of Tongues can be used with other curses and has no cooldown. Thanks to @Balor for spotting this change. Warrior
      Spell Reflection - Raise your weapon, reflecting the first spell cast on you, and reduce magic damage you take by 20% for 5 sec. Arms
      Martial Prowess - Overpower increases the damage of your next Mortal Strike or Cleave by 20%. Stacking up to 2 times. Bounding Stride - Reduces the cooldown on of Heroic Leap by 15 sec, and Heroic Leap now also increases your run speed by 70% for 3 sec. Fury
      Bounding Stride - Reduces the cooldown on of Heroic Leap by 15 sec, and Heroic Leap now also increases your run speed by 70% for 3 sec. Protection
      Avatar - Generates 20 15 Rage. Rumbling Earth - Increases the range of Shockwave by 6 yards and when Shockwave strikes at least 3 targets, its cooldown is reduced by 15 sec. Shockwave's range increased by 6 yards and when Shockwave strikes at least 3 targets, its cooldown is reduced by 15 sec. Bounding Stride - Reduces the cooldown on of Heroic Leap by 15 sec, and Heroic Leap now also increases your run speed by 70% for 3 sec. Crackling Thunder - Thunder Clap's radius is increased by 50%, and it reduces movement speed by an additional 10% 20%. New Talents
      Shattering Throw Normal: Hurl your weapon at the enemy, causing Attack Power Physical damage, ignoring armor, and removing any magical immunities. Deals up to 500% increased damage to absorb shields. Demolition: Hurl your weapon at the enemy, causing Attack Power Physical damage, ignoring armor, and removing any magical immunities. Deals up to 750% increased damage to absorb shields. Crushing Impact - Odyn's Fury Enrages you and then greatly empowers Raging Blow for 6 sec. Wrecking Throw Normal: Hurl your weapon at the enemy, causing Attack Power Physical damage, ignoring armor. Deals up to 500% increased damage to absorb shields. Demolition: Hurl your weapon at the enemy, causing Attack Power Physical damage, ignoring armor. Deals up to 750% increased damage to absorb shields. Titanic Rage - Odyn's Fury Enrages you and then greatly empowers Raging Blow for 6 sec. Armored to the Teeth - Gain Strength equal to 2% of your Armor.
    • By Stan
      We've looked at all Primalist Tier Sets coming in the Dragonflight expansion.
      Death Knight
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      Evoker
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    • By Stan
      You don't need to be Level 60 to start leveling in the Dragon Isles!
      The introductory quest "The Dragon Isles Await" is available even to Level 58 characters! If you decide to level up a Level 58 character, keep in mind you'll have to complete more side quests or dungeons to reach Level 70. The main campaign is currently gated behind player level and requires 66 in Azure Span, and the final two chapters in Thaldraszus require max level.
      Placeholder for tweet 1572591031014641665
    • By Starym
      More WotLK Classic hotfixes arrive, with battleground, class, quest fixes and more.
      October 4 (Source)
      Wrath of the Lich King Classic
      Honor gear vendor costs have been reduced by 30%. This includes Deadly, Hateful, and Savage gear. The breath meter has been increased to 3 minutes (was previously 1 minute). Death Knight’s Improved Unholy Presence now correctly reduces rune cooldowns when in Unholy Presence. Druid Lifebloom should now correctly scale with Haste when Gift of the Earthmother is talented. Flag carriers in the Warsong Gulch battleground now appear on the map after 45 seconds of carrying the enemy flag. The Wintergrasp auto-queue when entering the zone is now much quicker. Fixed an issue with “The Flesh Giant Champion” where Margrave Dhakar could become permanently stuck if other hostile creatures were pulled into the event area. Incomplete quests will now appear with a gray ‘?’ in gossip windows. Fixed an issue where Culling of Stratholme was not giving tank and healer Northern Adventuring Supplies upon completion. Fixed an issue where players would sometimes not receive Northern Adventuring Supplies if a pet performed the killing blow to the final boss in the dungeon. Friendly, neutral, and enemies tracked on the minimap are now distinguished by color.
    • By Staff
      Blizzard have added clarifications and some corrections for the recently detailed class sets for the first tier of Dragonflight, with Evokers, Paladins and Shamans getting the corrections while Monks, Demon Hunters, Hunters, Mages, Warlocks and Shamans get more details for how their sets work.
      Sets (Source)
      Thank you all for your feedback on and discussion around the new Class Set bonuses. It’s helpful to read your concerns as we continue to work on them, and we want to take a moment to share some clarifications and updates. The updates in this post aren’t everything we’re working on - we’ll share more as we make progress.
      We’d like to start with a note on tuning. Class tuning is ongoing, and some bonuses are farther along in the tuning process than others. That said, feedback on tuning is still valuable, especially around how bonuses affect your rotation or how often they’ll be active.
      Next, some corrections:
      The Preservation Evoker (2) Set Bonus will increase the critical heal chance of Reversion by 25%, not 5%. The Protection Paladin (4) Set Bonus was missing some values. It should read “Casting Hammer of the Righteous / Blessed Hammer increases your Parry by 4% for 10 seconds and extends the duration of Versatility of Light by 1.0 seconds.” The Elemental Shaman (2) Set Bonus should be 2.5%, not 2-3%. The Elemental Shaman (4) Set Bonus should include Elemental Blast. This has been corrected. In general set bonuses will affect talented abilities that replace other abilities. Here are some more details about how some bonuses work:
      The Enhancement Shaman (4) Set Bonus only affects abilities that are on cooldown. We’re aware that Fire Blast does not benefit from the Fire Mage (4) Set Bonus critical strike bonus - we formatted it that way for brevity. We may revise it to separate the bonuses. The Affliction Warlock (4) Set Piece grants 40% increased damage to one cast for each charge of Cruel Epiphany - the damage bonus does not stack. We’ll try to revise the description to make this clearer. The Vengeance Demon Hunter (4) Set Bonus activates at the same rate whether you are using Spirit Bomb or Soul Cleave. You will not have to talent into Spirit Bomb to maximize its value. The Mistweaver Monk (4) Set Bonus only extends the duration of Renewing Mist once for each Essence Font bolt - it does not trigger from Essence Font healing over time. There is currently a bug preventing Essence Font bolts from Faeline Stomp from activating the bonus, but we’ll fix that. One of the things we’re keeping an eye on is: bonuses that have too much influence on your talent choices or build. For instance, we’re changing the Frost Mage bonus to not empower Frost Bolt so specifically:
      (2) Set Bonus: Ice Lance and Frozen Orb damage increased by 10%. (4) Set Bonus: Consuming Fingers of Frost increases spell damage by 8% for 6 seconds. We’re looking forward to sharing more as we continue refining these bonuses. Thank you so much!
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