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By Staff
We are looking at Covenants distribution per specialization in Castle Nathria for each difficulty. The data provides a thorough insight into how Blizzard managed to balance Covenants in Shadowlands.
All the data was gathered from Warcraftlogs and posted by prljevics on Reddit.
Death Knight
Blood
Frost
Unholy
Demon Hunter
Havoc
Vengeance
Druid
Balance
Feral
Guardian
Restoration
Hunter
Beast Mastery
Marksmanship
Survival
Mage
Arcane
Fire
Frost
Monk
Brewmaster
Mistweaver
Windwalker
Paladin
Holy
Protection
Retribution
Priest
Discipline
Holy
Shadow
Rogue
Assassination
Outlaw
Subtlety
Shaman
Elemental
Enhancement
Restoration
Warlock
Affliction
Demonology
Destruction
Warrior
Arms
Fury
Protection
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By Stan
The Firelands Timewalking raid is available this week, but players leave raids early over reduced loot quantities...
Wrath Timewalking was the first Timewalking event available in Shadowlands a few weeks ago, but Ulduar offered perhaps too much loot, so Blizzard decided to nerf loot from Timewalking raids as a result.
Cataclysm Timewalking started yesterday, but players aren't really fond of the reduced loot quantities. In fact, many are frustrated, which causes groups to disband before clearing the raid. One boss drops just two pieces of loot for the entire raid, as pointed out by smokesnugs. The community is concerned about Timewalking events and how unrewarding they feel given the effort required to participate.
You can find Item Level 200 gear in Timewalking raids.
Source: Reddit
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By Starym
Here's some potential fun/mayhem waiting to be had. There is a certain type of mob that can actually leave a dungeon and cause some havoc if a player exits, leading to some potential Corrupted Blood-type shenanigans (except nowhere as deadly, and requiring a LOT more work).
MalaM13 recently fell prey to this particular bug/normally functioning spell, not really knowing what hit them as they exited a Normal Halls of Atonement run mid-way through a pull and ended up being attacked and killed in Oribos (with a nearby AFK player getting slammed as well):
Source.
So what exactly is happening here? Well, apparently it's a very old bug/strange spell interaction, first spotted in the Shadowlands Alpha, where the Collect Sins ability cast by the Depraved Collector trash mob in Halls of Atonement spawns Animated Sin mobs regardless of whether you leave the dungeon or not. And as we can see from the screenshot above, there can be plenty of them if you leave just as the spell hits you.
Here's the interaction in action from back in the Alpha:
As you can imagine, this sets up a lot of potential fun/havoc, especially if used via Mythic+ where the mobs are significantly more powerful (assuming the mobs spawning outside of the dungeon would still receive the HP, damage etc. M+ key buffs, which isn't 100% certain). There's not really that much danger of another Corrupted Blood incident as you can very much defend yourself from these mobs, and it'd take some serious organization to get to a high enough M+ level to bring back truly threatening Sins, but we may get some fun and interesting prank videos out of this yet!
Now whether this would go into the exploit/suspension territory probably depends on the way this spell is used, aka if players used it to harass others by bringing seriously powerful mobs to take them down it could be considered problematic.
This particular situation is actually really interesting in the ages old exploit/bug vs. creative use/working as intended discussion, as there's nothing really wrong with the spell itself, it does exactly what it says! But bringing mobs out of dungeons that can then attack others in neutral zones isn't really intended, so there's your dilemma! What do you think about the situation? Would someone setting up a might M+ run and getting some of these little Sin buggers out into Oribos where they could kill some players be a problem and something Blizzard should intervene on? Or would it just be a fun little mini-event that showcases the potential for MMO interaction?
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By Staff
Here come this week's first hotfixes, with some class tweaks, a fix for the unlootable Fire Juggler affected enemies in Torghast and more.
January 19 (source)
Adventures
Fixed an issue where Meatball would become unavailable if he is on a mission while changing covenants. Classes
Paladin Protection Fixed an issue where Reign of Endless Kings (Legendary Effect) would not trigger Guardian of Ancient Kings that’s under the effect of Glyph of the Queen. Fixed an issue where Reign of Endless Kings (Legendary Effect) would not trigger on the correct target while talented into Guardian of the Ancient Queen (PvP Talent). The Ardent Protector's Sanctum (Legendary Effect) will no longer cause other Protection Paladin's Ardent Defender to be placed on cooldown. Priest Discipline Clarity of Mind (Legendary Effect) will now properly extend the caster's Atonements with Spirit Shell (Talent) when other Discipline Priests also have Atonement active. Warlock Destruction Odr, Shawl of the Ymirjar's (Legendary Effect) damage debuff can no longer be reflected. Covenants
Kyrian Fixed an issue where the scenario "The Greater Good" could fail to end properly. Necrolord The constructs created by Necrolord players have had a few changes to their designs, and should no longer be as chatty as they were before. Night Fae Completing the Ardenweald covenant campaign will now result in a choice between a Castle Nathria Raid Finder main-hand or off-hand weapon instead of both, moving it in line with the other covenant campaigns. Creatures and NPCs
Gormbore and Dustbrawl should now drop loot as intended. Dungeons and Raids
Halls of Atonement Echelon The ground visual for Curse of Stone should remain visible with lowered Graphics Quality in the System Settings menu. Torghast, Tower of the Damned
Anima Powers Mage Fire Juggler should no longer be able to knock enemies into locations where they can’t be looted. World Quests
The Anima Collectors are now easier to find in the world quest "Tithe and Taxes." -
By Stan
Starting with this week's reset, Renown will only increase by 2, not 3, each week.
The Renown cap increased by 3 each week but starting today, Renown will only increase by 2 levels.
The Renown cap is 40, and we will reach it during the week of March 9, 2020. Had Renown increased by 3, we would have reached the Renown cap in mid-February.
Renown Caps
Shadowlands Release Week: Renown level 3; Week of December 1: Renown level 6; Week of December 8: Renown level 9; Week of December 15: Renown level 12; Week of December 22: Renown level 15; Week of December 29: Renown level 18; Week of January 5: Renown level 21; Week of January 12: Renown level 24; Week of January 19: Renown level 26; Week of January 26: Renown level 28; Week of February 2: Renown level 30; Week of February 9: Renown level 32; Week of February 16: Renown level 34; Week of February 23: Renown level 36; Week of March 2: Renown level 38; Week of March 9: Renown level 40. Check out our Renown guide to learn more about Covenant Renown.
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