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Patch 8.0.1 Hotfixes: July 19th

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Some tier set bonus changes and fixes in today's hotfixes, in addition to a damage reduction for enemies below level 100, a big nerf to Argus the Unmaker, as well as a lot of tweaks for dungeons and raids. We also get a 75% reduction in PvE trinket effectiveness in PvP, a whole bunch of profession bug and stat squish fixes, and the usual quest fixes.

Blizzard LogoJuly 19 (source)

Classes

  • Death Knight
    • Unholy
      • Gravewarden Armaments 4-piece set bonus now reduces the cooldown of Army of the DeadArmy of the Dead by 2.0 seconds per Rune spent (was 6.0 seconds per Rune spent).
  • Hunter
    • Marksmanship
      • Serpenstalker Guise 2-piece set bonus has been changed to increase all physical damage dealt by 5% (was an incorrect melee attack power increase).
      • The Trick ShotsTrick Shots effect will now always correctly apply when Multi-ShotMulti-Shot hits three or more targets.
  • Mage
    • ShimmerShimmer should not interrupt channeled spells.
    • DisplacementDisplacement functions correctly if you cast ShimmerShimmer while casting another spell.
  • Warrior
    • Protection
      • Juggernaut Battlegear 2-piece set bonus has been changed to increase Armor by 5%.

 Creatures and NPCs

  • Damage dealt by all creatures below level 100 has been reduced by up to 25%.
  • Defeating Shok’Thokar creatures in Desolace now grants both Gelkis and Magram reputation.
  • The Sky Crystal no longer instantly kills Alani when used by a high-level player, and Alani is once again lootable.

 Dungeons and Raids

  • Antorus, the Burning Throne
    • Reduced the damage done by a number of "tank swap" abilities throughout the zone.
    • Argus the Unmaker
      • Reduced the damage dealt by Sweeping Scythe by 30%.
  • The Arcway
    • Ivanyr
      • Volatile Magic damage reduced on Mythic difficulty.
  • Dire Maul
    • Prince Tortheldrin
      • Whirlwind should no longer deal excessive damage.
  • Heart of Fear
    • Empress Shek’zeer
      • Casting spells within Shek’zeer’s Dissonance Field once again depletes its energy.
  • Neltharion's Lair
    • Dargrul
      • Corrected an issue that caused Dargrul’s energy to refill too rapidly.
  • The Nighthold
    • Gul’dan
      • Soul Siphon no longer heals for an excessive amount.
  • Return to Karazhan
    • Shade of Medivh
      • Piercing Missiles should no longer deal excessive damage.

Player versus Player

  • The effectiveness of trinkets that are obtained via PvE sources such as Dungeons and Raids have been reduced by 75% in PvP.
  • Arenas and Battlegrounds
    • Corrected the amount of damage dealt by players to creatures and vehicles in Alterac Valley and Isle of Conquest.
    • Fixed a bug that prevented end-of-match rewards from dropping at the end of Battlegrounds and Arenas.
  • War Mode
    • Premade Group Finder groups in the Quest and World Boss categories will now properly filter listing according to the War Mode state of the party leader and potential applicants.

Professions

  • Fixed a bug that prevented several First Aid recipe items from requiring the appropriate Profession.
  • Corrected an issue that could cause Draenor Garrison NPCs to fail to offer work orders.
  • Alchemy
    • Fixed a bug preventing players from discovering new Pandaren Alchemy recipes.
    • Some older-expansion flasks no longer provide more stats than Legion flasks and potions.
  • Cooking
    • The cooking achievement Dinner ImpossibleDinner Impossible no longer requires Strand of the Ancients.
  • Fishing
    • Fixed a bug that prevented some players from gaining Legion fishing ranks when using rare fish.
  • Herbalism
    • Fixed an issue that could cause herb nodes from Outland through Pandaria to yield the wrong herb type.
  • Mining
    • Corrected an issue that could cause players to receive no ore from mining nodes.

Quests

  • The start of the Mage Tower artifact storyline quest no longer requires an impossible-to-meet artifact trait condition.
  • Fixed an issue that could cause Strom’kar to be invisible to certain races during its acquisition.
  • The Slitherblade Naga vehicle's abilities should now deal damage and heal properly on "Wetter Than Wet".
  • The Frightened Miner should now reliably follow his path for "Miner Troubles".
  • The delicious contents of Yak’s Milk Flask again heals “Fallen Sentinels”.
  • Wyrmcult Blackwhelps can now be collected for "Whelps of the Wyrmcult".
  • General Nazgrim is again present for "The Art of War" and "Warchief's Command: Jade Forest!".
  • During “Bringer of the Light” at the Exodar, Fel Annihilator’s Sonic Boom no longer deals excessive damage.

Previous 8.0.1 hotfixes:

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1 hour ago, Starym said:

Defeating Shok’Thokar creatures in Desolace now grants both Gelkis and Magram reputation.

Well that was a quick fix, honestly thought this would be low on the totem poll

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5 hours ago, Starym said:

 

  • War Mode
    • Premade Group Finder groups in the Quest and World Boss categories will now properly filter listing according to the War Mode state of the party leader and potential applicants.

 

Thank God

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Can someone explain to me why this War Mode thing is such a big hassle? We had flagging for PvP before where people stayed on the same shard, they were just not able to be attacked. Why does it have to be this weird instancing with War Mode?

Edited by Weltenfeind

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1 hour ago, Weltenfeind said:

Can someone explain to me why this War Mode thing is such a big hassle? We had flagging for PvP before where people stayed on the same shard, they were just not able to be attacked. Why does it have to be this weird instancing with War Mode?

As with a lot of changes/ features, this is another entry in the #battleforanswers expansion

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4 hours ago, Weltenfeind said:

Can someone explain to me why this War Mode thing is such a big hassle? We had flagging for PvP before where people stayed on the same shard, they were just not able to be attacked. Why does it have to be this weird instancing with War Mode?

Mhh, i think the "flagging" is true for PvE-Servers. On PvP-Servers you was always "flagged". With BFA, open world PvP takes its place again. You would have no joice on PvP-Servers to not get involved in this PvP. Ok, now we can say "ppl choose PvP-Server, so there should be PvP". But with BFA it can be very very annoying because reward is bigger (evtl. than it ever was).

I think Blizzard had to introduce a new system to give ALL player a choice to participate PvP or not. To toogle War-Mode on/off, it's not that a bad idea. Problem is you get "instanced" which means "War-Mode off"-Players can't play with "War-Mode on"-Players. Eventually this would not be that a big issue for blizzard to allow that (as you said, we already now it with flagging-system). I think its more a "user-experience"-decission: War-Mode means war. If there a players you can't fight, this is quite weird.

It just seems Blizzard was not aware of consequence (group finder, queueing). But seriously, this is not the end of the world. To me it seems ppl like to complain about new stuff because they are not used to new stuff. Patchday was not that amazing, but it was also not that bad. Sometimes ppl are a bit spoilt because most of the time Blizzard does quite a good job in my view.

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Yeah, I don't mean to say it's a bad system, as such, it just doesn't seem particularly well designed overall. In general, I like it. I am/was on a PvP server because of friends, but world pvp never interested me so it benefits me greatly.

It's just all the small things that are annoying as heck.

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2 hours ago, Allseye said:

If there a players you can't fight, this is quite weird.

which is why youre sharded with other like-minded, War-mongering players such as yourself, or with PVE players should that be the case with War Mode off.

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13 hours ago, Starym said:

War Mode

  • Premade Group Finder groups in the Quest and World Boss categories will now properly filter listing according to the War Mode state of the party leader and potential applicants.

This appears to me that it was designed to filter based on the war-mode status of the party leader however for whatever reason it was not functioning as intended.  This means that Blizzard was aware of the "consequence" as you put it and had already made arrangements for it.

 

War-mode is a way for Blizzard to standardize the servers into one of two types, Normal and RP.  It also prevents the complaints of getting jumped by the other faction because war-mode is controlled explicitly by the player.  There's no more "if you don't wanna pvp then you shouldn't be on a pvp server" complaint.  The only issue I see is people complaining because they can't play with their friends that have war-mode turned on or off, and they are the opposite.  But no system is perfect and Blizzard is attempting to please the masses while simplifying infrastructure on their end.

 

Personally I think war-mode is the way it needs to be, and should have been.  Granted I don't see a need for sharding the two, just make "war-mode on" not attackable by "war-mode off" and vice versa.  Granted they probably have a ton of coding and bugs to deal with just doing what they currently have in place, removing sharding might increase that issue.

 

Either way this seems to be the best solution to multiple situations as well as gives them a new "feature" to promote.

Edited by DeathsDesign

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3 hours ago, Allseye said:

To me it seems ppl like to complain about new stuff because they are not used to new stuff. Patchday was not that amazing, but it was also not that bad. Sometimes ppl are a bit spoilt because most of the time Blizzard does quite a good job in my view.

To be fair, blizzard has mostly itself to blame for the negativity towards bfa. Good and reasonable alpha feedback went completely ignored, and they continued with that in the beta. In some cases, it appeared as if they wanted to show the middle finger towards those testing it. 

"Oh, you don't like us to put spells on the GCD. Here, have more spells on the GCD, duh!" 

Also legion gave us so much (maybe to much) variety in gameplay through artifact traits and legendaries, which for the most part are now gone or replaced something in the talent tree, which again removed something. 

Hopefully the azerite armor later in the expansion will do that, but the ones that are on live mostly don't do that. It overall just feels like: "Ok we fucked up, but we already have a release date and can't delay it, so just release it. It's going to be fine!" 

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2 minutes ago, cerberar said:

To be fair, blizzard has mostly itself to blame for the negativity towards bfa. Good and reasonable alpha feedback went completely ignored, and they continued with that in the beta. In some cases, it appeared as if they wanted to show the middle finger towards those testing it. 

"Oh, you don't like us to put spells on the GCD. Here, have more spells on the GCD, duh!" 

Also legion gave us so much (maybe to much) variety in gameplay through artifact traits and legendaries, which for the most part are now gone or replaced something in the talent tree, which again removed something. 

Hopefully the azerite armor later in the expansion will do that, but the ones that are on live mostly don't do that. It overall just feels like: "Ok we fucked up, but we already have a release date and can't delay it, so just release it. It's going to be fine!" 

The thing about the GCD is that Blizzard was trying to get away from the 1 button everything macros that were ruling gameplay and causing people to know learn the game and their classes.  They want people to be immersed in the game not just throwing macros on the hotbar and spamming those.  To be perfectly honest.  I agree, and honestly give it 6 months into the expansion and it'll just be like any other day.  Generally speaking most people won't notice the difference and won't care, so why complain about it now especially when it's not going to change or than the fact that it's a change and people don't like change.  But that's just my opinion on that matter.

 

As far as Legion is concerned, Artifacts were never going to stay, and Blizzard said so before Legion ever came out.  Artifacts are a Legion only thing and will not carry over to the next expansion.  So removing it was perfectly fine and plays into the story, the big issue is that with so many of the class changes that were made and some classes redesigned around the artifact it put a strain on Blizzard to reverse/remake those classes without the artifacts again.

 

I don't think Blizzard "ignored" anything, I just think that they took feedback they didn't feel to be reasonable or productive for the vision they had in mind and put it off to the side.  Because we may as a community dictate a lot of what Blizzard does but the one thing we forget is that even though we play the game and without us there would be no money for continued development, without the game, there would be no us.  Blizzard could one day decide they want to shut down the servers for good, and there's not a damned thing any of us could do about it.  They won't because that's not good business, but this is their game and their vision they are trying to relay in a fun playable way for all of us and all we ever do is bitch and moan and complain about how they don't listen or have no idea what they're doing when in all fairness, most of the people in the community couldn't even do the job they do with the proper schooling.

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9 minutes ago, DeathsDesign said:

The thing about the GCD is that Blizzard was trying to get away from the 1 button everything macros that were ruling gameplay and causing people to know learn the game and their classes.  They want people to be immersed in the game not just throwing macros on the hotbar and spamming those.  To be perfectly honest.  I agree, and honestly give it 6 months into the expansion and it'll just be like any other day.  Generally speaking most people won't notice the difference and won't care, so why complain about it now especially when it's not going to change or than the fact that it's a change and people don't like change.  But that's just my opinion on that matter.

 

As far as Legion is concerned, Artifacts were never going to stay, and Blizzard said so before Legion ever came out.  Artifacts are a Legion only thing and will not carry over to the next expansion.  So removing it was perfectly fine and plays into the story, the big issue is that with so many of the class changes that were made and some classes redesigned around the artifact it put a strain on Blizzard to reverse/remake those classes without the artifacts again.

 

I don't think Blizzard "ignored" anything, I just think that they took feedback they didn't feel to be reasonable or productive for the vision they had in mind and put it off to the side.  Because we may as a community dictate a lot of what Blizzard does but the one thing we forget is that even though we play the game and without us there would be no money for continued development, without the game, there would be no us.  Blizzard could one day decide they want to shut down the servers for good, and there's not a damned thing any of us could do about it.  They won't because that's not good business, but this is their game and their vision they are trying to relay in a fun playable way for all of us and all we ever do is bitch and moan and complain about how they don't listen or have no idea what they're doing when in all fairness, most of the people in the community couldn't even do the job they do with the proper schooling.

While i agree with some of your arguments, forcing a vision through disregarding oppinions of a huge amount of customers is also bad business in my opinion. 

I also feel more immersed gathering all my strength at once to get past a challenge, than hearing an error sound or my character saying: "That ability isn't ready yet. " though again thats personal preference. 

But it's good to have different opinions and having controversial discussions, as that's the most realistic way of recognizing and tackling a problem. You don't have to be a game dev to know that. 

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14 hours ago, DeathsDesign said:

Granted I don't see a need for sharding the two, just make "war-mode on" not attackable by "war-mode off" and vice versa.

I do agree of all you wrote, but not on this. As i said: i dont think its a technical issue to split "warmode on" and "warmode off". Its a design decision and in my view its the a good one. If you turn it on, there is war. And war means you can fight other your enemies. If there are unattackable players hoping around, this feel silly.

The other discussion about community feedback and blizzard ignoring it...this is just a statement of frustrated players. I'm so happy blizzard don't listen at every "feedback". There are reasonable inputs of course, but there is so much bitching. Sometimes i ask myself if there are 95% female players around (sorry to all females, its just a small joke and it should not be disrespectful at all :-)).

I'm not a blizzfanboy, but wow is 14 (?) years old and so many of us play that game. It just cant be wrong what blizz is doing. We don't got the full picture if we give a feeback, but we definitely dont get ignored. If blizzard would have to explain every decision, this would end in unending blabla we probably wouldnt understand. 

Edited by Allseye

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