Jump to content
FORUMS
Sign in to follow this  
Stan

Alliance War Mode Bonus Increased to 30% in Patch 8.1

Recommended Posts

Sharding was so awful I went through entire leveling zones at launch barely seeing other players. I laid down the game two weeks later and haven't logged back in. Sharding has absolutely destroyed what was left of any sense of community. When I heard they'd be using it "as needed" for WoW Classic it solidified my decision not to play it.

Share this post


Link to post
Share on other sites

I hate the way Blizz is telling us.. "go play alliance..They have better bonuses than the horde you like so much...".screw you… going to make 10lvls on my for fun priest, just so i can use 30% bonus for gold farm...Ratchet AH here i come!

Share this post


Link to post
Share on other sites
2 hours ago, Perak said:

I hate the way Blizz is telling us.. "go play alliance..They have better bonuses than the horde you like so much...".screw you… going to make 10lvls on my for fun priest, just so i can use 30% bonus for gold farm...Ratchet AH here i come!

When you see dem Horde players mining or picking herbs in Stormsong Valley and ready your rifle to shoot dem red folk bastards

 

  • Like 1
  • Haha 2

Share this post


Link to post
Share on other sites

I think if they toned it back to, say, 15-20% AND allowed the first 2 allied races (horde and alliance) playable without rep requirements, you might see a swing in Alliance participation.

Some people just don't like the flavor of the Alliance Races because they seem boring. Human, Dwarf, Gnome...

Although I admit I REALLY want to play a Void Elf, but since I didn't stick around after Nighthold dropped, I only got to exalted with Nightborne and Highmountain.

Also, I think how they have War Mode sharded separately is bad when leveling <60. It's a little harder to get ganked in Outland/Northrend + than it is in Azeroth (you can fly away with the same mount speed as a max level).

Share this post


Link to post
Share on other sites
19 hours ago, Antipaladin said:

There has been imbalanced pvp since launch. 

If Blizz wanted to fix it, the first thing they’d do is just snuff the racials.

Period.  Done, gone, bye.

The 2nd step would be making it so that when you engage another player, your stats/gear/etc go to a standard fixed value, level 20 or 120, so it’s an even gank free play experience. No 120’s camping 35’s, because a 35 could kick your *filtered* if he’s got skills. Same way a level 30 can whoop a level 150 in Halo. Even playing field, with skill being the determining factor, not gear.  Something similar to this is already in place in BG’s when you’re 22 instead of 29.

Thats what hat I think you’re going to see in the future. 

I see and acknowledge your commendable idea but I don't see it working.  We already had an issue, when BFA was launched, where there was an unintentional loophole of staying 110....staying and not progressing level wise players were easily killing 120's (did not matter how great your skill level was) for the first several weeks till Blizz fixed it.  I also don't see Racials being removed from the game either because several are already a core necessity for Dungeon and Raid farming/progression along with class skill rotation.  If you were to take them out then all forms of PvE would have a staggering high increase of difficulty.  Eg) Many of the mobs in Mythic Dungeons (Waycrest Manor and Shrine) can not be cc'ed and are immune and will place a buff upon themselves if not stripped.  What you desire may cause a domino effect in other areas of the game.

Edited by Ragingwolf
  • Confused 1

Share this post


Link to post
Share on other sites
16 hours ago, Phantor said:

Allow Horde players to get Faction Transfer for free. Maybe it would work. With limits of course. 

Blizzard use to make this, would like to point out BLIZZARD because once Blizzard got that cancer called Activision they only do stuff for money now, i`m sorry to say but the cancer at Blizzard is doing to them what EA did to Bioware.

  • Haha 1

Share this post


Link to post
Share on other sites
16 hours ago, geofferson said:

I think they need to give people an X% health / damage buff when they get killed in warmode that increases by X% every time you are killed within X% seconds.

For example, if you are killed in Warmode PvP when you rez you have a 5% buff to health and damage.  If you are killed again within 30 seconds your buff goes to 15%, if you are killed again within 45 seconds your buff goes to 50% if you are killed for a 4th time your buff goes to 100%.  The idea is if 5 Horde are camping you, you basically become a raid boss after a few kills and you will be able to wreck your campers with ease.

This is completely possible using blizzard's existing scaling tech.  It would need to be tuned so that the health / damage increase only worked on other players and in the open world so someone couldn't have their friend kill them 10 times and then have them solo mythic g'huun.

This is actually a very good idea!

Share this post


Link to post
Share on other sites

Am wondering if would this buff be just for Patch 8.1? Or will it continue for Alliance through the other patches as well? Or if Horde becomes underrepresented by 8.1.5, would the buff then be applied to Horde for that patch? 

Share this post


Link to post
Share on other sites
On 11/22/2018 at 9:12 AM, Calysia said:

Blizzard still doesn't get it...the majority of WoW players don't like PvP. Never have and never will. 

I disagree, people just dont like being slowed down or camped. Its one thing getting in a fight, its another spending 30 min in a single fight because you get camped by multiple people. Even if youre winning people just get tiered of it so they opt out. It doesnt have much to do with not liking pvp.

  • Like 1
  • Thanks 1
  • Confused 1

Share this post


Link to post
Share on other sites
29 minutes ago, Whisla said:

I disagree, people just dont like being slowed down or camped. Its one thing getting in a fight, its another spending 30 min in a single fight because you get camped by multiple people. Even if youre winning people just get tiered of it so they opt out. It doesnt have much to do with not liking pvp.

You aren’t wrong.

But I think the point they are trying to make is that forced-inscentivizing players to participate in something they don’t like, or aren’t good at (PvP/Sharding World PvP) for increased rewards feels wrong to have to go through.

 

(I myself am one of those people who doesn’t want to PvP for better rewards from PvE daily quests.)

Share this post


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

I also don't see Racials being removed from the game either because several are already a core necessity for Dungeon and Raid farming/progression along with class skill rotation.  If you were to take them out then all forms of PvE would have a staggering high increase of difficulty If this sentence right here doesn't alarm you at all then you're part of the problem, horde racials shouldnt be so overpowered that removing them will break the way you run dungeons because anyone who plays ally doesnt have that option.  Eg) Many of the mobs in Mythic Dungeons (Waycrest Manor and Shrine) can not be cc'ed and are immune and will place a buff upon themselves if not stripped.  What you desire may cause a domino effect in other areas of the game.

"Dont nerf my class because I wont be able to compete"? I Shouldn't be forced to change races and factions to progress that's absolute and total bullshit. They have two options for balance either remove all racials OR make the racials the same across factions removing the most OP racial arcane torrent. Arcane torrent is so OP that they have nerfed it like what 4 times already in the last year (another nerf hitting in 8.1) and its still considered the best? It was so good last expac that every single top raiding guild switched to horde so their healers could get like 30% extra mana per fight depending on length like KJ was almost 15 minutes on mythic. The last tier boss from legion was a what 12 minute fight that means healers got 23-26% extra mana meaning an alliance guild would need 5 healers where as a horde guild would only need 4?! Its still 20% extra mana in a 9 minute fight and anyone who has ever played a healer knows just how big of a deal that is. that means the fights can last 20% longer for that last little push or that the tanks can spec more dps and dont have to worry about healers going oom as early or run an extra dps and one less healer because your healers can handle it with all the extra mana they have. And its an aoe dispel, They just nerfed mass dispel to only hit 5 targets but didnt feel the need to nerf arcane torrent? Here lets make a dungeon (Kings Rest) and stick mobs in that need to be dispelled to kill and lets give this ONE race a mass dispel to make it trivial AF, or waycrest manner like you mentioned and laugh at every single group that isnt running belfs.

  • Like 1
  • Sad 1

Share this post


Link to post
Share on other sites
9 hours ago, BIGJAKE said:

"Dont nerf my class because I wont be able to compete"? I Shouldn't be forced to change races and factions to progress that's absolute and total bullshit. They have two options for balance either remove all racials OR make the racials the same across factions removing the most OP racial arcane torrent. Arcane torrent is so OP that they have nerfed it like what 4 times already in the last year (another nerf hitting in 8.1) and its still considered the best? It was so good last expac that every single top raiding guild switched to horde so their healers could get like 30% extra mana per fight depending on length like KJ was almost 15 minutes on mythic. The last tier boss from legion was a what 12 minute fight that means healers got 23-26% extra mana meaning an alliance guild would need 5 healers where as a horde guild would only need 4?! Its still 20% extra mana in a 9 minute fight and anyone who has ever played a healer knows just how big of a deal that is. that means the fights can last 20% longer for that last little push or that the tanks can spec more dps and dont have to worry about healers going oom as early or run an extra dps and one less healer because your healers can handle it with all the extra mana they have. AndThey just nerfed mass dispel to only hit 5 targets but didnt feel the need to nerf arcane torrent? Here lets make a dungeon (Kings Rest) and stick mobs in that need to be dispelled to kill and lets give this ONE race a mass dispel to make it trivial AF, or waycrest manner like you mentioned and laugh at every single group that isnt running belfs. its an aoe dispel,

To be honest I was talking about both factions Racials not just the Hordes.  And yes there are Alliance Racials that are OP as well along with Racial Passives.  Arcane Torrent only strips 1 hi-lighted Buff within 8 yrds of the target to be useful....you basically have to be close and it doesn't have a target telegraph to place at range....that's it and if it misses wait 1.5 minutes. If Blizzard where to set up Racials as a Mirror type System then yes this may work but taking them out is not the solution.  Believing that many players switch to Horde just for Racials alone is ludicrous.  Not everyone goes by that formula when they play an MMO.  Many players go by looks of character customization for personal appeal alone with abilities being second.  But lets for sh!t$ and giggles say Blizzard does remove all Racial skill abilities for all the Races along with Racial Passives; just the bare bone skills of the character that is created.  Because if we are going to make this 'fair' and knowing that once Racial skills were removed the next argument will be about Racial Passives.  No bonuses what so ever for the player.  Just a standard character shell.  Will the ratio of Alliance vs Horde characters be increased? Decreased? or stay on Average?

"I Shouldn't be forced to change races and factions to progress that's absolute and total bullshit."

No one is forcing anyone to spend money to race change or faction change for progression.  

"Here lets make a dungeon (Kings Rest) and stick mobs in that need to be dispelled to kill and lets give this ONE race a mass dispel to make it trivial AF, or waycrest manner like you mentioned and laugh at every single group that isnt running belfs. "

You be surprise on race/class compositions that don't use Blood Elves to run select Dungeons/content.  Wanna know how they do it?  They prioritize on what mob(s) can be cc'ed and burn/interrupt on what can not before that mob becomes an issue.  

 

Edited by Ragingwolf

Share this post


Link to post
Share on other sites

Giving a bonus of 30% to the other faction because they are out numbered doesn’t make sense. That will do nothing for the players who solo in war mode. Instead of giving a 30% bonus to one side of the war instead give people who aren’t in a group the 30%buff and you might see less ganking in the first place. Have players that are in groups while in war-mode  only have a 5% buff that way it would be a more level playing field. 

  • Like 1

Share this post


Link to post
Share on other sites

Time to go alliance , untill they make the horde buff 50 % cuz all ppl left horde, and then back to alliance when they make it 70 % for the alliance after that. you get my point.

  • Sad 1

Share this post


Link to post
Share on other sites

I doubt this will correct the imbalance, but it will affect it, no doubt. 

For those crying the sky is falling come back in 90 days and we'll see if the factions have so ridiculously imbalanced as to have the nerf rolled back.

I doubt it.  But you just check back here.  For posterity, let's say.  ?

Basic economics says people respond to incentives.  Some will respond I guarantee it.  How many....  thats the million dollar question. 
https://economicskey.com/principle-4-people-respond-to-incentives-5334

Share this post


Link to post
Share on other sites
On 11/22/2018 at 6:27 PM, vl3x said:

Blizzard still doesn't get it or they don't care. Give Alliance races some decent racial abilities like horde races and maybe you'll see am upward swing in Alliance populations. Horde is so strong because the racials are strong which made all the try hards go Horde, which attracted other players going Horde to become try hards and so on and so on. 

I keep seeing this argument pop up over the years but I don't think it matters as much as people think. Some racials on both factions can be pretty nuts, yet the biggest thing for me when I play Horde is that queue times for pvp actually exist as opposed to the Alliance, where bg and whatever pop pretty much instantly. It makes a huge difference imo where you want to make your effort count when you waited up to 10 minutes to get a battleground. 

  • Like 2

Share this post


Link to post
Share on other sites

Alliance gets cannon on being raid clearers, raid enemy faction cities, immortality on all faction leaders ( minus varian) a better city hub and now even gameplay advantages with this 20% more exp.

 

And people say this game is horde biased. Hard to decide if this is hillarious or just sad.

Share this post


Link to post
Share on other sites
On 11/26/2018 at 11:23 AM, Plergoth said:

I keep seeing this argument pop up over the years but I don't think it matters as much as people think. Some racials on both factions can be pretty nuts, yet the biggest thing for me when I play Horde is that queue times for pvp actually exist as opposed to the Alliance, where bg and whatever pop pretty much instantly. It makes a huge difference imo where you want to make your effort count when you waited up to 10 minutes to get a battleground. 

but you sort of illustrate the point i make. even tho you went horde for shorter pvp ques, why do you think that is? I'm not saying that Horde racials are op, most players think they are because the best of the best played horde ( what i call the "try hards") so people followed suit. 

Share this post


Link to post
Share on other sites
4 hours ago, vl3x said:

but you sort of illustrate the point i make. even tho you went horde for shorter pvp ques, why do you think that is? I'm not saying that Horde racials are op, most players think they are because the best of the best played horde ( what i call the "try hards") so people followed suit. 

I don't think in my 14 years of playing WoW I've really sat down and thought "damn, I lost that fight because of that racial" and this is going back to the days where Priests had extra spells purely because of faction / race. What has remained constant over the years are always some randoms in a battleground who rattle off every possible reason from the Horde / Alliance being noobs, not enough healers, too many healers, class whine of the month and all the while battleground designs and the lack of understanding or agreement as to how to approach each one.

Share this post


Link to post
Share on other sites
On 11/24/2018 at 4:44 PM, Mojo said:

Giving a bonus of 30% to the other faction because they are out numbered doesn’t make sense. That will do nothing for the players who solo in war mode. Instead of giving a 30% bonus to one side of the war instead give people who aren’t in a group the 30%buff and you might see less ganking in the first place. Have players that are in groups while in war-mode  only have a 5% buff that way it would be a more level playing field. 

This idea is genius! With a few tweaks imo. 

 

A flat 10% increase for both factions while in warmode. An increase to 30% for groups of 2 or more, but limited to a party of less than 5/non-raid group. 

 

The number of group members is negotiable, perhaps an increase to 30% only in groups of 5?

 

just some brainstorming. 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
×
×
  • Create New...