Jump to content
FORUMS
Stan

Water Strider Nerf Discussion: April 16th

Recommended Posts

There are a couple of misunderstandings in the comments here:

  1. This article doesn’t include some of the earlier information about the changes. A key point is that the mount equipment will only work for characters level 100+. This is what is annoying some folks like me who value having the water-walking mounts as we level alts (I still haven’t leveled some of the new allied races). If the equipment worked for all levels, this impending change would be a straight-up improvement. As it is, we’re losing the useful Water Strider water-walking ability for our <100 level alts.
  2. The mount equipment will not work with special mount(s) that retain their special ability. I.e., Sky Golem herbing. So, using the Sky Golem will be no different from what it is now (no water walking or other mount equipment effects).

It also has not been made clear (at least in the Blue posts I’ve seen) what the mount equipment will apply to. Will it apply across your account? Per character? Per mount across account? Per mount per character?

Personally, my ideal would be to have an account-wide mount equip slot, with the ability to override per character. I’d probably put water-walking account-wide, but give my DKs and Shaman one of the other equipment items.

  • Like 1

Share this post


Link to post
Share on other sites

yet again we make all toons be the same, there is no difference between the ones that earn and the ones that buy.  That is a shame and most likely why I am down to only two accounts for the family.  The very hard work by Blizzard to make all classes have everything equal as opposed to advantages to one class over another is ashame and why I now have a Steam account.  With no uniqueness between the classes, no rewards for playing well, no rewards for playing often, and making all that the same......................sux..............keep killing the game bliz...............

Share this post


Link to post
Share on other sites

Honestly I'm against it, sure we get a piece of gear equal to water walking for mount, but still, the mount looses its gimmick. If they take away the water walking then why not also the herbalism on the golem and make a piece of gear for that too? Same difference.

Mounts with gimmicks are great and now they take that away too. Screw the hard work I did in MoP and WoD when they were current content, I don't mind that, just keep the strider with WW and still have an equipment slot for anti daze or chute. 

Screw with every mount is equal. Next thing you know they put flying gear on land mounts.

Share this post


Link to post
Share on other sites
46 minutes ago, Zahli said:

Screw with every mount is equal. Next thing you know they put flying gear on land mounts.

🤣 Can't wait for my flying mechano-hog

I too don't get why they would remove the Water Striders ability to - well - water stride. I was planning on putting the anti-daze thing on about everything, including Water Striders. Thought it'd be nice to be able to walk on water and not be dazed, whenever and wherever they don't let us fly. Well, guess not...

I'm fine with them adding the gear - tbh I couldn't care less. But why remove something in the process? Makes even less sense, since they apparently don't plan on changing anything about water walking (shaman) or path of frost or compared to the golem. How is the Golems herbalism stuff special and the Water Striders water walking not? It would at least be consistent, to treat those mounts the same…

Share this post


Link to post
Share on other sites

I'm a little bummed at the nerf, because that's about the only thing that made that ugly mount special,That'd kinda be like taking away the herb gathering for the Sky Golem, it's what makes it more unique, if all of your mounts can have a specific ability just by using equipment, then the formerly unique qualities of these mounts now mean nothing...

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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Bellular interviewed Game Director Ion Hazzikostas and we learned more about the philosophy behind Conduits and Soulbinds, mainly, why they get destroyed when replaced.
      What Are Conduits?
      You can augment Soulbinds in Shadowlands to socket passives that enhance your Class and Covenant Abilities in various ways. You can read the official preview for more details on Soulbinds.
      Conduits operate like gems, so if you put one in and would like to replace it later, the original Conduit gets destroyed. Bellular talked to Ion about the philosophy behind the destructibility of Conduits.
      (Source)
      CONDUITS
      The Forge of Bonds also allows you to augment your Soulbinds with Conduits, socketed passives that enhance your Class and Covenant Abilities. Here are examples of Conduits for Warriors.
      WARRIOR CONDUITS
      Warrior (all specs): Execute increases the critical strike chance of subsequent Executes for a moderate amount of time, stacking substantially.
      Warrior (Kyrian, all specs): Spear of Bastion’s instant damage and Rage generation are significantly increased.
      Warrior (Necrolord, all specs): Brandishing the Conqueror’s Banner (Covenant Ability) immediately grants you a moderate amount of Glory (used to prolong the duration of your banner), and while the banner is planted your Strength is moderately increased.
      Warrior (Night Fae, all specs): Ancient Aftershock’s damage and Rage generation are significantly increased against the first target struck.
      Warrior (Venthyr, all specs): Condemn’s damage dealt and prevented are moderately increased for each nearby enemy.
      Warrior (Arms): Overpower has a chance to apply Colossus Smash for a few seconds.
      Warrior (Fury): Recklessness now last moderately longer.
      Warrior (Protection): Last Stand significantly increases your Rage generation.
      Interview Highlights
      Conduits are bonus drops that you get from dungeons, bosses, some will be on vendors. They want to add Stamina to some Conduits to offset Throughput benefits that are coming from the system. If you could pop Conduits out, the right way to play would be the massive nuisance of inventory management. You would have to carry a lot of Conduits with you and swap them out all the time, which is not what they want you to do. But the bigger philosophical reason is choice. There are a lot of systems that require micromanagement on an encounter by encounter basis.  Conduits and Soulbinds offer a lot more customization flexibility than Legion Relics did, you didn't have two Ashbringer loadouts. They are loathed to add another layer of micro-changes that you feel like you have to make, so Conduits are destructible. They don't want you to resocket 5 conduits for every dungeon/raid/encounter, so if Conduits were not destructible, it would not add much but turn into chores that you have to complete in order to be optimal. You can watch the whole interview below.
    • By Stan
      Blizzard plans to disable the Corruption System in the Shadowlands pre-patch.
      Another interesting bit from the PandaTV interview deals with Corruption that will cease to work in the Shadowlands pre-patch that should go live four to six weeks prior to the expansion.
      Game Director Ion Hazzikostas said the game is broken right now and there's nothing they can do with someone who has 100% Critical Chance, that's why they are disabling the whole system in the first place, they will preserve a legacy tooltip on Preserved Contaminants that will turn into Spoiled Contaminants, e.g. Spoiled Contaminant.
      Azerite gear and Essences won't stop working in the pre-patch.
      Shadowlands will have no Warforging, Titanforging, or any similar system.
      You can watch the part where Ion discusses Essences in the VoD below.

    • By Stan
      Game Director Ion Hazzikostas talked to PandaTV and confirmed that we will be able to swap our weapons during Mythic+ runs in the new expansion.
      Ion compared Mythic+ dungeons to a long raid encounter in the interview and you can swap weapons there, so it doesn't make sense if you couldn't do so during a Mythic+ run. He also stressed out that gear swapping will be limited to weapons.
      They also talked about Seasonal affixes in Shadowlands, the first one will be themed after Castle Nathria and will be easier because players will be learning dungeons at the beginning of the expansion. 
      Bursting and Volcanic have been changed in Shadowlands to scale with key level instead of health.
      You can watch the whole interview below.

    • By Stan
      The official previews continue with a look at Runecarving, or forging Legendary Items in Shadowlands.
      We looked at how we will forge Legendary Items in Shadowlands in Towelliee's preview.
      (Source)
      In the Shadowlands, players will meet the Runecarver, a mysterious figure locked away in the very depths of Torghast. To find the Runecarver, players will need to go through the initial Torghast experience and defeat Warden Skoldus in Skoldus Halls, receiving a mysterious key which starts the questline that unlocks the beginning of the Runecarver’s story. Once unlocked, players will be able to call on the power of the Runecarver to carve ancient runes on their armor and imbue them with Legendary power.
      For testing, we’re plan to add a teleport NPC inside Torghast that will take testers directly to the Runecarver, so they can begin crafting their own Legendary armor almost immediately.
      Memories and Legendary Powers
      To craft Legendary armor, you’ll first need to retrieve specific memories that contain Legendary powers. These memories can be found all over Shadowlands – from questing, running dungeons with friends, fighting against the enemy faction, or defeating powerful foes in Castle Nathria and the Maw, there will be plenty of work for the bravest of champions to do in order to collect them all.
      Once found, players can take these memories back to the Runecarver in Torghast, who will then be able to imbue specific Profession-crafted armor pieces with this power. Not all powers can be applied to all armor slots. For example, some powers can only be applied to Boots and Pants.
      The Legendary powers available to players in Shadowlands have strong ties to the history of Azeroth. As they are memories in their base form, these Legendary powers are new interpretations of Set Bonuses, Legendaries, and other powers that players have had access to in World of Warcraft’s history. In addition to these more historic powers, players will also be able to unlock a few Torghast Anima Powers as possible Legendary powers.
      Crafting your Legendary
      Before you can craft your Legendary, you’ll need to gather a few materials first:
      A Base Item. These items are created by Blacksmiths, Leatherworkers, Tailors and Jewelcrafters and serve as the vessel for Legendary powers. These items are not soulbound, and can be acquired from other players, alts or the Auction House. There’s no requirement that a character has to have a crafting profession to make Legendary armor; crafting Legendaries is open to all players as long as you’ve collected the appropriate reagents. The Legendary power of your choosing. Two Optional Reagents. These optional reagents dictate the secondary stats (Critical Strike, Haste, Mastery and Versatility) of the crafted Legendary. Unlike normal Profession crafted items, these reagents are necessary for the creation of Legendary armor. Carcerus. This raw source of power is used to fuel the Runecarver’s Chamber and is needed to craft Legendary armor. Carcerus is found in Torghast as a reward for completing sections of the Tower. As the item level of the Base Item increases, so does the required fuel to create Legendaries, so players will need more Carcerus as they start crafting higher item level pieces. Somehow, the friendly Runeataur has found himself stuck inside the Runecarver’s chamber. He’ll be able to supply players with the base armor pieces, legendary powers, optional reagents, and Carcerus required to craft Legendary armor. But he’s not a big fan of being trapped inside the chamber with the Runecarver, so he won’t be around for long.
      Additional Information and Updates
      Players will only be able to wear one piece of Legendary Armor at a time and Legendary powers cannot be applied to Weapons or Trinkets.
      To start, there will be an allotment of 4 Legendary powers for each base class and 4 for each spec. In addition to that, there will be a generic pool of Legendary powers available to all classes.
      Not all classes currently have Legendary powers implemented. We expect to get all of the class powers in place over the next few weeks.
      In the coming weeks, we’re planning on adding a system to allow players to upgrade the item level of their Legendary armor through the Runecarver. If they’ve imbued a lower item level piece, they’ll be able to collect more materials from Torghast and Professions, instead of having to imbue a brand new piece of armor.
      Please use this thread to provide your feedback and discuss Runecarving and Legendary powers in Shadowlands.
      Thank you very much!
    • By Starym
      The  Corruption Effects Vendor has reset and MOTHER is back with a new batch, including Echoing Void 3, Surging Vitality 3 and Versatile 2 (which is increasingly popular for those really high.end M+ keys)!
      Deadly Momentum (Rank 1 // 15 Corruption) for 4,125 Echoes of Ny'alotha Your critical hits have a chance to increase your Critical Strike for 31 for 30 seconds, stacking up to 5 times. Twilight Devastation (Rank 1 // 25 Corruption) for 6,250 Echoes of Ny'alotha Your attacks have a chance to trigger a beam of Twilight Devastation, dealing damage equal to 6% of your Health to all enemies in front of you. Twisted Appendage (Rank 2 // 35 Corruption) for 7,875 Echoes of Ny'alotha Your attacks have a chance to spawn a tentacle which Mind Flays your target for Shadow damage every second for 10 seconds. Versatile (Rank 2 // 15 Corruption) for 4,125 Echoes of Ny'alotha Increases the amount of Versatility you gain from all sources by 9%. Echoing Void (Rank 3 // 60 Corruption) for 12,000 Echoes of Ny'alotha Your damaging abilities build the Echoing Void. Each time it builds, Echoing Void has a chance to collapse, dealing 1% of your Health as Shadow damage to all nearby enemies every 1 seconds until no stacks remain. Surging Vitality (Rank 3 // 35 Corruption) for 7,875 Echoes of Ny'alotha Taking damage has a chance to increase your Versatility by 801 for 20 seconds.  
      Find out more about Corrupted Items in Visions of N'zoth and upcoming rotations in our guide.
×
×
  • Create New...