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Stan

Will There Be a Third Faction in Patch 9.0?

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Battle for Azeroth introduced player choice, where your decisions affect the game. The Horde right now is shattered again, and while Blizzard confirmed Sylvanas would not end up like Garrosh, her actions cause a divide between racial leaders and forge alliances between enemies.

Before we go through the possible addition of a third faction, it's important to look at the Horde story in Battle for Azeroth so far...

Baine Bloodhoof

While the peaceful Tauren leader was working with Sylvanas for a few patches, he really started hating her when she raised Jaina's brother Derek to use him as a tool against the Proudmoore family.

Baine decided to assault a ship with Zelling, where Derek was being held captive, only to free him and meet with Jaina at what remains of Theramore to reunite the raised brother and sister.

When Sylvanas learned of this, she trapped him beneath Orgrimmar and in the latest chapter of the Patch 8.2 War Campaign, both factions work together to free him.

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Saurfang

Our good old Orc wants to die with Honor and after Sylvanas' atrocious act of burning down Teldrassil, he was taken into custody and later freed by King Anduin, because he decided not to kill Malfurion when he had the chance and was ordered to do so. He's the main face of the revolt against the Warchief.

Saurfang later reached out to Thrall to help him secure the future of the Horde.

Thrall

Thrall returned back in Battle for Azeroth to help Saurfang free Baine from a certain death. Even Shaw and Proudmoore came to aid, because Baine returned Derek back to her and that was the cause why poor Baine was imprisoned in the first place.

The Alliance and the Horde are at a crossroads again, similar to what happened with Garrosh back in Mists of Pandaria. Thrall feels he did everything wrong and asks Jaina what's different this time...

Meanwhile in Nazjatar...

Lor'Themar Theron and First Arcanist Thalyssra work with Jaina Produmoore and Genn Greymane to get ahold of the Tidestone of Golganneth and breach Azshara's Eternal Palace. Datamined broadcast text hints at Lor'Themar realizing after the defeat of Azshara that he will do everything in his power to tell the Blood Elves of what had transpired in the Eternal Palace and how both factions gloriously worked together for a common cause.

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Sylvanas Windrunner

After burning down Teldrassil and ordering Saurfang to kill Malfurion, she utterly destroyed the Undercity. As a response to the Alliance killing Rastakhan, she decided to twist Derek to her will and use him to kill the Proudmoore family in their sleep.

Later, when she learned that Baine returned Derek to Jaina, she killed Zelling and arrested Baine. Right now, Sylvanas is wielding Xal'atath and we have no idea what she's up to in the latest patch.

The only person loyal to her right now is Nathanos and of course, let's not forget the player loyalists, but that's about it.

Questions That Remain Unanswered

Who made Sylvanas Warchief?

In early BfA patches, we work together with the Spirit of Vol'jin, who's trying to figure out who told him to make Sylvanas Warchief when he died. According to rumors, it has something to do with Bwonsamdi and his boss from Thros, the Blighted Lands (Death Realm).

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Does Blizzard plan to redeem Sylvanas Kerrigan-style?

Maybe Sylvanas plays an important role in our final fight against N'Zoth. Perhaps, she will unleash Xal'atath upon him and save the world? We'll learn soon enough about her endgame.

What's Up with Calia?

In Before the Storm,  the Forsaken and their living relatives realize at a meeting that there isn't such a divide between them. Sylvanas killed Calia Menethil and she was later raised as a Light Undead / Holy Forsaken. If Blizzard truly plans to make the true heir to the throne return in a future patch, chances are she will be the new leader of the Forsaken. I somehow feel like Nathanos is going to die in the near future, which will make a lot of players happy.

Future Warchief?

The most likely Warchief candidate is Baine Bloodhoof at this point. I can't see Thrall returning and Saurfang is too old for this. A council would be a potential solution to the problem as well.

A Third Faction?

Now comes the completely crazy part, foreshadowed by the novel and other events in the game. Imagine that existing factions would be able to opt in and work together, or Blizzard would simply add a third faction for those, who would refuse to cooperate and remain loyal to other leaders (Sylvanas).

The new faction system could be handled in a completely different way, allowing players of the third faction to side with either Alliance or the Horde, while playing the opposite faction, leaving both factions untouched and working as intended.

While the faction conflict is a core element to World of Warcraft since its inception, it would solve a lot of problems, such as faction imbalance, sharding, and let's not forget the fact that only 35 Alliance guilds have defeated Mythic Crucible so far, so cross-realm raiding is basically non-existent on the Alliance side right now, before the Eternal Palace opens.

What do you think about the Alliance & Horde working together or a third faction added to the game? Would you still keep playing World of Warcraft? Let us know in the comments below!

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I think that is possible. Not to mention that both factions have worked together enough times that it is almost a meme. I wouldn't mind a third faction, really. And I remember hearing someone on a The Instance podcast episode saying that the launch of Classic would be the perfect time for a big change like this, since people that disagreed with the new faction dynamics could simply be told to "go play classic then".

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True third faction isn't an option, since game wasn't designed for that and such huge rework for all continents isn't going to happen (even something on scale of Cataclysm revamp haven't happened since). But two factions working together is possible, we had open faction wars during Cata, MoP and now BFA, but during others they cooperated and only smaller conflicts and battles happened. Having one mega faction is possible.

Whether it's in lore or just for game mechanics (like, your character gets transformed if you raid with other faction etc.), it's something that probably needs to happen, as more guilds move to Horde to consolidate their recruitment pools. Alliance raiding is pretty much dead, pvp too as more people involved keep switching. It has gotten especially bad during this expansion, when it's also apparent even to more casual players. Also, servers now exist mostly in name only, the only remnant of it being guilds and current mythic raiding, perhaps it's time to remove this last barrier as well.

Edited by Arcling
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Everything that splits playerbase at this point will continue to make the game more dead. It is a old game, all steps should be taken in a direction that merges the playerbase so you have easier queuetimes, easier guild-raids etc.etc. Its only a few % of players (mainly losers, degenerates) who care about "I am Horde, he is Alliance, im not playing with him in my M+16 dungeon".

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To be fair, I've always hated this idea of faction wars. I know WoW's foundation is on it, but not all players agree with this (myself included(. It made sense on pre-Vanilla (AKA the RTS games) and Vanilla itself, but as the characters evolved, so did their ideals, and as @lChronosl said, Alliance and Horde worked together many times in the past.

BfA sheds a new light on the whole faction war that is really interesting, and it hits close to home when you compare it to the real world. We could enter war at any moment, and we seen in the past that resources are often a reason for war (oil = azerite).

From the start the faction wars were always orchestrated by a greater force, with the Burning Legion and the Old Gods often behind the curtains, which makes the races banding together to fight a greater evil more impactful in my eyes.

On the other hand, I think the idea of a third faction is great, maybe a neutral one, akin to Pandaren. In fact, would be nice if Pandaren could have the option to remain neutral as well, thus introducing a fourth faction, Pandaren only.

Edited by Valhalen
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So, bfa was initially stated to bring faction conflict to foreground, and now we are talking 3rd faction (not happening, btw) and Ally ❤️ Horde yet again. They should have cut the bullshit and name the add-on BFF, Best fkin Friends Forever.

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No, they've said that A and H will stay as they are and removing factions would be a technological nightmare. Think of all the quests that absolutely break, it'll never happen and Warcraft wouldn't be Warcraft without the factions.

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1 minute ago, leapingshadow said:

No, they've said that A and H will stay as they are and removing factions would be a technological nightmare. Think of all the quests that absolutely break, it'll never happen and Warcraft wouldn't be Warcraft without the factions.

No one is really saying they will remove factions altogether, but maybe create possibilities for the two to fight together rather than each other would be really interesting.

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26 minutes ago, leapingshadow said:

No, they've said that A and H will stay as they are and removing factions would be a technological nightmare. Think of all the quests that absolutely break, it'll never happen and Warcraft wouldn't be Warcraft without the factions.

What they say doesn't matter as much, wouldn't be the first time when they did the opposite, just like classic used to be a big no or like when some class specs were supposed to remain as "levelling specs". Quests for old zones could likely stay separate (storylines in them happened in the past), even with some faction merging, as these are based on race. Just like some Legion content is specific for different classes. If faction mechanics stay as they are now, then one faction, Alliance, will keep losing players and it's eventually going to be like 25% Alliance, 75% Horde (right now active Horde is around 60-65%). This is bad for both, as one won't have players to play against in open world pvp, while other struggles to even find enough players for things like raids.

Edited by Arcling

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I don't think they will break out of the Alliance vs Horde structure of Warcraft unless they plan on spinning up a new game. For better or worse, WoW is built around being a two faction game.

That said, I can't decide if the two faction system is starting to become a big issue. I think the inherent tribalism that being part of a "team" fosters is a major component of WoW's success, but it also feels like it frequently gets in the way of the narrative. I think WoW is just starting to creak under the weight of all it's systems and narratives. I would love to see them transition to a new game with a clean slate to build from, but I have no idea how they get there.

The closest example I can think of is in comic books. Every so often some major universe-wide conflict will boil up resulting in some apocalyptic war. This is really just a vehicle giving publishers the chance to hit the reset button on story lines and start fresh. I mean, when you have so many people working on well established heroes, what else can you do to keep things interesting? I don't know if we need that for Warcraft overall, but maybe we need it for WoW. I'd be open to it, anyway.

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3 hours ago, Stan said:

 

A Third Faction?

Now comes the completely crazy part, foreshadowed by the novel and other events in the game. Imagine that existing factions would be able to opt in and work together, or Blizzard would simply add a third faction for those, who would refuse to cooperate and remain loyal to other leaders (Sylvanas).

The new faction system could be handled in a completely different way, allowing players of the third faction to side with either Alliance or the Horde, while playing the opposite faction, leaving both factions untouched and working as intended.

While the faction conflict is a core element to World of Warcraft since its inception, it would solve a lot of problems, such as faction imbalance, sharding, and let's not forget the fact that only 35 Alliance guilds have defeated Mythic Crucible so far, so cross-realm raiding is basically non-existent on the Alliance side right now, before the Eternal Palace opens.

What do you think about the Alliance & Horde working together or a third faction added to the game? Would you still keep playing World of Warcraft? Let us know in the comments below!

Would you play the game if you were given the opportunity to cooperate with the opposite faction?

To be honest I don't think creating or introducing a 3rd faction would benefit into this type of MMO gaming.  Bioware/EA has done this to their storyline in Star Wars: The Old Republic with the events of combine forces of Republic and Imperial NPC's fighting against a 3rd faction.  But in the end there were still 2 Factions in the game.  Blizzard may adapt to something similar with their current pursuit of story content and nothing more.  

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4 hours ago, leapingshadow said:

No, they've said that A and H will stay as they are and removing factions would be a technological nightmare. Think of all the quests that absolutely break, it'll never happen and Warcraft wouldn't be Warcraft without the factions.

I can actually see this happening in a 120+ bracket. Until level 120 players play either A or H and no modification to past maps and content is required. Then at 121 a quest becomes available to choose who you work for. Choices could be like Elven Coalition (elven + draenei themed faction), Kalimdor Keepers (troll, tauren and orc themed), Soldiers of Sylvanas (undeads, goblins and other chaotic things) and Alliance of Dwarves and Humans (a gnomish/dwarven/human kingdom). Actually why stay with 3? Why not make it 4 like in Warcraft 3?

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ive been saying since MOP that there needs to be a third faction, but made up of half breeds that neither the horde or alliance accepts! Half human half orc, half dwarf half goblin, half  tauren  half gnome etc...

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While many writting things like it would be a nightmare for old content and so on, i could imagine that its do able like; you are 1 fraction in the new contents area (and you'll get a capital there) and if you got back to old content you stay seperated.

Im not saying thats what i would like but thats how it could work

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1 hour ago, ResoWho said:

While many writting things like it would be a nightmare for old content and so on, i could imagine that its do able like; you are 1 fraction in the new contents area (and you'll get a capital there) and if you got back to old content you stay seperated.

Im not saying thats what i would like but thats how it could work

That is exactly what makes sense. Or they do it as in the likes of mercenary PvP. Where in instanced area (dungeons, pvp, raids) you can get both faction players (same for guilds etc.).

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"sylvanas will not end up like garrosh". Yet the rest of the Journey so far remains the same. Assasins try to kill the bigest threat ( voljin- saurfang ) , the person survives and reach to thrall , someone begins a rebellion ( in this case its not same person but Baine) and the belf leader fights another threat ( thunder king - naga) and upon his return he will join the rebel side.

In other words its like watching an entire movie from the start just for a difference in the final scene but somehow claim that its a whole different movie .

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It could work like they did with Pandaren. Choose your allegiance at a certain point. Old content can stay the same. We already have different versions of Darnassus and Undercity. In the end the color tag above our heads (red/blue/green/orange) is simple coding. They made it work with Scryers vs Aldor in the Burning Crusade.

Do I want a third faction or being able to switch faction without a race change, Not unless it makes sense and adds something new to the game. In all these years I've always wondered why Taurens wouldn't join the Alliance. 

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simply and personally I would like to see a faction that was 'anti-faction' (as factions are presented currently in WoW). It wouldn't have to be races, could be groups like (given the turmoil that is literally tearing the world apart) The Earthen Ring and The Cenarion Circle banding together to ONLY fight the common 'evil' and refusing to participate in the conflict between Horde and Alliance.

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42 minutes ago, Tupi said:

simply and personally I would like to see a faction that was 'anti-faction' (as factions are presented currently in WoW). It wouldn't have to be races, could be groups like (given the turmoil that is literally tearing the world apart) The Earthen Ring and The Cenarion Circle banding together to ONLY fight the common 'evil' and refusing to participate in the conflict between Horde and Alliance.

If we're trying to explain it for every class, this would have worked really well in Legion. Every class hall had the backing of a non-faction based entity, SIlver Hand for Paladins, Ebon Blade for DKs, etc. The player could have aligned with their class over their faction and instead just joined an overall group that works together to fight evil, as you said, and ignores faction conflict. If you don't want to do that, you leave your class group and go to fight faction wars again.

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1 hour ago, Tupi said:

simply and personally I would like to see a faction that was 'anti-faction' (as factions are presented currently in WoW). It wouldn't have to be races, could be groups like (given the turmoil that is literally tearing the world apart) The Earthen Ring and The Cenarion Circle banding together to ONLY fight the common 'evil' and refusing to participate in the conflict between Horde and Alliance.

At least in lore, Cenarion Circle and Earthen Ring appear to be still active. Non-aligned druids and shamans are in Silithus working with Magni, together they form Champions of Azeroth faction. Other orders from Legion appear to either be disbanded or at least their Alliance and Horde members left, so likely only those who weren't part of A/H remain. Ebon Blade likely has now only neutral members remaining like Darion Mograine, Silver Hand might be Alliance-only again, Kirin Tor neutral, rest likely disbanded.

Edited by Arcling
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Highly unlikely and quite opposite.

With Old Gods possibly rising again, Black Empire returning with a Cata 2.0 like world re-vamp that will make surface like a post-apoclyptic Azeroth and with Dragons also coming back, we'll have to keep fighting together and with that we're obviously going into a No-Faction direction.

In this setting PvP and War Mode will have its own "Insurgencies". Like certain areas being controlled by old-minded sub-factions that hate the other, or things like that. They can find a way to keep that part of the game work in its way.

At least, personally I think this is how it's going to happen ;>

Edited by Aernath

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While it's curious to read all these speculations, I find it hard to believe any of these are actually happening. But that does not even matter, this eager discussion is pretty indicative of one important thing: the game community is craving for meaningful and significant changes, even probably in core game design. Which actually should happen, I think. Even though the game changes in this or that regard every xpac, on the whole it remains quite stale, and bringing in retarded-down rpg mechanics only adds insult to injury. The game is in dire need of a shakeup, and it's high fkin time for it.

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I'm anticipating something along the lines of the Aldors/Scryers from BC. That power struggle created a pseudo-factional conflict, in which any player of either faction could choose either side. Their technology at the time was more limited; I imagine they could make a much deeper experience based on that idea now.

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On 7/6/2019 at 12:28 PM, Aernath said:

Highly unlikely and quite opposite.

With Old Gods possibly rising again, Black Empire returning with a Cata 2.0 like world re-vamp that will make surface like a post-apoclyptic Azeroth and with Dragons also coming back, we'll have to keep fighting together and with that we're obviously going into a No-Faction direction.

In this setting PvP and War Mode will have its own "Insurgencies". Like certain areas being controlled by old-minded sub-factions that hate the other, or things like that. They can find a way to keep that part of the game work in its way.

At least, personally I think this is how it's going to happen ;>

this would work for me as well. I just think the whole faction conflict is too much like real life conflicts. and, to me, the point of playing a game like this is to escape that and be a hero for a short time.

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      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.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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