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Blizzard just outlined a new round of class changes hitting Season of Discovery on March 5.
As players continue to level up to 40 and experience all that Phase 2 has to offer, we’ve closely monitored in-game progress, feedback from the community, and bug reports. With scheduled weekly maintenance next week, we’ll make the following adjustments to some classes that are underperforming.
Hunter Chimera Shot damage increased to 120% of weapon damage (was 100%) and Chimera Shot Serpent Sting damage increased to 48% of Serpent Sting damage (was 40%). Explosive Shot base damage done before Attack Power increased by 15%. Carve damage increased to 65% of weapon damage (was 50%). Mage Frostfire Bolt base damage increased by 50%, and its increased damage from bonus spell damage increased by 16%, identical to the value for Fireball. Spellfrost Bolt base damage increased by 50%, and its increased damage from bonus spell damage increased by 14%, identical to the value for Frostbolt. Regeneration, Mass Regeneration, and Chronostatic Preservation spell power coefficients increased by 88%. Developers’ notes: This is to compensate for Mage healers wearing primarily items which grant “damage and healing” instead of “healing”. Chronostatic Preservation mana cost decreased by 44%. Resolved some tooltip issues with Chronostatic Preservation. Paladin Seal of Martyrdom damage increased to 50% weapon damage per swing (was 40%). Seal of Martyrdom Judgement increased to 85% weapon damage (was 70%). Seal of Martyrdom Seal and Judgement effects now benefit from talents and effects that modify Seal of Righteousness, particularly Improved Seal of Righteousness. Warlock Grimoire of Synergy now increases damage done by the Warlock and their pet by 25% when it is active (was 5%). Warrior Devastate damage increased to 150% of weapon DPS (was 100%), before being increased by number of Sunder Armor stacks.
The Stranglethorn Vale world boss Kha'damu surprisingly dropped a Level 125 sword in the Season of Discovery.
This two-handed sword, named the Bloodthirst Blade, requires players to be at least Level 125 to wield it. Below is how the tooltip appears in-game:
Given that the item is marked with the Unique (0) attribute, players cannot even loot it. This raises questions about the developers' intentions for this sword.
Last month, the WoW community participated in a poll to determine the top class for Season of Discovery Phase 2, and we've got the results!
Season of Discovery Phase 2 kicked off on February 8, and it's been interesting to see which class the community thought would shine, especially before the latest balance updates went live.
The Fury Mage spec emerged as the frontrunner, predicted by the community to excel in Season of Discovery Phase 2. Following closely behind were the Arms Warrior in second place and the Feral Druid in third.
At the lower end of the spectrum, the Retribution Paladin received 2.31% of the votes, the Elemental Shaman garnered 3.13%, and the Destruction Warlock came in just slightly higher at 3.19%.
Fury Warrior - 28.29% (957 votes) Arms Warrior - 13.39% (453 votes) Feral Druid - 10.4% (352 votes) Fire Mage - 5.56% (188 votes) Enhancement Shaman - 5.05% (171 votes) Balance Druid - 4.76% (161 votes) Shadow Priest - 4.76% (161 votes) Survival Hunter - 4.32% (146 votes) Combat Rogue - 3.64% (123 votes) Arcane Mage - 3.31% (112 votes) Destruction Warlock 3.19% (108 votes) Elemental Shaman - 3.13% (106 votes) Retribution Paladin - 2.31% (78 votes)
Blizzard laid out their plans for Molten Core in their latest Season of Discovery update!
The raid size at Level 60, which is the max level planned for Season of Discovery, will be 20. This applies to both Molten Core and an unannounced Level 50 raid coming in the next phase.
Blizzard also explained Molten Core would be easier to scale from a 40-player raid down to a 20-player experience compared to other raids.
Raid Size at level 60
Recently a hot topic of debate is the raid size at level 60 and we’ve been watching the commentary on this closely. To help quell confusion, here’s a look at exactly what to expect in the net few phases in terms of raid size:
The yet-to-be-announced level 50 raid will be a 20 player experience Molten Core will also be a 20 player experience in Season of Discovery Past that, we are still discussing exactly what raiding in the later tiers of Season of Discovery will look like in terms of raid size.
For a bit of background, when we first concepted Season of Discovery we felt that it was perfectly natural for a version of Original World of Warcraft to have 40 player raids. This is partially because the development time needed to scale them was not planned within the scope of what we set out to accomplish on the aggressive schedule we have, but mostly because 40 player raids felt like such a defining characteristic of Original WoW and are utterly unique to this version of the game. It wasn’t really even in consideration to eschew them entirely.
When we set out to create our level-up raids however, we did feel that asking people to field 40 players would be a tall ask at level 25. We wanted these first few raids to be somewhat easy to form pick-up groups for as well. As a result, we decided on 10-player experiences instead for the first two level-up raids. As we’ve played the game ourselves and watched how players approach community building, we’ve realized that we’ve set some communities up to potentially struggle a bit by asking them to recruit up from one or two 10-player raid groups to a full 40, should they choose to. As a result, we wanted make it clear now what our plans are to start “bridging” from 10 player raids to higher raid sizes.
While overhauling all 40 player raids down to 20 would be theoretically possible, this may be prohibitively difficult and detract significantly from the other features and content we have planned to implement in a post-60 Season of Discovery. We are doing some investigation now to help us understand what would be needed and what the framework of the Original WoW data can support in this regard. There are some features that just cannot currently exist in Original WoW as well, such as Flex Raiding, so we are constrained in exactly what we are able to do here. Molten Core is definitely unique here in that it is simple enough mechanically and under the hood that it would be relatively easy to pare down to a 20 player experience.
There's a whole lot of class tuning in today's hotfixes, as Druids, Hunters, Mages, Paladins Shamans and Warriors get a varying amount of changes. We also see the reduction to the much-discussed and very high Gnomeregan boss armor values, and tuning for the High-Yield Radiation Bomb.
February 27 (Source)
WoW Classic: Season of Discovery
High-Yield Radiation Bomb adjusted: Its slow effect can now be removed with snare removal effects. Its damage-over-time is now correctly Nature damage and a Poison effect (was Magical). The initial damage of the bomb now works on enemies that are typically immune to slows. The initial damage of the bomb will now always go off when it hits. The increased armor value of certain mechanical bosses in Gnomeregan has been reduced slightly. Developers’ notes: The higher armor values on certain mechanical enemies in Gnomeregan was correct and intended, but we will adjust the armor on Crowd Pummeler 9-60 and Mekingeer Thermaplugg slightly to provide up to a 10% increase in physical damage received, depending on modifiers present. We also checked the Mechanical Managerie, and it is using the correct armor values. Druid Lifebloom mana cost reduced by 50%. Developers’ notes: Lifebloom refunds half its new base mana cost per stack when it expires or is dispelled. This part has always functioned in this way, and we’ve seen a bit of confusion around how the mana return portion of Lifebloom functions. Living Seed now heals for 50% of the critical heal that planted the seed (was 30%). This heal now blooms from non-periodic healing received, in addition to any damage taken. Nourish mana cost reduced by 27%. Moonkin Form now also reduces the mana cost of Moonfire by 50% and increases Moonfire periodic damage by 50%. Sunfire also benefits from this change. Moonkins can now cast non-healing Restoration spells without cancelling their shapeshift. This includes: Remove Curse, Remove Poison, Abolish Poison, Innervate, Rebirth, Revive, Mark of the Wild, and Gift of the Wild. Fury of Stormrage improved: when this rune makes Healing Touch instant, it now also makes it castable in all shapeshift forms. Lacerate critical strikes can now trigger Primal Fury. Nourish is now instant cast when Fury of Stormrage is active. Nourish no longer breaks Moonkin form when Fury of Stormrage is used to cast an instant version of the spell. Hunter Dual Wield Specialization no longer grants a 30% damage bonus to Raptor Strike for wielding two weapons of the same type. Mage Chronostatic Preservation no longer checks for a target within range or line of sight on the first cast. Its tooltip states that it has an Unlimited range, andthe first part of the ability now does, but the unleashed heal has a range of 40 yards (46 yards talented), which is unchanged. Paladin Crusader Strike now deals Holy damage instead of Physical damage, ignoring armor, and is now affected by Holy damage prevention. Crusader Strike is still considered a melee attack, and not a spell. Seal of Martyrdom can no longer trigger Art of War, and will no longer be triggered by Frost Oil or other weapon procs. Rogue Redirect no longer triggers or is affected by the global cooldown, and its own cooldown has been reduced to 10 seconds. Developers’ notes: when Redirect is combined in a macro with other Combo Point related abilities, it often does not function as expected. We recommend not including it in such macros. Main Gauche now generates 3 combo points on your target and base Energy cost reduced to 15. Just a Flesh Wound threat bonus increased such that Rogue tanks will generate approximately 30% more threat. Shaman Two-Handed Mastery rune now also provides 10% increased Attack Power and 10% increased chance to hit with spells after hitting a target with a two-handed weapon. Shamanistic Rage rune now grants 5% of the Shaman’s maximum mana per
second, instead of a value scaling from Attack Power, Spell Power, or Healing Power. Spirit of the Alpha rune now grants the casting Shaman 20% increased Attack Power if they cast the spell on a target other than themselves. Earth Shield mana cost reduced by 67%, and charges increased from 3 to 9. The base amount healed now properly scales with level and is about 50% higher than previously at level 40. Power Surge tooltip revised to clarify functionality. This rune periodically grants mana every 5 seconds, equal to 15% of the Shaman’s intellect. Some potential timing issues that could have sometimes made it give less mana than intended have been fixed. Ancestral Guidance cooldown reduced to 1 minute (was 2 minutes). Warrior Rallying Cry now correctly benefits the Warrior's entire raid (was: the Warrior’s party only).