Jump to content
FORUMS
Sign in to follow this  
Stan

WoW Classic Realms Population Report: August 27th

Recommended Posts

TL1iRjc.jpg

We saw plenty of new realms opening yesterday due to extremely high demand and it's time to look at the current state of realm population after the WoW Classic launch madness.

In this report, we'll be only listing the current population of all realms, because realms that were previously marked as Full now have High population and we don't know whether players moved from these realms to new servers or if it's just the visual bug that Ion spoke about earlier.

Check out our WoW Classic Realm Population Hub for the latest information!

Europe

English Realms

Firemaw, Golemagg, and Mograine are currently experiencing connection issues. Players are reportedly disconnecting from the servers only to find themselves in queues upon reconnecting to the game.

Blizzard LogoBlizzard (Source)

We experienced a drop of players - particularly on Mograine, Firemaw, and Golemagg. Those realms have recovered now but it does unfortunately mean that those who were disconnected are now queued to get back into those realms.

We know many of you are eager to play and we realise how frustrating this experience is, to that end we’re continuing to monitor the status of all EU Classic realms.

Blizzard launched multiple new servers in the EU yesterday.

Realm Name Type Population
Firemaw PvP High
Flamelash PvP Medium
Gandling PvP Medium
Gehennas PvP High
Golemagg PvP High
Hydraxian Waterlords RP Low
Mirage Raceway Normal Medium
Mograine PvP High
Nethergarde Keep Normal Low
Noggenfogger *new* PvP Medium
Pyrewood Village Normal Medium
Razorgore PvP Medium
Shazzrah PvP High
Stonespine *new* PvP Low
Zandalar Tribe RPPvP Medium

German Realms

Realm Name Type Population
Everlook Normal Medium
Lucifron PvP High
Patchwerk PvP Low
Razorfen Normal Medium
Venoxis PvP High

French Realms

Realm Name Type Population
Amnennar *new* PvP Medium
Auberdine Normal Medium
Sulfuron PvP High

Russian Realms

Realm Name Type Population
??? *new* PvP Medium
Flamegor PvP High
Chromie Normal Low

US

Blizzard opened a total of ten servers in the US last night. Most realms are currently sitting at Low population and it almost appears there are too many.

Realm Name Type Population
Ashkandi *new* Normal Low
Atiesh Normal Low
Bigglesworth PvP Low
Blaumeux PvP Low
Bloodsail Buccaneers RP Low
Deviate Delight *new* RPPvP Low
Fairbanks PvP Low
Grobbulus RPPvP Low
Kirtonos *new* PvP Low
Kromcrush *new* PvP Low
Kurinnaxx *new* PvP Low
Mankrik Normal Low
Myzrael Normal Low
Old Blanchy Normal Low
Pagle Normal Low
Rattlegore *new* PvP Low
Smolderweb *new* PvP Low
Sulfuras *new* PvP Low
Thalnos PvP Low
Westfall Normal Low
Incendius PvP Medium
Skeram PvP Medium
Whitemane PvP Medium
Faerlina PvP High
Herod PvP High
Stalagg PvP High

Oceania

Two Oceanic realms launched overnight.

Realm Name Type Population
Arugal PvP High
Felstriker *new* PvP Low
Remulos Normal Low
Yojamba *new* PvP Low

Share this post


Link to post
Share on other sites

the queues yesterday reminded me that I dont have time to pay $15/month to sit in a queue for 5 hours in order to play a game with friends.

  • Like 1

Share this post


Link to post
Share on other sites
Quote

How is Pagle "Low" but has a 4k queue and 2 hour wait? Makes sense.

 

Because the original post was made 15 hours ago and yours was made 7 hours after it and realms are filling up quickly.

Share this post


Link to post
Share on other sites
10 hours ago, Shadowrane said:

How is Pagle "Low" but has a 4k queue and 2 hour wait? Makes sense.

There was a display bug that got fixed in the morning.

Share this post


Link to post
Share on other sites

Queues are low during “working hours” as soon as 2:30-10pm rolls around kids are home from school, people are home from work, and the queues jump to 3-4 hour waits

Edited by Wrath1986

Share this post


Link to post
Share on other sites

This report seems a little ...um.... off. Incendius is ALWAYS high pop... with 4-500 minute waits (at least thats what it says... prolly a little less in reality). Athough is low to medium at 4-5am.  Also, Kirtonos is NOT low... it mostly medium to high (queue times less though, like 15-20min wait less)... and it is high from about 4pm to midnight (wait times 30 to 20 min).

Share this post


Link to post
Share on other sites
12 hours ago, Robotzh8teme said:

This report seems a little ...um.... off. Incendius is ALWAYS high pop... with 4-500 minute waits (at least thats what it says... prolly a little less in reality). Athough is low to medium at 4-5am.  Also, Kirtonos is NOT low... it mostly medium to high (queue times less though, like 15-20min wait less)... and it is high from about 4pm to midnight (wait times 30 to 20 min).

It was off due to a visual glitch as explained in our latest report.

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
      Hunters got some newly added tuning today, as Blizzard detail additional changes added to the already quite significant class tuning! 
      Hunter (Source)
      This morning with scheduled weekly maintenance, in addition to previously-planned adjustments to other classes, we deployed several changes to Hunters in Season of Discovery.
      Hunter
      Rapid Killing now reduces the cooldown of Rapid Fire by 80% (was a reduction of 2 minutes). Chimera Shot weapon damage percent increased to 135% (was 120%). Explosive Shot base damage before attack power increased by 50%. Sniper Training has an additional new effect: while Sniper Training is at 5 stacks, Aimed Shot is instant. Serpent Spread now causes Multi-shot to apply Serpent Sting to its targets for 12 seconds (was 6 seconds). Steady Shot now deals 100% weapon damage (was 75%). As we previously noted, there are more adjustments coming for Hunters and other classes. In general, we intend to improve the ranged playstyle and diminish the melee playstyle so that the two become more equivalent.
      We apologize for the confusion caused by the changes above going live earlier than intended, and we intend to post more about further adjustments soon.
      Thank you for your patience and understanding.
    • By Staff
      This weekend, a global damage reduction aura will be tested in PvP combat in Season of Discovery to balance the increased burst damage observed the latest phase.
      (Source)
      Hello, Classic PvPers!
      This coming weekend, we will test an adjustment to Player versus Player combat in Season of Discovery. We will implement a global damage reduction aura on PvP combat between players (and player controlled pets and other units).
      When we started Season of Discovery, we knew that PvP would become significantly more fast paced and bursty, with each class being capable of significantly more damage output, and this quickly proved to be true. We experimented with a damage reduction aura in battlegrounds during Phase 1, but it didn’t work as well as we hoped, mostly because healing was scaling more aggressively than damage at that point, causing healing classes to become significantly more oppressive in battlegrounds than they normally would be. Now that we’re in Phase 3, we’ve made many changes and added more runes, and burst damage has significantly outpaced healing output, so we feel that it’s a good time to try this again.
      Damage scaling and its impact on PvP has always been a concern in World of Warcraft, even since original WoW. Various systems have been introduced to counteract this to varying levels of success, but ultimately it always comes down to the fact that player damage outscales player health at a base level, and an adjustment is needed for combat between players to continue to feel satisfying as player power increases. We’ve been hesitant to introduce this as a permanent feature, and we prefer to give it a trial run this weekend to get an idea of how it feels before we take further steps. Please note: this aura will affect all areas of the game world, not just battlegrounds.
      We encourage you to get out into the world (or in battlegrounds) and PvP the weekend and let us know how it feels. We’re prepared to do some tuning to make it the most effective, so your feedback will be very helpful.
      We currently plan to enable the aura on all Season of Discovery realms on Friday, April 26 at approximately 19:00 CEST, and it will be disabled four days later, during scheduled weekly maintenance in each region.
      We look forward to your feedback. Thank you!
    • By Staff
      Blizzard have announced that there will be realm transfers coming from PvP to PvE realms over the next few weeks. These free transfers will be open for a short time and on multiple occasions. Blizzard also explain why these are opening now and also talk about faction balance, which is the reason the transfers will work in these short bursts on numerous occasions. 
      Transfers (Source)
      Good evening everyone,
      When we launched Season of Discovery, we made some bold decisions, one of those was the creation of Enforced Faction Balanced PvP Realms. When we did this, we did our best to communicate some caveats that this may not end up being the experience you want from World of Warcraft, as PvP realms can be an intensely challenging experience at times. While we are very happy with how the faction balance system has worked out, we know from player feedback internally and externally that the reality of a balanced presence of both factions on a single realm, and that individual layers will not always have equal factions, means that some folks have now decided they would instead prefer a PvE ruleset, but have characters locked to these PvP realms.
      To that end, we genuinely want everyone to have the best time they can in Season of Discovery, so over the next few weeks, we will be periodically opening Free Character Transfers from PvP realms to PvE realms. These transfer windows will open and close fairly rapidly, and we offer no guarantee that you will be able to transfer. The reasoning for this is simple; we need to ensure that one faction doesn’t disproportionally leave a realm, undoing months of hard work with realm faction balance.
      These transfer options will be periodically available starting Tuesday and will open and close throughout the rest of this week.
      As always, thank for you joining us in Season of Discovery. We’ve experimented a lot and learned much that will ultimately lead to bigger and better things.
    • By Staff
      We have some more class tuning coming to Phase 3 of SoD, as Druids, Paladins, Priests, Rogues and Shamans get some solid changes.
      Class Tuning (Source)
      Tomorrow, during each region’s normal maintenance period, we will apply the following adjustments to classes in Season of Discovery.
      Druid
      The Natural Weapons talents now increases all damage done by druids in Season of Discovery, instead of just physical damage. The Gale Winds rune now reduces the mana cost of Hurricane by 60%. Swiftmend no longer consumes a Rejuvenation or Regrowth effect on the target when used. Developers’ notes: Please note that it does still require Rejuvenation or Regrowth to be on the target to be used. Paladin
      Seal of Righteousness damage can now be critical hits. Sacred Shield’s duration is extended to 60 seconds (was 30 seconds). Crusader Strike has now gained an additional effect: Crusader strike now refreshes all judgement effects active on the target to a 30 second remaining duration. Seal of Martyrdom can now “twist” with other seals, including Seal of Command. Developers’ notes: Seal “twisting” was an interesting emergent effect that became popular during the original Burning Crusade, that utilized the slower server messaging system used in early versions of WoW to slightly extend the duration of the Paladin’s active seal for a short time whenever a second seal was cast. This effectively allowed paladins to momentarily gain the benefit of two seals at once if they timed the application of a new seal to line up perfectly just before their weapon swing. This is something we would have considered a bug at the time, but for many players, it became a popular feature of the class, allowing skilled players to increase their output with precision gameplay.
      We recreated this playstyle in Burning Crusade Classic and since then it’s been a popular request in other versions of original WoW, including Season of Discovery. We had concerns about allowing Martyrdom and Command specifically to be twisted together in Season of Discovery for a variety of reasons, including the fact that the playstyle is highly mana inefficient, it largely requires addons such as a weapon swing timer to function properly, and twisting can be unintuitive for less experienced players. As the game matures and we continue to listen to player feedback however, we recognize that for some, this is part of the charm and uniqueness of playing a paladin during those early eras of WoW’s history. We consider this change to be experimental and we will watch the performance and behavior of Retribution closely after this change. Should it prove problematic, we may revert this change or apply additional adjustments later. We greatly appreciate the feedback we’ve received about this thus far.
      With this change to allow twisting, we do not expect to see a major change in the “optimal” way to play Retribution right away. Due to the interaction between Art of War, Martyrdom, and Exorcism, we’ll likely need a larger redesign and changes to that interaction to truly add more diversity to the Retribution playstyle. We’re evaluating options here for potential changes we can make either via hotfix during Phase 3 or as part of a larger effort for Phase 4. Priest
      Shadowform now increases all shadow damage done by 25% (was 15%). Rogue
      Saber Slash bleed now stacks up to 5 times. Saber Slash bleed now also increases the impact damage done by Sinister Strike and Saber Slash by 15% per stack for the rogue who applied the bleed. Saber Slash bleed now deals 3% of the rogue’s Attack Power in damage per tick (was 5%). Shaman
      Mental Dexterity now only triggers from dealing damage with Stormstrike and Lava Lash, and it now lasts 30 seconds (was 10 seconds). Burn now increases Flame Shock Damage by 100% and flame shock DoT duration by 6 seconds, and causes Flame Shock to strike up to 5 targets (was 3 targets). Developers’ notes: We’ve received a lot of feedback about the overall usability of mental dexterity, particularly for Elemental Shamans. This ability was not intended to be used by elemental, so the adjustments we’ve made are to help ensure its usage is a bit more enhancement-centric. To compensate, we’ve increased the output and usability of the Burn rune, with a slight quality-of-life improvement in the form of a Flame Shock duration increase which allows two Lava Burst casts to be used within a single Flame Shock duration. This is likely not going to be enough to overall bring elemental up to the level we want, so we intend to continue to make other tactical adjustments in future class adjustment updates as needed. In the Weeks to Come
      We’re carefully planning for more adjustments to Hunters, Mages, Shamans, and Warlocks in future updates. We really appreciate the feedback we’ve received since the start of Phase 3 and look forward to sharing more about our next round of adjustments with you soon.
    • By Staff
      Players have been noticing that Righteous Orbs were suddenly no longer dropping, and now Blizzard have confirmed that there was a hotfix, and that they were never intended to drop before Phase 4.
      Righteous Orbs (Source)
      With a hotfix that went live to all realms earlier today, Righteous Orbs no longer drop during Phase 3 of Season of Discovery.
      They’ll become available as intended in Phase 4.
×
×
  • Create New...