Jump to content
FORUMS
Sign in to follow this  
Stan

Pathfinder Removal for Old Expansions in Shadowlands (Speculation)

Recommended Posts

Elasacp.jpg

Within the 10-50 range, existing players can pick any expansion before heading to Shadowlands. In pre-Draenor zones, you can currently fly without the Pathfinder achievement, and we think Draenor, the Broken Isles, and BfA zones, are soon going to follow the same trend.

Below is the new leveling flow slide taken from the BlizzCon presentation, and at level 10, you will be able to talk to Chromie and pick any expansion for leveling if you're not a new player. 

lols.JPG.b7b4dde2f1dd858b32360b4ea4dece8

Now, the question is why would you ever pick anything besides The Burning Crusade, Wrath of the Lich King, Mists of Pandaria, and Cataclysm expansions for leveling? None of these require the Pathfinder achievement to unlock flying! Of course, you may pick a post-Draenor zone for the story, but not efficiency.

On the opposite side of the spectrum, we have Draenor, Legion, and Battle for Azeroth, where you first need to complete the Pathfinder achievements (Draenor Pathfinder Draenor PathfinderBroken Isles Pathfinder, Part Two Broken Isles Pathfinder, Part TwoBattle for Azeroth Pathfinder, Part Two Battle for Azeroth Pathfinder, Part Two) to unlock flying.

As outlined above, this causes an imbalance between the expansions and Blizzard will want to sort this out somehow, and the solution definitely won't be the removal of flying, but more like the opposite. Flying would not be obviously available at level 10 with the level squish in mind, but rather later at a reasonable level, say 30. 

By removing Pathfinder for old expansions, your choice will not be watered down to four expansions. What do you think?

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

I truly wished they would remove Pathfinder nonsense all along. When will they really see this? Method of travel and forcing people to the ground does not create immersion, good gameplay does. That's why Cataclysm zones like Deepholm and Hyjal and all story and questlines were great and fun WITH flying.

I mean success of Mechagon at 8.2 was mostly because of the Jetpack and flight gameplay, how can they ignore that successful experiment is beyond my understanding at this point.

  • Like 4

Share this post


Link to post
Share on other sites
18 minutes ago, Aernath said:

Method of travel and forcing people to the ground does not create immersion, good gameplay does. That's why Cataclysm zones like Deepholm and Hyjal and all story and questlines were great and fun WITH flying.

I had a different experience: the removal of flying in Mists (and doubly so in WoD) hugely enhanced my experience of the zones. Instead of bunny-hopping from one place to another, never really experiencing the landscape inbetween, I travelled under arches, through caves, even just followed the twists of the roads. I love that! 

Just to, uh, start off the old one-two this argument always produces. ?

And yes, removal of pathfinder for old zones is probably overdue already. Not fully sure if they'd remove it for BFA though, since that's going to be the 'new player experience' to some extent -- that probably comes down to when flying actually becomes available at all. 

If it becomes available at 50, say -- which would be really interesting, sounds annoying but bear in mind they're reducing the time to get to 50 by 60-70% -- pathfinder wouldn't even be a problem at all. Just remove it flat out except for Shadowlands. 

Share this post


Link to post
Share on other sites

God damnit. Started reading the title and got excited, then disappointment. I'll have all the pathfinders before 9.0, but definitely support the removal. And don't put it in Shadowlands either you @#$%. Explorer or Loremaster at most, don't require weeks/months of daily/world quests to unlock it!

Share this post


Link to post
Share on other sites
Uncommon Patron
51 minutes ago, dartbodman said:

God damnit. Started reading the title and got excited, then disappointment. I'll have all the pathfinders before 9.0, but definitely support the removal. And don't put it in Shadowlands either you @#$%. Explorer or Loremaster at most, don't require weeks/months of daily/world quests to unlock it!

They've already confirmed it will be in Shadowlands.

Share this post


Link to post
Share on other sites

Didn't even play BFA when I found out there was a Part 2 for just having to fly. Smart move on their end.

Share this post


Link to post
Share on other sites

The issue Blizz have is that they no longer design zones with flying in mind like they did Blade's Edge and Stormpeaks way back when. Instead, now they create cool looking zones on a flat plane and because they don't want their hardwork to go to waste by allowing you to fly clean over everything they force you to walk instead.

I'd be fine if, in new expacs, you had to level without flying but needing months worth of open-world grind in order to fly and make the open-world grind easier is just stupid.

Share this post


Link to post
Share on other sites

Makes it easy not to preorder the expansion when I know already that after all its blizzard. So flying is gated behind 50 reputation grinds (*filtered* immersion, I work 9 hours a day and dont want to travel 30minutes between two world q.). 

Plus all the *filtered* they will *filtered* up at the start (e.g. way to hard to obtain legendaries, way to hard to unlock talent trees of covenants) as always they will do stupid mistakes just for the sake of pumping up the numbers for their investors like they did in BFA.

Share this post


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

I had a different experience: the removal of flying in Mists (and doubly so in WoD) hugely enhanced my experience of the zones. Instead of bunny-hopping from one place to another, never really experiencing the landscape inbetween, I travelled under arches, through caves, even just followed the twists of the roads. I love that! 

Just to, uh, start off the old one-two this argument always produces. ?

And yes, removal of pathfinder for old zones is probably overdue already. Not fully sure if they'd remove it for BFA though, since that's going to be the 'new player experience' to some extent -- that probably comes down to when flying actually becomes available at all. 

If it becomes available at 50, say -- which would be really interesting, sounds annoying but bear in mind they're reducing the time to get to 50 by 60-70% -- pathfinder wouldn't even be a problem at all. Just remove it flat out except for Shadowlands. 

While you are free to have your own opinion and experiences, i have to disagree with you, i use flying not to bypass things and miss out on quests, but i use flying to go from point A to point B, where i don't need to kill anything along the way, i just don't bother killing things when i don't have a need to, which is why i HATE the pathfinder requirements especially needing the reps as well, which is silly.

I can understand needing the loremaster and explore achievements for said zones of said expansion, but the Reputations? hell no, With the current leveling speed even without heirlooms, you level WAY too fast to even do 2 zones of say Warlords of Draenor, which is why i think if they keep it in, they should remove the reputation requirements from it entirely, exploring and doing the zone's story achievements is the point of this locking out of flying so people don't miss out on the exploring and stuff like that.

Share this post


Link to post
Share on other sites
25 minutes ago, Lithari said:

I can understand needing the loremaster and explore achievements for said zones of said expansion, but the Reputations? hell no, With the current leveling speed even without heirlooms, you level WAY too fast to even do 2 zones of say Warlords of Draenor, which is why i think if they keep it in, they should remove the reputation requirements from it entirely, exploring and doing the zone's story achievements is the point of this locking out of flying so people don't miss out on the exploring and stuff like that.

I agree. I've always said this actually, faction reputation should only really be for cosmetics and mounts, not unlocking profession recipes and flying. Or if they are absolutely adamant they want you to build up reputation for flying, offer more options of building it up; Cata tabards come to mind. At least that way I can choose how I go about it.

Edited by Kurithas

Share this post


Link to post
Share on other sites

In all honesty, I don't mind the pathfinder system *that* much, sure it's annoying and doesn't make sense lately on rep, (im the freakin god of these lands, champion of the planet, what you gunna do, shoot me down? sure...). It's things that come organically with playing the game, exploring, doing the quests, and getting rep, a month in and easily done.

That is the issue, a month in, and part one is done, then it's almost a year of the same bullshit on the ground. Yes it's pretty cool the first week or two, the art team in WoW is carrying the game at points, but it's still pretty when I'm 20 feet up in the air, ignoring the trivial mobs below me that want to die. 

tldr; keep pathfinder, but don't do it in two parts with pt 2 a 2nd patch a year down the line...

  • Like 1

Share this post


Link to post
Share on other sites

yea, the title to this was pure click-bait. making it a statement vs. a question alludes to it being a fact that it's going to be removed vs. this being a pure speculation article with zero substance.

Share this post


Link to post
Share on other sites

I really don't understand why anyone would think this is an issue.

The 'choose your expansion' leveling path is for existing players. So basically...alts. And I highly doubt you would be able to choose an expansion with your new alt that has not yet been cleared by one of your other characters. Either that, or having this option requires a max level character on your account.

So this path is for alts. Your main is very likely already max level and has completed Pathfinder for all expansions. Pathfinder flying is an account-wide reward. The 'issue' is rendered moot.

Share this post


Link to post
Share on other sites
Uncommon Patron
14 hours ago, Tupi said:

yea, the title to this was pure click-bait. making it a statement vs. a question alludes to it being a fact that it's going to be removed vs. this being a pure speculation article with zero substance.

Pathfinder Removal for Old Expansions in Shadowlands (Speculation)

You miss the "(Speculation)" at the end? Only way it could be click bait is if you didn't read it correctly.

Edited by Calysia
  • Like 1

Share this post


Link to post
Share on other sites

This would be great! I think it would also serve to bring people back to the game. I, personally, quite enjoyed all the Pathfinder achievement grinds, but I know people who stopped playing because of it. I am also in the odd situation of moving regions (again) and I have all the achievements on my US account but not on my EU account. I nearly didn't switch simply because I won't be able to fly and won't have the time to grind (again). Anyway, I have all my fingers, toes, hoofs, crossed for this. Please keep promoting this idea. It makes sense and I'd love to get to play with my friends again too. 

Share this post


Link to post
Share on other sites

Honestly, while I don't mind pathfinder lasting some time and making us earn our way through the zones...it should not take till the last 2/3rds of the expansion to unlock.    The timing for both Legion and BFA has been awful.    Legion in particular was a sick joke as the moment we gained flying the current zones became irrelevant as the (no flying) Argus became the focus.

Pathfinder should simply be "gain revered with all the launch reputations".    By that time you've seen the zones, you've done enough quests to get revered (and then some), and flying is just a good reward for putting in that effort.     Further adding stupid time gate hurdles and putting it past the halfway point in the expansion just reeks of "inflating playtime numbers" style manipulation.

Share this post


Link to post
Share on other sites
1 hour ago, Migol said:

Honestly, while I don't mind pathfinder lasting some time and making us earn our way through the zones...it should not take till the last 2/3rds of the expansion to unlock.    The timing for both Legion and BFA has been awful.    Legion in particular was a sick joke as the moment we gained flying the current zones became irrelevant as the (no flying) Argus became the focus.

Pathfinder should simply be "gain revered with all the launch reputations".    By that time you've seen the zones, you've done enough quests to get revered (and then some), and flying is just a good reward for putting in that effort.     Further adding stupid time gate hurdles and putting it past the halfway point in the expansion just reeks of "inflating playtime numbers" style manipulation.

I would suggest just having the Loremaster and Exploration of said expansion zones being the requirement, the reputation part is too much, considering the fact that i go from 90 to 100 within 1-2 zones and 100 to 110 within 1-2 zones, BfA was more....balanced in the leveling, but i was still 120 before i didn't all the zones.

 

This is why i think the Loremaster and Explore Achievements should be the only thing we need to unlock flying.

Share this post


Link to post
Share on other sites

This should be changed to gold price.

Price should be:

WoD - 8k

Legion - 10k

BFA - 15k

People can easily pay for it with gold from quests or profession. You don't need to farm mats and sell thousands of potions. It will force people to get into economics and AH trading. 

Share this post


Link to post
Share on other sites
On 11/4/2019 at 10:53 PM, Lithari said:

While you are free to have your own opinion and experiences, i have to disagree with you, i use flying not to bypass things and miss out on quests, but i use flying to go from point A to point B, where i don't need to kill anything along the way, i just don't bother killing things when i don't have a need to, which is why i HATE the pathfinder requirements especially needing the reps as well, which is silly.

Which is completely fair and actually my main gripe with no-flying too. I feel like they've been cramming a lot of mobs into the zones since Legion, which can make ground travel really annoying. (I have comfortable barding on all my characters...) The thing I really noticed before flying was restricted, though, was that I basically only saw the mobs I was killing. I didn't see the land that connected them; their place in the world.

And often I didn't even really understand the feeling of the world itself. For example, the colossi in the Vale of Eternal Blossoms are completely different if you fly over them compared to if you walk under them. If that makes sense? 

But to be honest you don't really have to understand the way I experience the game, or I you, or us Aernath, because we're all going to experience it differently regardless and that's fine. The thing which makes this problematic is that the solution is going to affect all of us equally -- and without pleasing one group at the expense of another, that effect is inevitably going to displease all of us equally!

Your suggestion of removing the reputation requirements is interesting. As a latecomer to BFA pathfinder (I only completed it last month!) it was definitely the most painful part because you had to go 'great, no matter what I do, this is gated beyond weeks of dailies.' But I feel like removing it would be cutting a little too harshly -- perhaps lower the requirements from Revered to Honoured? That'd be very doable, but not doable-in-a-day doable.

I also feel like the second part just came way too late. I'd have preferred to see it in 8.1.5, or even 8.1 over 8.2.

Share this post


Link to post
Share on other sites

You should get flying once you get the Loremaster achievement for each expansion, and classic content (Old World along with TBC, WOTLK, and Cata as they were designed around flying) is just purchased via trainer at level 30 (as it is now for 60). This makes sure that you experience the story as Blizzard intended before being allow to cruise through it on future characters. This is an easy pill to swallow for players (many of which already have these Loremaster achievements, especially from newer expansions when the story progression basically forced it) and gives Blizzard the ability to showcase their world design.

If they want to keep Pathfinder, then make it a quest chain that gets dolled out weekly for 12 weeks or so at the beginning of the expansion - imagine something like the Making the Mount quest line from Mechagon combined with the Stable from Warlords of Draenor garrisons. It would be engaging, logically time-gated, and a reliable source of expansion long quest content now and in the future. The problem with Pathfinder for me is that it simply isn't interesting to obtain - it operates more like a fill meter completion world quest for the expansion, where every arbitrary thing I do influences it. I'd rather it be something with a focused path (haha) in place that provides real RPG elements to the game.

Edited by durdyenglish

Share this post


Link to post
Share on other sites
Uncommon Patron

This article inspires me to abandon working on pathfinder for BFA and just start leveling my 110 monk. I hope Blizzard considers this, perhaps even before 9.0. And I will certainly never go back to WOD in order to complete that pathfinder...

Share this post


Link to post
Share on other sites
On 11/4/2019 at 2:20 PM, Aernath said:

I truly wished they would remove Pathfinder nonsense all along. When will they really see this? Method of travel and forcing people to the ground does not create immersion, good gameplay does. That's why Cataclysm zones like Deepholm and Hyjal and all story and questlines were great and fun WITH flying.

I mean success of Mechagon at 8.2 was mostly because of the Jetpack and flight gameplay, how can they ignore that successful experiment is beyond my understanding at this point.

That is not what made Mechagon a success, one reason they added pathfinder so people would explore the zones that the artists and game developers busted their asses on to create for everyone. They add it after people have explored and have had time to know where things are in the zone, etc etc. They also added it as a timegate of sorts, it takes longer to get from point a to point b if you're on the ground, thus preventing you from finishing your emissary quests in 5 minutes. When more content gets released that is when pathfinder comes out, allowing for multiple things to be done quicker. You have to look at the whole picture, not just what benefits you.

Edited by Menolikeu

Share this post


Link to post
Share on other sites
On 11/6/2019 at 5:28 AM, Halock said:

Which is completely fair and actually my main gripe with no-flying too. I feel like they've been cramming a lot of mobs into the zones since Legion, which can make ground travel really annoying. (I have comfortable barding on all my characters...) The thing I really noticed before flying was restricted, though, was that I basically only saw the mobs I was killing. I didn't see the land that connected them; their place in the world.

And often I didn't even really understand the feeling of the world itself. For example, the colossi in the Vale of Eternal Blossoms are completely different if you fly over them compared to if you walk under them. If that makes sense? 

But to be honest you don't really have to understand the way I experience the game, or I you, or us Aernath, because we're all going to experience it differently regardless and that's fine. The thing which makes this problematic is that the solution is going to affect all of us equally -- and without pleasing one group at the expense of another, that effect is inevitably going to displease all of us equally!

Your suggestion of removing the reputation requirements is interesting. As a latecomer to BFA pathfinder (I only completed it last month!) it was definitely the most painful part because you had to go 'great, no matter what I do, this is gated beyond weeks of dailies.' But I feel like removing it would be cutting a little too harshly -- perhaps lower the requirements from Revered to Honoured? That'd be very doable, but not doable-in-a-day doable.

I also feel like the second part just came way too late. I'd have preferred to see it in 8.1.5, or even 8.1 over 8.2.

Well, the very fact that i completed Loremaster and Exploration just as i started the rep grind and it got to the point where it was too slow and tediously boring, now if they added a nice story arc to said reputation, that is tailored to that reputation, it would be awesome to do. Story seems to keep me interested, while grinding like a drone on the crap every day or week bores me to death.

So, i stick to my opinion on 'loremaster and explore achievements only, but if they added a story arc to all reputations involved in unlocking flying and unlocking allied races, they would be so much more fun to do, such as Nightborne and Honourbound as well as the Alliance counterpart of Honourbound....they had a decent story that kept me hooked.....the other factions were left at where they were when i finished the story arc of the zone....mostly honoured....grinding daily quest.....i mean world quests, no matter if legion world quests give 150 or 250rep each world quest, the very fact that they never even thought about adding a story arc that spanned the entirely reputation is shocking.

 

But hey, i tend to think about this stuff.

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 Starym
      We have more Mythic+ dungeon changes coming in 10.2.6, as well as a Feral fix, item improvements  including Billion rings and amulets being able to get sockets and upgrades, and more. There's also Cata Classic improvements, with Mages and Paladins getting some attention, as well as Worgen and more!
      May 2 (Source)
      Classes
      Druid Feral Fixed an issue preventing Smoldering Frenzy (Season 4 (2) Set Bonus) from triggering effects like Seal of Diurna's Chosen. Dungeons and Raids
      Algeth’ar Academy Echo of Doragosa Arcane Rift now spawns Uncontrolled Energy 20% less frequently. Overwhelming Power now spawns Arcane Rift at 4 stacks (was 3). The Nokhud Offensive Addressed an issue where the rim visual on Static Spear and Crackling Upheaval can disappear under certain situations. Items
      Fixed an issue that prevented Eye of Awakening from functioning on rings purchased from Antique Bronze Bullion vendors. Fixed an issue that prevented Tiered Medallion Setting from functioning on necklaces purchased from Antique Bronze Bullion vendors. Rings and necklaces purchased from Bullion vendors should now be eligible for socket upgrades. This fix is retroactive. Non-player Characters
      Vaskarn in the Emerald Dream no longer erroneously mentions that they can upgrade your gear with the use of Flightstones. Vaskarn in Valdrakken is unchanged. Quests
      While Time Rifts are empowered, Cache of Embers will now be awarded once per character per week from the quest for defeating a Time Rift Boss. Prince Farondis drank his Conjured Protein Shakes and bulked up, allowing players to complete “Save Yourself”.  
      Cataclysm Classic
      If a Paladin misplaces the Symbol of Faith during the quest “Materials of Significance”, they may now buy a replacement from the Lost and Found vendor in Booty Bay. Fixed the Children’s Week quest “Cruisin’ the Chasm” so that it can now be completed. Boosted Paladins should now have Collective Book of Healing or Secondhand Book of Healing as expected. Fixed an issue that prevented Worgen from being eligible for some daily quests. Mage Ignite damage will no longer be counted double toward Combustion. Refreshed Ignite that now has 3 ticks over 6 seconds will do the same amount of damage on each tick. Ignite spread by Impact and Fire Blast will no longer have a missing 2nd or 3rd tick that adds damage to future Ignites.
    • By Staff
      Blizzard have also detailed and explained changes coming to all three Warrior specs in this week's build, with Arms' AoE rotation getting some attention.
      May 2 (Source)
      There are a few Warrior updates in today’s Alpha build.
      After giving Arms and Fury access to both Bladestorm and Ravager, it was clear that Ravager had strong advantages in all situations. We’d like Bladestorm to be a strong pick for burst AOE, so we’re buffing its damage significantly, and reducing Ravager’s damage slightly. This should help make the choice between these abilities more meaningful and let each ability shine in different situations.
      Arms
      We’ve heard the feedback that the Arms AOE rotation lacks definition, so we’re making adjustments to Cleave to make it the centerpiece of Arms’ AOE rotation in The War Within. We think this will give a unique feel to Arms’ AOE rotation while bringing a classic iconic Warrior ability back to the limelight. We want Overpower to be an important part of Arms’ AOE rotation as well, but Dreadnaught was simply too strong in all situations. We’re reducing the damage from Dreadnaught and buffing Strength of Arms to put the choice between those talents on equal footing. This is not intended to be an overall reduction to Arms’ AOE damage, we simply feel that we’d rather Arms’ damage come from their direct damage abilities hitting harder and the subsequent bleeds and that will be reflected in the ongoing tuning of Arms overall.
      Fury
      We’ve also heard the feedback that Bloodthirst was not an exciting ability to use and that it felt disconnected from the rest of the Fury kit. To address this, we’re giving Bloodthirst a significant damage boost as well as adjusting several talents to affect Bloodthirst that did not previously, and adding new functionality with Deft Experience causing Bloodthirst to extend your current Enrage and changing Bloodcraze to introduce aa new interaction between Raging Blow and Bloodthirst. Our goal is to continue and extend Bloodthirst’s interaction with Enrage in new ways, as well as it contributing to Fury’s overall damage and survivability.
      Protection
      Protection Warrior has tools like Spell Reflect and Spell Block to protect it from magic, but its defensive toolkit is weak to ongoing or frequent magic damage. Fight Through the Flames is a new tool to help warriors survive that type of damage. We’ll keep an eye on its tuning. Additionally, we removed the damage penalty from Defensive Stance for Protection Warriors. Fighting defensively is what Protection specializes in, and we want to reduce the pressure on players to forego its defensive benefits for more damage.
      And here are the actual changes from the development notes:
      (Source)
      WARRIOR Slam damage normalized across all specializations (Arms-only Slam damage bonus removed), and damage increased by 200%. Slam damage increased by 130%. Arms Slam damage bonus reduced to 50% (was 75%). Bladestorm damage increased by 70%. Ravager damage decreased by 10%. Arms Cleave cooldown reduced to 3 seconds (was 6 seconds). Battlelord no longer resets the cooldown of Cleave. Storm of Swords now triggers from Whirlwind or Cleave and reduces the Rage cost of your next Whirlwind or Cleave. Fervor of Battle now also triggers from Cleave. Dreadnaught damage reduced by 58%. Strength of Arms now also increases Overpower damage by 15%. Fury Bloodthirst damage increased by 43% Bloodcraze now triggers from Raging Blow instead of Bloodthirst. Deft Experience now causes Bloodthirst to extend your Enrage effect by 0.5/1.0 sec if you are Enraged. Swift Strikes now also increases Bloodthirst’s Rage generated by 1.0/2.0 Rage. Crushing Force now increases the damage of Bloodthirst by 10/20% and critical strike chance of Bloodthirst by 5/10%. Bladestorm now generates 10 Rage per damage event for Fury (20 with Storm of Steel). Slam Rage cost removed.
    • By Staff
      Here come the Paladin adjustments for this week's Alpha build, with Retribution getting all the attention. 
      May 2nd (Source)
      Hello, Retribution Paladins.
      This week’s update is about quality of life improvements.
      Wake of Ashes
      Retribution Paladin relies on Wake of Ashes for both of their Hero Talent trees, and it is core to Retribution’s rotation. With these in mind, we moved Wake of Ashes before the 2nd gate. Additionally, we’ve noticed that aiming Wake of Ashes caused frustrations when strafing and we’ve made changes to make it feel good while strafing as well.
      Expurgation and Templar Slash
      Blade of Justice and Templar Strikes are deeply connected to the Holy Power economy, and they both have talent and stat interactions that makes you press them more often. The damage over time effects from these abilities were losing value due to being reapplied in a short cadence. Which in return made pressing your core buttons feel worse. We’ve decided to make the damage over time effects roll over their remaining damage value into the next application.
      Templar Strikes
      We’re increasing the cooldown of Templar Strikes because it requires you to press more buttons than your usual rotation. We’re compensating by increasing its damage. We believe this change will be beneficial to the health of the rotation.
      And here are the actual changes from the development notes:
      (Source)
      PALADIN Retribution New Talent: Radiant Glory – Replaces Avenging Wrath/Crusade. Wake of Ashes grants you Avenging Wrath/Crusade for 10/12 seconds. Your other damaging abilities have a chance to grant you Avenging Wrath/Crusade for 5/6 seconds. Wake of Ashes and Avenging Wrath/Crusade from this talent will function with Herald of the Sun hero talent tree’s keystone and capstone talents. Expurgation now rolls over the remaining damage value when reapplied. Templar Slash damage over time effect now rolls over the remaining damage value when reapplied. Boundless Judgment now additionally increases the chances of your Judgments chances to trigger Highlord’s Judgment by 50%. Templar Strikes damage increased by 25%. Templar Strikes cooldown increased by 2.25 seconds. Wake of Ashes now sends its cone attacks (including Seething Flames) towards where your camera is facing rather than where your character is facing. Shield of Vengeance is now a choice node with Aegis of Protection after the 2nd talent gate. Aegis of Protection now only increases the effectiveness of Divine Protection by 20% (was 10% and was also affecting Shield of Vengeance). Avenging Wrath/Crusade moved up to where Shield of Vengeance was in the talent tree. Wake of Ashes moved up to where Avenging Wrath/Crusade was in the talent tree, before the 2nd talent gate. Seething Flames moved up to where Wake of Ashes was in the talent tree.  
    • By Staff
      Arcane is in focus for today's Alpha changes, as Blizzard detail their goals and thinking behind some big changes for the spec. Fire and Frost also get some changes, with two Hero trees being adjusted as well. 
      May 2 (Source)
      Hello Mages!
      We have some Arcane Mage changes hitting the War Within Alpha today, and we want to go over them here. As mentioned a couple of weeks ago, we have 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. Today we’re talking about Arcane, so let’s dive into the specifics.
      Radiant Spark
      Arcane Mage has long had the reputation of being one of the most complicated and skill expressive specializations in World of Warcraft. A large contributing factor to this is the way in which Radiant Spark asks you to optimize your rotation. Radiant Spark’s damage bonus was so substantial and so dramatically punished you for using Arcane Missiles, that you had to go about your big burn in a very scripted fashion. With the introduction of Shifting Power, Arcane Mage gained access to mini-burns that can also utilize Radiant Spark, but to facilitate optimal usage of the spell those also had to be very scripted-- and worse yet-- your mini burn script was different than your big burn script.
      All of that to say, we don’t think that the exciting and challenging part of Arcane should be the memorization of a large script. Arcane’s burn gameplay should support and be enhanced by the mechanics and talents you have, not circumvent them. We feel confident that the removal of Radiant Spark in its current fashion is the right path forward to achieve that goal.
      The soul of Radiant Spark will live on, however, through a new talent: Magi’s Spark. Magi’s Spark accomplishes a similar goal to Radiant Spark by making Touch of the Magi more of an exciting moment, but it now rewards you for utilizing each of your core rotational Arcane spells.
      Opt-In Complexity
      We’re interested in preserving Arcane’s legacy as a skill-expressive specialization, but we must also recognize that there is a considerable population of Arcane Mage players who engage with the specialization for its visual identity and fantasy-- less so for the challenging gameplay. As Arcane Mage currently stands, it does not support simpler playstyles and thus, less informed Arcane Mages will produce very middling results.
      Similar to other trees across the game, the Arcane Mage tree is getting some choice nodes and supporting talents that are meant to provide meaningful throughput while offsetting some of the specialization’s inherent complexity-- and maybe letting you remove a button or two off of your action bars along the way.
      As with Fire Mage, we plan on tuning the more “challenging” talents to be the most competitive choices, but we will be making sure the gap between a complex talent and its simpler alternative is small enough that you don’t feel like you’re making a huge mistake by opting out of the complexity.
      Arcane Missiles
      Arcane Missile’s damage and excitement was difficult to balance alongside its accessibility. If Arcane Missiles ever became too powerful, it would dominate Arcane’s rotation and become its highest priority in all situations. By restricting access to Arcane Missiles to only be castable when you have Clearcasting, it enables us to increase its damage and expand its range of effects in a more healthy way without compromising the rest of your rotation.
      Clearcasting Effects
      We’ve observed that there has been some frustration around effects that key into consuming Clearcasting since there can rarely be long streaks where players won’t get a proc. We’re watching the discussion around these effects, and are being sensitive to the frustration these effects might cause. Sunfury and Spellslinger both grant increased access to Clearcasting, which should smooth out the rate at which you receive Clearcasting and quell some of that frustration, but if this still ends up being a large point of frustration, expect us to take action on it.
      Complexity
      Increasing the approachability of Arcane Mage was a big pillar of this talent tree redesign, and we hope that those of you who have been intimidated by Arcane’s complexity in the past will give the specialization another shot once you have access to these changes.
      As we gather feedback and continue to iterate on these changes, keep in mind that our goal moving forward is to move the skill expression of Arcane Mage into lining various buffs and effects up in preparation for your burn. Mastering the new talents and effects, and ensuring you’re managing these in a proper fashion to best utilize them during Touch of the Magi will be the differentiating factor between good and great Arcane Mages. Expect future changes to support this vision.
      That’s all for this update. We’re excited to read your feedback on this new iteration of Arcane Mage!
      And here are the changes themselves, from the development notes:
      (Source)
      MAGE Sunfury Glorious Incandescence has been updated: Now summons 4 Meteorites (was 8). Increased Meteorite’s Fire Blast cooldown reduction by 100%. Increased Meteorite’s Arcane Orb cooldown reduction by 100%. Meteorite damage increased by 100%. The timing between Meteorites dealing damage and their associated spell cooldown reduction effects have been better synchronized. Spellslinger Arcane Controlled Instincts has been redesigned – For 8 seconds after being struck by an Arcane Orb, 30% of the direct damage dealt by an Arcane Splinter is also dealt to nearby enemies. Damage reduced beyond 5 targets. Spellslingers now conjure two Splinters when they consume Nether Precision. Splintering Orbs now conjures two Arcane Splinters when they strike a target with their Arcane Orb. Arcane Splinterstorms now have a 20% chance to grant you Clearcasting (was 100%). Arcane New Talent: Energized Familiar – During Time Warp or other similar effects, your Arcane Familiar fires 4 bolts instead of 1. Damage from your Arcane Familiar has a small chance to grant you up to 2% of your maximum mana. New Talent: Eureka – When a spell consumes Clearcasting, its damage is increased by 25%. New Talent: Wizened Wit – The cast time of Arcane Blast is reduced by 10%. Choice node with Presence of Mind. New Talent: Arcane Battery – Each time you consume Clearcasting, gain 1%/2% increased spell damage for 30 seconds, stacking up to four times. 2-point talent. New Talent: Time Loop – When you gain a stack of Arcane Battery, you have a small chance to gain another stack of Arcane Battery. This effect can trigger off of itself. New Talent: Aether Attunement – While at maximum stacks of Arcane Battery, your next Arcane Missiles consumes Arcane Battery dealing 150% increased damage to your primary target and also fires at up to 4 nearby enemies. New Talent: Leysight – Nether Precision damage bonus increased to 30%. New Talent: Leydrinker – Every 6 times you consume Nether Precision, your next Arcane Blast echoes, repeating its damage at 50% effectiveness to the primary target and up to two nearby enemies. New Talent: Improved Touch of the Magi – Your Touch of the Magi now accumulates 25% of the damage you deal. New Talent: Magi’s Spark – Your Touch of the Magi now also conjures a spark, increasing the damage your target receives from your next Arcane Barrage, Arcane Blast, and Arcane Missiles by 25%. Upon receiving damage from all three spells, the spark explodes, dealing Arcane damage to all nearby enemies. Choice node with Improved Touch of the Magi. New Talent: Nether Munitions – When Magi’s Spark or Improved Touch of the Magi detonates, it increases the damage all affected targets take from you by 8% for 12 seconds. Arcane Missiles has been redesigned – Can now only be cast when you have Clearcasting. The wording of talents that are associated with Arcane Missiles have been updated to reflect this change. Nether Precision has been redesigned – Consuming Clearcasting increases the damage of your next 2 Arcane Blasts by 20% or your next 2 Arcane Barrages by 20%. Arcane Familiar has been redesigned – Casting Arcane Intelligence also summons you a Familiar that attacks your enemies and increases your maximum mana by 10% for 1 hour. Now passive. Illuminated Thoughts has been redesigned – Clearcasting has a 5% increased chance to trigger and spells that consume Clearcasting deal 5% more damage. Concentration has been redesigned – Casting Arcane Blast has a small chance to make your next cast of Arcane Blast free. Improved Prismatic Barrier is now baseline. Many talents have had their positions changed. Moved Charged Orb and Improved Clearcasting to the first gate. Rule of Threes is no longer a choice node with Arcane Familiar. The following talents have been removed: Foresight Nether Tempest Reverberate Mana Gem Radiant Spark Harmonic Echo Cascading Power Fire Controlled Destruction now has a stack cap of 50 (was 99). Pyroblast increases damage the target takes from your Ignite by 1% (was 2%) Frost New Talent: Death’s Chill – While Icy Veins is active, damaging an enemy with Frostbolt increases spell damage by 1%. Fractured Frost has been redesigned – While Icy Veins is active, your Frostbolts hit up to 2 additional targets. Now a 1-point talent. Hailstones is now a 1-point talent. Fractured Frost and Freezing Winds have swapped places in the talent tree. Cold Front and Coldest Snap have swapped places in the talent tree.
    • By Staff
      Blizzard have detailed the changes that arrived for Warlocks in this week's Alpha build, with Demonology being the main focus, with Affliction and two Hero trees getting some changes as well. 
      Warlock (Source)
      Greetings Warlocks.
      You’re going to see some Demonology changes in the War Within Alpha build today, alongside some additional changes to Affliction, Hellcaller, and Soul Harvester.
      Destruction Warlocks – we’re working on changes for you that will become available for testing in a future build.
      Here’s some context for the Demonology changes you’ll find in this build. As a refresher, here are the goals we previously stated for Demonology:
      Reduce the amount of resources Demonology generates. Redesign Doom to be an attractive talent choice. Reduce the amount of major cooldowns Demonology has access to. Demonic Cores
      Over the course of Dragonflight, we’ve wanted to and tried to reduce the number of Demonic Cores available to Demonology warlocks to rein in their mobility, resource generation, and reduce the amount of rotational time spent going back and forth between Hand of Gul’dan and Demonbolt only. In addition, we want Demonbolt to return to being a moment rather than be your primary rotational button.
      In lieu of these goals, we are removing Demonic Knowledge to reduce the frequency of Demonic Cores and will make further adjustments down the road if the rate of Demonic Cores remains too high. Over the course of alpha and beta we will be tuning Demonology to compensate for this change.
      Doom
      This is our first iteration of Doom going into The War Within and will be iterating based off feedback we receive. We wanted to try bringing back a castable version of Doom, rather than a proc, while avoiding making it required to cast Doom multiple times before being able to perform your rotation. At the same time though, we want you to think about how you use Doom and when it is cast rather than bring back an effect like Hand of Doom that makes it largely passive.
      Nether Portal
      In this alpha build of The War Within, you’ll see that Nether Portal has been removed. While we love the fantasy that Nether Portal provides and that it created a moment that felt different rotationally, its gameplay and performance proved difficult to optimize. Too many major cooldowns can increase the number of peaks and valleys Demonology’s output can experience and how much effect the duration of an encounter can have on its performance.
      We’d like to spend some time workshopping a new design for Nether Portal and have it return as a healthier addition to Demonology’s toolkit in the future.
      What’s Next?
      We’ll continue to read through feedback and the discussions happening across the community. As mentioned last week, these changes are by no means final, and we plan to iterate based off your thoughts and our own playtesting. Thank you for the discussions thus far and we’ll have more updates to share soon!
      And here are the full changes from the development notes:
      (Source)
      WARLOCK Diabolist Soulburn can no longer trigger Demonic Art or Diabolic Ritual. Demonic Art now lasts 60 seconds for each greater demon (was 20 seconds). Hellcaller Mark of Xavius has been redesigned – Agony/Wither damage increased by 20%/25% and the cooldown of Vile Taint/Cataclysm is reduced by 5 seconds. Channel Demonfire and Internal Combustion now function with Wither. Soul Harvester Eternal Servitude now reduces the cooldown of Fel Domination by 90 seconds (was 120 seconds). When Soul Anathema is reapplied, any remaining damage will be added to the new Soul Anathema. Shared Fate now deals reduced damage beyond 8 targets. Affliction
      * Malefic Rapture now deals Shadowflame damage. Inevitable Demise has been removed. New Talent: Improved Malefic Rapture – Reduces the cast time of Malefic Rapture by 10/20% and increases its damage by 5/10%. Relinquished now causes Agony to have 1.10 times the chance to generate a Soul Shard (was 1.25 times). Volatile Agony now deals reduced damage beyond 8 targets. Cull the Weak has been redesigned – Malefic Rapture damage is increased by 8% for each enemy it hits, up to 5 enemies. Demonology New Talent: Shadowcaster – Increases the damage of Hand of Gul’dan by 20% and Demonbolt by 10%. New Talent: Pact of the Ered’ruin – When Doom is removed, you summon a Doomguard that casts 5 Doom Bolts before departing. Each Doom Bolt deals Shadow damage. New Talent: Mark of Shatug – Wicked Maw causes the target to take 20% additional Shadow damage from your demons. New Talent: Ferocity of F’harg – Increases the attack speed of your Dreadstalkers by 10/20% and their critical strike chance by 15/30%. New Talent: Rune of Shadows – Increases all damage done by your pet by 4%. Reduces the cast time of Shadow Bolt by 25% and increases its damage by 40%. New Talent: Demonic Brutality – Critical strikes from your spells and your demons deal 4% increased damage. New Talent: Fiendish Prowess – Increases the attack speed of your primary demon by 25%. New Talent: Improved Demonic Tactics – Increases your primary Felguard’s critical strike chance equal to 30% of your critical strike chance. Doom has been redesigned – Inflicts impending doom upon the target, dealing Shadow damage and an additional Shadow damage to enemies within 10 yards after 20 seconds. Consuming a Demonic Core reduces the duration of Doom by 3 seconds. 30 seconds cooldown. The following talents have been removed: Demonic Knowledge Nether Portal Ner’zhul’s Volition Gul’dan’s Ambition Stolen Power Heavy-Handed Sacrificed Souls and Houndmaster’s Stratagem have been moved to row 8. Houndmaster’s Stratagem has been renamed to Wicked Maw and its icon has been updated. Doom and Summon Demonic Tyrant have been moved to row 9. Dread Calling and Grimoire: Felguard icons have been updated.
×
×
  • Create New...