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Starym

Ra-den Reset "Exploit" Drama

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Method have caught up to Complexity Limit on 9/12 and they're both on Il'gynoth now, which we'll cover in the daily summary a little later today, but something happened on Method's Ra-den kill that has the community in a bit of a conundrum and we've had the age-old "exploit vs. creative use of game mechanics" dilemma crop up once more.

So what exactly happened?

We already covered Limit's initial use of Ra-den's short reset timer to get uptime on their Demon Hunters' Metamorphosis Metamorphosis for the initial pull and Method following suit after finding out about it. Method (and possibly Pieces as well) then added to this, as they reset the boss several times (up to 4) in order to stack their 4 Warlocks' Grimoire of Supremacy Grimoire of Supremacy to get a very high burst of damage on the pull, which allowed them to not use Bloodlust Bloodlust in the start and save it for later in the fight. Here's the video of the kill and the detailed explanation by our own Impakt so you can get a better idea of what happened and it's relative strength:

Quote

Whenever a Destruction Warlock casts Summon Infernal Summon Infernal , if they have the talent Grimoire of Supremacy Grimoire of Supremacy , then it also procs a new buff called Grimoire of Supremacy that lasts for as long as the Infernal cast. This buff does not override the old buff, but rather extends the existing buff if one already exists. This is primarily because of the Vision of Perfection Vision of Perfection essence, which can proc mini-infernals which each add 10 seconds to your Grimoire buff if one is already up.
Not only does the duration get extended however, but with Grimoire of Supremacy, you can keep generating stacks. While Grimoire is active, you generate a stack each time you spend a soul shard. Each stack (with a max of 20 stacks) increases your Chaos Bolt damage by 8%, so up to a max of 160%.

In a normal 30 second buff from your standard infernal, you maybe would hit 20 stacks at the very end on a single target encounter, if that.

What Method did, however, was have their Warlocks cast Infernal, spam Rain of Fire Rain of Fire using the out of combat shard generation rate, and then reset the boss to cast Infernal again before the Grimoire buff was expired.

This enabled them to start the encounter with a Grimoire buff that would last a minute or more, but even more importantly they would start with high stacks. This meant that they would be doing the majority of their damage at the full 20 stacks, or with +160% Chaos Bolt damage, instead of ramping up to that over 30 seconds.

Overall, this results in the equivalent of each Warlock doing approximately 2x their normal damage for a minute or more into the fight.

- Impakt, Destruction Warlock main, Big dumb Guild raider and Icy Veins guide writer

So now that we know what exactly happened, it's on to the drama part. The discussions over this particular move have been intense, both on reddit and on the official forums, with the usual calls for bans from some and others saying it's either an ok move or is up to Blizzard to decide.

It seems that Blizzard did decide, however, as players from Pieces apparently got info from a Blizzard blue explaining that Ra-den's short reset would not be fixed until next week's reset, which implies they are fully aware of what happened and haven't taken any action against Limit or Method. Both those guilds might have also gotten confirmation from Blizzard before they tried their reset shenanigans, but we don't have any information on that. Pieces also downed Ra-den later in the day.

The big dilemma here then, is about size and scope. Technically what Limit and Method did are the exact same exploit/creative use of game mechanics, with Method going further on their end. However, we can't know if either guild would have gotten their kill when they did (or at all) without using either the Demon Hunter or Warlock technique. While Method certainly got more of a boost from it and would certainly have needed more time to get the boss down without it, the same applies to Limit, despite their lesser use of the exploit/creative use of game mechanics. This also puts the other guilds progressing on Ra-den in a tricky spot, as they know about both of these techniques and even if they don't want to use them they also know it's ok to, as (supposedly) confirmed by Blizzard, so if they don't use them they get left behind. We also have this comment from Complexity Limit GM Max on the subject of people accusing Method of exploiting:

 

It's definitely an interesting discussion in any case, regardless of the fans of either guild yelling at each other, so let us know what you think about it in the comments!
 

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World First race related articles

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I don't wanna get lengthy about this, but I'm always against exploits. For me, there's no such thing as 'creative use of mechanics'. If it's not meant to be done that way, then it's cheating/an exploit. I'm rather disappointed in those guilds for abusing that.

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2 minutes ago, Jettafae said:

I don't wanna get lengthy about this, but I'm always against exploits. For me, there's no such thing as 'creative use of mechanics'. If it's not meant to be done that way, then it's cheating/an exploit. I'm rather disappointed in those guilds for abusing that.

While I generally agree with you, there are a  lot of cases where a boss is simply not killable without using these due to poor design, and then the guild basically has to decide whether to use the creative thing or sit there wasting time and dying to an unkillable boss. I'm not saying that's what happened here, but it's happened plenty of times in the past. Also the biggest problem with the "no creative use ever" is that Blizzard does not enforce this consistently at all, and so you might be principled and not use something and then watch your competitor do it and get no punishment for it, making all your hard work and effort in the race meaningless.

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1 minute ago, Starym said:

While I generally agree with you, there are a  lot of cases where a boss is simply not killable without using these due to poor design, and then the guild basically has to decide whether to use the creative thing or sit there wasting time and dying to an unkillable boss. I'm not saying that's what happened here, but it's happened plenty of times in the past. Also the biggest problem with the "no creative use ever" is that Blizzard does not enforce this consistently at all, and so you might be principled and not use something and then watch your competitor do it and get no punishment for it, making all your hard work and effort in the race meaningless.

I can agree there. Blizz definitely needs to be more consistent and I think they need to do better with testing these raid bosses before they launch. Just in this case specifically, especially with Blizz saying they're gonna fix it so they can't do that anymore, I don't think 'creative use' was needed.

I will also state, I don't think anyone should be permabanned over this since it's not the worst exploit usage that's been done. However, I think a good compromise would be to roll back their kill on Ra-Den so it doesn't count and they have to do it as the fight was intended.

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In my opinion, this doesn’t meet the criteria to be called an exploit or warrant bans. The textbook example of an exploit that warranted bans was Saronite Bombs on Heroic Lich King. The interaction of a Saronite Bomb reforming a section of the collapsed platform was obviously a bug, as there was no logical mechanical interaction between the two, and it directly interfered with a mechanic of the fight.

This, on the other hand, is simply a combination of intentional mechanics, all of which are acting as Blizzard designed them, combined in a logical interaction Blizzard didn’t foresee. When a boss resets, the cooldown on Summon: Infernal resets, as intended. With Grimoire of Supremacy talented, any soul shards spent stack a damage buff, as intended. Rain of Fire allows the Warlock to spend soul shards out of combat, as intended. Buffs don’t reset when entering combat, allowing pre-potting and popping cooldowns on the pull, as intended. Ra-den has a short respawn timer. It’s not as if it’s a bug. Blizzard designed it that way. Is the interaction overpowered and does it warrant a nerf? Yes. Does it in any way interfere with the mechanics of the fight or abuse a bug? No.

It likely won’t be nerfed until N'zoth goes down and the world first race ends, because doing so would give an unfair advantage to Method over the guilds who haven’t killed it, but it also won’t make much of a difference. Every guild in the world first race is either running multiple Warlocks already of have alts to bring in for this fight, and by the time the general raiding populace gets to it, it’ll be fixed.

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26 minutes ago, AcediaRex said:

In my opinion, this doesn’t meet the criteria to be called an exploit or warrant bans. The textbook example of an exploit that warranted bans was Saronite Bombs on Heroic Lich King. The interaction of a Saronite Bomb reforming a section of the collapsed platform was obviously a bug, as there was no logical mechanical interaction between the two, and it directly interfered with a mechanic of the fight.

This, on the other hand, is simply a combination of intentional mechanics, all of which are acting as Blizzard designed them, combined in a logical interaction Blizzard didn’t foresee. When a boss resets, the cooldown on Summon: Infernal resets, as intended. With Grimoire of Supremacy talented, any soul shards spent stack a damage buff, as intended. Rain of Fire allows the Warlock to spend soul shards out of combat, as intended. Buffs don’t reset when entering combat, allowing pre-potting and popping cooldowns on the pull, as intended. Ra-den has a short respawn timer. It’s not as if it’s a bug. Blizzard designed it that way. Is the interaction overpowered and does it warrant a nerf? Yes. Does it in any way interfere with the mechanics of the fight or abuse a bug? No.

It likely won’t be nerfed until N'zoth goes down and the world first race ends, because doing so would give an unfair advantage to Method over the guilds who haven’t killed it, but it also won’t make much of a difference. Every guild in the world first race is either running multiple Warlocks already of have alts to bring in for this fight, and by the time the general raiding populace gets to it, it’ll be fixed.

Funny you should mention the Saronite - Ensidia actually had no idea what was going on there (I know all of them and talked to the rogue that was using the bombs), the rogues were just using Saronite bombs as a normal part of their rotation and from their perspective the platform was just randomly reforming for no reason. They also didn't care about the Normal mode kill in the slightest so they just ignored the bug and killed it anyway, and Blizzard massively overreacted. It's not your fault though, basically everyone uses that example as the biggest exploit ever and that just makes me laugh since there are SO many much worse offenders that were never punished.

Also, according to the blue that talked to Pieces, the issues should be fixed on the reset (presumably prolonging the Ra-den reset time).

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27 minutes ago, Starym said:

Funny you should mention the Saronite - Ensidia actually had no idea what was going on there (I know all of them and talked to the rogue that was using the bombs)

Oh c'mon Starym, them knew... they always knew. They were just pretending they are stupid.

All guilds in the article did use the exploit and should be banned for 24 hours. They get the advantage of the situation and they were able to kill the boss due to exploit.

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22 minutes ago, Sabejnos said:

Oh c'mon Starym, them knew... they always knew. They were just pretending they are stupid.

All guilds in the article did use the exploit and should be banned for 24 hours. They get the advantage of the situation and they were able to kill the boss due to exploit.

No, they didn't, I know all of them and they have 0 reason to lie to me (I talked to them when it happened and like 7 years later). It's really easy to assume this *filtered* but in the Saronite case it makes 0 sense and it really pisses me off how some people just WANT these top guilds to be assholes and cheaters - WHY would a guild like Ensidia that was going for Heroic WFs risk the exploit on a GUARANTEED kill on Normal where they had no difficulty killing it? Seriously this NEVER made any sense, even if you ignore my direct contact with like 5 players that were there and woulnd't have any reason to lie to me (I wasn't covering the race or anything back then).

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6 hours ago, AcediaRex said:

In my opinion, this doesn’t meet the criteria to be called an exploit or warrant bans. The textbook example of an exploit that warranted bans was Saronite Bombs on Heroic Lich King. The interaction of a Saronite Bomb reforming a section of the collapsed platform was obviously a bug, as there was no logical mechanical interaction between the two, and it directly interfered with a mechanic of the fight.

This, on the other hand, is simply a combination of intentional mechanics, all of which are acting as Blizzard designed them, combined in a logical interaction Blizzard didn’t foresee. When a boss resets, the cooldown on Summon: Infernal resets, as intended. With Grimoire of Supremacy talented, any soul shards spent stack a damage buff, as intended. Rain of Fire allows the Warlock to spend soul shards out of combat, as intended. Buffs don’t reset when entering combat, allowing pre-potting and popping cooldowns on the pull, as intended. Ra-den has a short respawn timer. It’s not as if it’s a bug. Blizzard designed it that way. Is the interaction overpowered and does it warrant a nerf? Yes. Does it in any way interfere with the mechanics of the fight or abuse a bug? No.

It likely won’t be nerfed until N'zoth goes down and the world first race ends, because doing so would give an unfair advantage to Method over the guilds who haven’t killed it, but it also won’t make much of a difference. Every guild in the world first race is either running multiple Warlocks already of have alts to bring in for this fight, and by the time the general raiding populace gets to it, it’ll be fixed.

Perfectly stated.  100% agree

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6 hours ago, Starym said:

Funny you should mention the Saronite - Ensidia actually had no idea what was going on there (I know all of them and talked to the rogue that was using the bombs), the rogues were just using Saronite bombs as a normal part of their rotation and from their perspective the platform was just randomly reforming for no reason. They also didn't care about the Normal mode kill in the slightest so they just ignored the bug and killed it anyway, and Blizzard massively overreacted. It's not your fault though, basically everyone uses that example as the biggest exploit ever and that just makes me laugh since there are SO many much worse offenders that were never punished.

Also, according to the blue that talked to Pieces, the issues should be fixed on the reset (presumably prolonging the Ra-den reset time).

 

6 hours ago, Starym said:

While I generally agree with you, there are a  lot of cases where a boss is simply not killable without using these due to poor design, and then the guild basically has to decide whether to use the creative thing or sit there wasting time and dying to an unkillable boss. I'm not saying that's what happened here, but it's happened plenty of times in the past. Also the biggest problem with the "no creative use ever" is that Blizzard does not enforce this consistently at all, and so you might be principled and not use something and then watch your competitor do it and get no punishment for it, making all your hard work and effort in the race meaningless.

I think a better example of sploits would be the lamps back in SWP on ET, though I'm doubtful as to the supposed origin of the guild that was doing it.

Boss resets are a known issue that Blizzard either can't or has chosen not to address. How many raids have skipped trash on the way to Orgoza by having a DH glide down to the boss and do a reset pull? We just went 7 months without that ever being fixed. Ra-den they'll be able to address by increasing his reset time, and in the mean time they're probably working on a way to force things like this to reset the player benefits when used in a raid boss encounter.

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I'm gonna put this right out there right now before people whine: Is is blizzards fault for hurrying a raid out before all major bug exploits possible are fixed so please guys ladies gamers do not stick the blame or point the fingers at complexity limit or method its not their fault theres lazy people at blizzard a billion dollar company.

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The gap between "clever use of game mechanics" and "exploit" is really small.

9 hours ago, AcediaRex said:

In my opinion, this doesn’t meet the criteria to be called an exploit or warrant bans. The textbook example of an exploit that warranted bans was Saronite Bombs on Heroic Lich King. The interaction of a Saronite Bomb reforming a section of the collapsed platform was obviously a bug, as there was no logical mechanical interaction between the two, and it directly interfered with a mechanic of the fight.

This, on the other hand, is simply a combination of intentional mechanics, all of which are acting as Blizzard designed them, combined in a logical interaction Blizzard didn’t foresee. When a boss resets, the cooldown on Summon: Infernal resets, as intended. With Grimoire of Supremacy talented, any soul shards spent stack a damage buff, as intended. Rain of Fire allows the Warlock to spend soul shards out of combat, as intended. Buffs don’t reset when entering combat, allowing pre-potting and popping cooldowns on the pull, as intended. Ra-den has a short respawn timer. It’s not as if it’s a bug. Blizzard designed it that way. Is the interaction overpowered and does it warrant a nerf? Yes. Does it in any way interfere with the mechanics of the fight or abuse a bug? No.

It likely won’t be nerfed until N'zoth goes down and the world first race ends, because doing so would give an unfair advantage to Method over the guilds who haven’t killed it, but it also won’t make much of a difference. Every guild in the world first race is either running multiple Warlocks already of have alts to bring in for this fight, and by the time the general raiding populace gets to it, it’ll be fixed.

I do like your approach. As long is something works as intended, its not exploiting. If they would have to do something strange to not lose the stacks, what would cause an unintendend behaviour of boss, that would be an exploit. If boss is reseting that fast without any other manipulation - it's not an exploit.

But even then, there are some exceptions in my pov. If you can use any intended mechanics to oneshot bosses or do insane high damage/heal - this would still be an exploit, if it happens on purpose. But this is just my opinion and dont have to be the truth ?

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I imagine that the respawn timer of the boss was unintentionally left in from when it was being tested, meaning that it is unintentional.

Compare this to Rextroy who got banned for stacking a buff to one-shot bosses. There is no limit on buffs compared to vanilla, and he was banned because of an oversight on Blizzards size. Yeah, it's true he was unbanned as he generally reports any bugs he comes across, but he was still not exempt and got banned for a month until they reverted it.

I don't believe they should be banned but they do need to send players a message, and reverting the boss kills of anyone who did it would send that message. It shows that nobody is exempt.

 

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I'm not a raider or a particular 'fan' of any top guild but enjoy watching the gameplay sometimes so here is my two pennorth.

As it happens I stumbled across Method's attempts at Ra den including the successful one live. After coming to terms with the mind blowing boredom of the downtime involved (do raiders learn another language or do some baking while waiting I wondered) these players certainly put the effort in. To me having read the description I cannot see how this is an exploit. The mechanics used are what Blizzard intended but as usual the inventive player base has out thought them.

From social media I see that a lot of people would enjoy seeing Method fail, isn't that the most likely reason for the shouts of 'exploit'? All of these top guilds have my respect for their dedication but I wouldn't recommend watching their videos unless you enjoy watching paint dry 'cos, dang, that downtime!

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I hate exploits like this especially from the super guilds, but I'll admit my hypocrisy. We used to do this at Vaelastrasz.

 

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1 hour ago, Takatsuki said:

I imagine that the respawn timer of the boss was unintentionally left in from when it was being tested, meaning that it is unintentional.

Compare this to Rextroy who got banned for stacking a buff to one-shot bosses. There is no limit on buffs compared to vanilla, and he was banned because of an oversight on Blizzards size. Yeah, it's true he was unbanned as he generally reports any bugs he comes across, but he was still not exempt and got banned for a month until they reverted it.

I don't believe they should be banned but they do need to send players a message, and reverting the boss kills of anyone who did it would send that message. It shows that nobody is exempt.

 

But how are Limit and Method supposed to know that the reset is not meant to be this short? They only saw the boss on PTR and here, with a consistent reset timer.

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20 minutes ago, JJ77 said:

I'm not a raider or a particular 'fan' of any top guild but enjoy watching the gameplay sometimes so here is my two pennorth.

As it happens I stumbled across Method's attempts at Ra den including the successful one live. After coming to terms with the mind blowing boredom of the downtime involved (do raiders learn another language or do some baking while waiting I wondered) these players certainly put the effort in. To me having read the description I cannot see how this is an exploit. The mechanics used are what Blizzard intended but as usual the inventive player base has out thought them.

From social media I see that a lot of people would enjoy seeing Method fail, isn't that the most likely reason for the shouts of 'exploit'? All of these top guilds have my respect for their dedication but I wouldn't recommend watching their videos unless you enjoy watching paint dry 'cos, dang, that downtime!

About the downtime, the raiders don't really have much of it at all. When "nothing" is happening on the stream that means they're either eating or having extremely long discussions on the strats for the boss. I'm not 100% sure how Method or Limit do it, aka if ALL raiders discuss or at least listen to the strats, but I'd assume so.

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It definitely falls on the "exploit" side of the table, but it is handled correctly by every party involved. No need to rush the patch - next week it will be upped to 31 seconds - 1 minute, so everyone can try this reset with the same timer. Gaining advantage through a minor bug is unfair, but any intervention (such as bans, kill revertion, hotfix) would cause far more trouble and unfairness in the race to world first, so yeah - the drama is pointless as always.

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the thing is "world first race" is nothing official its just a player made thing.. so why would blizzard care to not ban those guys? exploit is exploit.. but after reforged i think they dont want to kill another franchise.  they are cowards that hang on to their sinking ship.

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6 hours ago, Starym said:

About the downtime, the raiders don't really have much of it at all. When "nothing" is happening on the stream that means they're either eating or having extremely long discussions on the strats for the boss. I'm not 100% sure how Method or Limit do it, aka if ALL raiders discuss or at least listen to the strats, but I'd assume so.

Ah thanks for that explanation Starym, I should have engaged brain slightly more. The streaming I watched there was no broadcast chat presumably so no one copied their tactics. Smart move.

56 minutes ago, Badadada said:

Gaining advantage through a minor bug is unfair,

Is it a bug though? Have Blizzard said so?

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33 minutes ago, lolblizzard said:

the thing is "world first race" is nothing official its just a player made thing.. so why would blizzard care to not ban those guys? exploit is exploit.. but after reforged i think they dont want to kill another franchise.  they are cowards that hang on to their sinking ship.

Your nickname completely deflates anything you talk about. When your starting point and only motivation is to talk trash your opinions matter less. I agree reforged was terrible, but that literally has nothing to do with this. Blizzard's exploit philoshopy and implementation has been inconsistent since the first raids ever and has nothing to do with Limit, Method or anything else.

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Isnt this the same thing like certain classes being able to build up certain trinkets or spell's pre pull that let them do more dps (which was used by alot of people and was patched few days after it became viral)? With this Blizz opted out to let it persist for this reset and will fix it for next one so all guilds are kind of on the same plate. Any guild that actually goes for this level of mythic raiding is gonna reclear again after the reset (if N'zoth isn't killed by then). Ultimatley its up to Blizzard to decide what they want to do with this whole thing and community feedback can help if its actually constructive and if it's not coming from the ' I don't like this guild so they should be punished for it' while completly ignoring that the guild they love took advantage of it aswell. Im fan of both Method and Limit btw and im glad to see alot more competition from other guilds and regions in World First races(the more the merrier and its more fun then wtaching only 2 guilds with no other competition)

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On 1/31/2020 at 6:09 AM, Starym said:

While I generally agree with you, there are a  lot of cases where a boss is simply not killable without using these due to poor design, and then the guild basically has to decide whether to use the creative thing or sit there wasting time and dying to an unkillable boss. I'm not saying that's what happened here, but it's happened plenty of times in the past. Also the biggest problem with the "no creative use ever" is that Blizzard does not enforce this consistently at all, and so you might be principled and not use something and then watch your competitor do it and get no punishment for it, making all your hard work and effort in the race meaningless.

It gets worse when a guild bashes another guild for using exploits years before (Helya Mythic anyone?) and then proceed to do it themselves, for pretty much the exact same reason.

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Fodder to the Flame demon now revealed by Spectral Sight. Fodder to the Flame demon now takes fatal damage from Eye Beam/Fel Devastation in addition to Throw Glaive. Fodder to the Flame buff is now granted immediately upon killing demon (was upon collecting soul). Metamorphosis cooldown reduced to 3 minutes (was 4 minutes). Darkness now has a 15% chance to avoid all damage from an attack. Chance to avoid damage increased by 100% when not in a raid. First of the Illidari has been removed. Havoc Metamorphosis duration reduced to 20 seconds (was 24 seconds). Demonic Appetite is now baseline for Havoc and causes souls to generate 20 Fury (was 30). Fel Eruption is now baseline for Havoc. Glaive Tempest cooldown increased to 25 seconds (was 20 seconds), damage increased by 15%, and damage reduced beyond 8 targets (was 5). Fel Barrage has been redesigned – No longer channeled, drains 15 Fury per tick, lasts until Fury is depleted. Damage reduced beyond 5 targets (was 8). Initiative’s effect is no longer triggered or denied by damage over time effects. Momentum now increases damage by 6% (was 8%), lasts 6 seconds (was 5 seconds), and duration stacks to a max of 30 seconds (was 10 seconds). New Talent: Inertia – When empowered by Unbound Chaos, Fel Rush increases damage by 20% for 5 seconds. Fel Rush now enforces a global cooldown of 0.5 seconds (was 0.25 seconds). Felblade now enforces a global cooldown of 0.5 seconds (was 1.5 seconds). [WIP] New Talent: Deflecting Dance – Blade Dance deflects incoming attacks, absorbing damage up to 15% of your maximum health. [WIP] New Talent: A Fire Inside – Immolation Aura has 1 additional charge and 30% chance to refund a charge when activated. You can have multiple Immolation Auras active at a time Felfire Heart talent has been removed. Fel Rush damage increased by 60%. Unbound Chaos is now a 1-point talent (was 2) and increases next Fel Rush damage by 250% (was 200/400%). Critical Chaos is now a 1-point talent (was 2), and has refund chance 30% of your Critical Strike chance (was 20/40%). Dancing with Fate is now a 1-point talent (was 2), Blade Dance final slash damage bonus is now 25% (was 20/40%). Blind Fury now is now a 1-point talent (was 2), Eye Beam generates 40 Fury per second (was 20/40) and has 10% increased damage and duration (was 10/20%). Serrated Glaives is now a 1-point talent (was 2), and has been adjusted – Enemies hit by Chaos Strike or Throw Glaive (was only Throw Glaive) take 15% (was 10/20%) increased damage from Chaos Strike and Throw Glaive (was Chaos Strike and Eye Beam). Growing Inferno is now a 1-point talent (was 2), and increases damage by 10% per tick (was 5/10%). Isolated Prey has been adjusted – No longer causes Fel Rush to grant Fury; now causes Immolation Aura to deal 30% increased damage. Vengeance Amirdrassil, the Dream’s Hope (2) Set Bonus – Chance to trigger reduced for each target beyond the first. DRUID Guardian Developers’ note: Guardian Druid’s Rage generation scales exceptionally well with large numbers of targets, often resulting in resource saturation. This adjustment to Blood Frenzy is meant to tone down Rage income in scenarios with large target counts. Thrash’s rage generation from Blood Frenzy now has a target cap (was previously uncapped). Amirdrassil, the Dream’s Hope (2) Set Bonus – Dream Thorns now absorbs 25% of the damage dealt to you while active (was 10%). Dream Thorns duration increased to 45 seconds. Restoration Cenarius’ Guidance no longer spawns an additional Grove Guardian at the beginning of Incarnation: Tree of Life. Cenarius’ Guidance now reduces the cooldown of Incarnation of Tree of Life by 5 seconds when a Grove Guardian fades (was 4 seconds). Grove Guardians are now present on the totem bar. EVOKER Augmentation Developer note: Augmentation’s contributions to the party, particularly in Mythic+, are too impactful and are making it difficult for other compositions to shine. As a result, we’re doing some targeted nerfs to their group utility by reducing the value of Aspects’ Favor, Molten Blood, and Ebon Might. Aspects’ Favor increases maximum health by 2/4% (was 3/6%). Molten Blood absorption reduced by 50%. This remains unchanged in PvP combat. Ebon Might grants 8% of the Evoker’s primary stat (was 10%). The above changes will be applied over the course of PTR via hotfix. Preservation Spiritbloom healing increased by 25%. Spiritbloom healing increase has been reverted (was increased by 25%). Rewind recovers 33% of damage taken in the last 5 seconds (was 40%). MAGE Arcane Amirdrassil, the Dream’s Hope (2) Set Bonus – The duration of the Forethought has been increased to 20 seconds (was 15 seconds). Amirdrassil, the Dream’s Hope (4) Set Bonus – Now requires consuming 3 Clearcasting stacks to empower your next Arcane Missiles (was 6). After consuming 3 Clearcasting Arcane Missiles, your next Arcane Missiles will deal 150% increased damage to the primary target and 100% increased damage to the secondary targets hit. Fixed an issue with the Arcane Missile Volley reach extending far further than intended. Fire Amirdrassil, the Dream’s Hope (2) Set Bonus – Now increases Critical Strike damage by 4% per stack (was 3%). Amirdrassil, the Dream’s Hope (4) Set Bonus – Now increases the Critical Strike damage bonus of Searing Rage by 150% (was 100%). Developer’s note: We’re aware of an issue with the following Crit Damage bonuses not attributing the correct amount of damage to Ignite when an ability critically strikes: Overflowing Energy, Wildfire, and Searing Rage (10.2 Class Set Bonus). This issue will be resolved in next week’s PTR build. MONK Jade Serpent Statue’s Soothing Mist healing increased by 40%. Mistweaver Amirdrassil, the Dream’s Hope (2) Set Bonus – Chi Harmony now stores 20% of all healing (was 15%). Healing Elixir has been redesigned as a passive effect – You consume a healing elixir when you drop below 35% health and are not in a loss of control effect, instantly healing you for 15% of your maximum health. You generate 1 healing elixir every 30 seconds, stacking up to 2 times. Unison’s range increased to 40 yards (was 15 yards). Windwalker Developers’ note: We are continuing to monitor the set bonus and the feedback around it. As the auto-attack trigger was not accomplishing the intended goal of providing Windfoot only during lulls and quiet points in the rotation, we’ve updated the bonus to trigger off all melee ability damage and normalized trigger frequency. Amirdrassil, the Dream’s Hope (2) Set Bonus – Blackout Kick damage increase is now 150% (was 100%). Amirdrassil, the Dream’s Hope (4) Set Bonus – Cooldown reduction increased to 2 seconds (was 1 second). Fixed an issue that prevented Windfoot from being correctly consumed when Spinning Crane Kick was used. Fixed an issue that caused Windfoot to be consumed when Dance of Chi-Ji empowers a Spinning Crane Kick. Fixed an issue that prevented Dance of Chi-Ji from granting Blackout Reinforcement. Developers’ note: The Windwalker changes above were applied to the PTR environment late last week. Amirdrassil, the Dream’s Hope (2) Set Bonus – Windfoot now triggers off melee abilities in addition to auto-attacks and has been shifted to a normalized proc model. Blackout Reinforcement’s tooltip updated to reflect the updated cooldown reduction value. PALADIN Holy All healing reduced by 5% (was 3%). Hand of Divinity now increases the healing of Holy Light by 40% (was 80%). Saved by the Light’s absorb shield increased by 50%. Blessed Focus now increases the healing of Glimmer of Light by 40% (was 25%). Merciful Aura healing is now increased by 20% (was 50%) while Aura Mastery is active. Merciful Aura healing increased by 15%. Touch of Light healing now increased by 500% (was 700%). Word of Glory healing increased by 10%. Barrier of Faith now creates an absorb based on 25% of healing done (was 50%). Aura Mastery now increases the effectiveness of Devotion Aura to 12% (was 15%). Protection Amirdrassil, the Dream’s Hope (2) Set Bonus – Now grants damage reduction instead of Armor. Maximum stacks reduced to 5, each granting 2% damage reduction (was 10 stacks, each granting 1% Armor). Retribution Developers’ note: Due to previous bugs with targeting issues on Wrathful Sanction, the ability was a bit undertuned. Following these bug fixes, we’re retuning the set bonus to better hit our tuning targets for the set bonus. Additionally, with the amount of uptime that the 4-set bonus provides, it was overperfoming in tandem with a few of the Retribution talents located deeper in the tree. We appreciate everyone’s feedback and playtesting and we’ll keep making adjustments to this sets power as necessary over the course of PTR. Amirdrassil, the Dream’s Hope (2) Set Bonus – Expurgation now deals 30% increased damage (was 50%). Wrathful Sanction now deals 50% of the main Holy damage to up to 4 nearby enemies (was 20%). Amirdrassil, the Dream’s Hope (4) Set Bonus – Echoes of Wrath now causes your next Templar’s Verdict and Divine Storm to deal damage a second time for 25% effectiveness (was 50%). PRIEST Power Word: Life now costs 2.5% mana (was 0.5%). Power Word: Life cooldown decreased to 15 seconds (was 30 seconds), but its cooldown is no longer decreased when cast on targets below 35% health. Power Word: Life is now only usable on targets below 35% health. Power Word: Life’s healing increased by 500% and no longer increases its healing on targets below 35% health. Discipline Developers’ note: We heard feedback that Shadow Covenant and the talent tree in general would be more flexible and interesting if Shadowfiend were a more viable option, so Shadow Covenant now grants a higher damage increase with Shadowfiend. We’ve also tied in the duration with the duration of Shadowfiend or Mindbender to make using Inescapable Torment more enjoyable. Finally, we’ve reduced the overall value of Shadow Covenant (particularly with Mindbender) and distributed some of the power into Penance, to nudge Discipline a bit closer towards consistent damage instead of heavy burst windows. Ultimate Penitence now takes into account your primary target and will prioritize healing bolts if an ally is selected, or damaging bolts if an enemy is selected. Damage and healing increased by 25%, and an initial tick has been added to the start of the channel. Embrace Shadow has been removed. Twilight Corruption remains in its location, and continues to increase Shadow Covenant’s effectiveness by an additional 10%. Shadow Covenant duration now matches the duration of Mindbender at 12 seconds (was 7 seconds with Mindbender). Shadow Covenant now grants 10% Shadow damage and healing increase with Mindbender, or 25% with Shadowfiend (was 25% with either one). Shadow Covenant’s visuals have been improved. Penance damage and healing increased by 15%. Mindbender and Void Summoner have swapped locations in the talent tree. Void Summoner reduces the cooldown of Shadowfiend by 4 seconds or Mindbender by 2 seconds (was 2 seconds for both). Fixed an issue causing Mindbender to sometimes return to your side immediately upon being summoned. Expiation increases Mind Blast and Shadow Word: Death damage by 15/30% (was 10/20%). Weal and Woe increases Smite’s damage by 20% per stack (was 12%) and Power Word: Shield by 10% per stack (was 5%). Holy Developers’ note: With the Flash Heal and Heal buffs, Trail of Light was overperforming, so we’re reducing its value to match its previous power level. We’re also increasing the value of Pontifex since it was an unpopular talent. Finally, we’re making Echo of Light’s period faster so that it is more responsive to damage. Prayer of Mending healing decreased by 5%. Prismatic Echoes now increases the healing of Echo of Light by 4/8% (was 6/12%). Echo of Light healing decreased by 15%. Divine Image’s Dazzling Light healing decreased by 35%. Divine Image’s Blessed Light healing decreased by 20%. Trail of Light replicates Heal or Flash Heal for 13/25% value (was 18/35%). Pontifex increases healing done by Holy Words by 20%, stacking 2 times (was 10%). Echo of Light heals every 2 seconds and lasts 4 seconds (was heals every 3 seconds and lasts 6 seconds). ROGUE Airborne Irritant has been moved to the class tree (was in Outlaw) and has been adjusted – Blind has 50% reduced cooldown, 40% reduced duration, and applies to all enemies near the target. Marked for Death has been removed. Assassination Amirdrassil, the Dream’s Hope (4) Set Bonus – Envenomous Explosion damage has been increased by 230%. Caustic Spatter damage increased to 35% (was 30%). Dashing Scoundrel is now a 1-point talent (was 2). Indiscriminate Carnage duration is now 10 seconds (was 3 seconds). Scent of Blood now increases Agility by 2/4% per target Ruptured (was 1.5/3%), to a max of 20% (was 24%). Outlaw Grand Melee (Roll the Bones buff) has been adjusted – Now increases damage by 5%, and Blade Flurry deals 10% additional to nearby targets. Crackshot damage with Dispatch reduced to 75% of normal damage (was 100%). Dreadblades has been removed. Subtlety Stilleto Staccato and Stunning Secret have been removed. Goremaw’s Bite cooldown reduced to 45 seconds (was 1 minute). Secret Technique damage increased by 12%. SHAMAN Elemental Amirdrassil, the Dream’s Hope (4) Set Bonus has been redesigned – When consuming Primordial Wave and for 10 seconds afterwards, Lava Burst burns your target for 25% additional damage over 4 seconds, and for 10 seconds each cast of Chain Lightning causes your next Lava Burst to hit up to 3 additional targets affected by your Flame Shock for 100% of normal damage. Restoration Developers’ note: With Riptide, Healing Surge, and Healing Wave doing a lot more healing, Ancestral Awakening’s power was increased beyond intended levels. Ancestral Awakening heals for 10/20% of healing done (was 15/30%). Ancestral Awakening now prefers to heal injured players instead of always healing the lowest health player. Amirdrassil, the Dream’s Hope (2) Set Bonus has been adjusted - Tidal Resorvoir now heals for 15% of all Riptide healing done (was 20%) and now lasts for 15 sec (was 10 sec). Amirdrassil, the Dream’s Hope (4) Set Bonus has been adjusted - chance to create a new Riptide has been reduced to 5% (was 10%). WARLOCK Affliction Amirdrassil, the Dream’s Hope (4) Set Bonus has been redesigned – Soul Rot grants 3 Umbrafire Kindling which increase the damage of your next Malefic Rapture by 50% or your next Seed of Corruption by 60%. Additionally, Umbrafire Kindling causes Malefic Rapture to extend the duration of your damage over time effects and Haunt by 2 seconds. Demonology All Nether Portal demons’ damage increased 30%. Gul’dan’s Ambition has been redesigned – When Nether Portal ends, you summon a Pit Lord that blasts your target for Fire damage every 1 second for 10 seconds. Demonic Tyrant’s Demonfire damage increased 30%. Reign of Tyranny has been redesigned – Summon Demonic Tyrant empowers 5 additional Wild Imps and deals 10% additional damage for each demon he empowers. Fixed an issue where your permanently summoned Felguard would not benefit from Summon Demonic Tyrant. Demonbolt damage increased 30%. Hand of Gul’dan damage increased 25%. Wild Imp damage increased 25%. Implosion damage increased 25%. Shadow Bolt damage increased 30%. Call Dreadstalkers damage increased 25%. Grimoire: Felguard damage increased 30%. Immutable Hatred has been redesigned – Your primary Felguard’s Legion Strike deals 100% increased damage to its primary target. Your primary Felguard deals Physical damage after auto-attacking the same enemy 3 consecutive times. Amirdrassil, the Dream’s Hope (2) Set Bonus has been redesigned – Demonbolt now applies a Doom Brand that explodes after 20 seconds, dealing Shadow damage to nearby enemies. Hand of Gul’dan reduces the duration of your active Doom Brands by 1 second per Soul Shard spent. Doom Brand damage increased 35%. The chance for Doom Brand to summon a Doomfiend has been increased. Amirdrassil, the Dream’s Hope (4) Set Bonus has been redesigned – When Doom Brand explodes, you have a chance to summon a Doomfiend that casts 5 Doombolt Volleys before departing. Each Doombolt Volley deals Shadow damage to up to 4 nearby enemies. Destruction Rain of Fire damage increased 15%. Amirdrassil, the Dream’s Hope (2) Set Bonus has been redesigned – Bolts from Dimensional Rifts now deal 25% of damage dealt to nearby enemies. Immolate periodic damage has a chance to grant a charge of Dimensional Rift. Amirdrassil, the Dream’s Hope (4) Set Bonus has been redesigned – Dimensional Rift can now summon a powerful Flame Rift which blasts 20 Searing Bolts that deal Fire damage and an additional Fire damage over 10 seconds. WARRIOR Rallying Cry now increases current and maximum health by 10% (was 15%). Inspiring Presence has been removed. Arms Slam damage increased by 25%. Improved Slam’s Critical Strike damage increase reduced to 10% (was 30%). Protection Amirdrassil, the Dream’s Hope (2) Set Bonus has been slightly redesigned – Consuming bleeds now grants a damage taken reduction to the Warrior instead of applying a damage dealt reduction to the target. Now consumes 40% of the remaining Bleed damage (was 100%) when casting Shield Slam. Amirdrassil, the Dream’s Hope (4) Set Bonus – Thunderous Roar cooldown reduction increased to 3 seconds (was 1). ITEMS
      Equipment that drops in the following activities have had their item levels increased: Dragonbane Keep World Quests Centaur Hunts Fyrakk Assaults Researchers Under Fire Time Rifts Dreamsurge Repeatable activities will reward Season 3 Explorer Gear and weekly activities will reward Season 3 Adventurer Gear. Dilated Time Capsule (Time Rifts weekly currency) has been discontinued and can be sold to vendors for gold. The new weekly currency is Dilated Time Pod. Dreamsurge Chrysalis (Dreamsurge weekly currency) has been discontinued and can be sold to vendors for gold. The new weekly currency is Dreamsurge Cocoon. PLAYER VERSUS PLAYER
      Developers’ note: We are expanding the maximum number of Arena maps within each map pool to 10 (was ? with the goal of increasing map diversity slightly week to week. All Arena map pools now have an additional 2 maps. Pool A: Added Black Rook Hold and Ruins of Lordaeron. Pool B: Added Hook Point and The Robodrome. Pool ? Added Tol’viron Arena and Dalaran Sewers. PALADIN Holy Barrier of Faith is now 100% more effective in PvP combat. Aura Mastery now increases the effectiveness of Devotion Aura to 24% in PvP combat (was 30%). PRIEST The backlash effects of Vampiric Touch, Stellar Flare, Unstable Affliction, Glimmer of Light, and Flame Shock will now land on Priests during Phase Shift. Fixed an issue that caused Howl of Terror and Psychic Scream to not break from Shadow Word: Death’s damage. USER INTERFACE AND ACCESSIBILITY
      PING SYSTEM You can now right click a ping chat message to report spam. TRADING POST You can now click the frozen item slot to select and purchase it, instead of having to locate it in the list. A refund icon has been added to indicate items that are refundable. Hover over the icon to view the time remaining for a refund. EDIT MODE The Micromenu can now be resized to be smaller than default (previously it could only be made larger). Accessibility Options now has a new Mounts section, which includes settings to better control dragonriding using the keyboard. Pitch Control – Players can now set their Move Forward and Move Backward keys to control pitch while dragonriding. Set the sensitivity of these keybinds and their debouncing behavior when transitioning between dragonriding and grounded. Existing dragonriding accessibility options have been moved to the Mounts section. Added new class resource bars for several classes: Demon Hunter Balance Druid Brewmaster Monk Shadow Priest Elemental Shaman
    • By Staff
      Here come the big DH changes, as Blizzard dive into what's coming with 10.2, focusing on Havoc and some general class thing for now.
      Demon Hunter (Source)
      Demon Hunter talent updates will be starting to roll in as they become ready, starting with Havoc tree changes in this week’s PTR build. In some cases, talents may be missing or marked as a work in progress [WIP], but there are enough changes to the Havoc tree and individual talents that we’d like to get it in players’ hands to begin gathering feedback. Vengeance and Class tree changes are coming soon.
      Demon Hunter
      Spectral Sight cooldown is now 1 minute 30 seconds (was 1 minute, and 30 seconds with rank 2 talented). Fodder to the Flame demon now revealed by Spectral Sight. Fodder to the Flame demon now takes fatal damage from Eye Beam/Fel Devastation in addition to Throw Glaive. Fodder to the Flame buff is now granted immediately upon killing demon (was upon collecting soul). Metamorphosis cooldown reduced to 3 minutes (was 4 minutes). Darkness now has a 15% chance to avoid all damage from an attack. Chance to avoid damage increased by 100% when not in a raid. First of the Illidari has been removed. Havoc Metamorphosis duration reduced to 20 seconds (was 24 seconds). Demonic Appetite is now baseline for Havoc and causes souls to generate 20 Fury (was 30). Fel Eruption is now baseline for Havoc. Glaive Tempest cooldown increased to 25 seconds (was 20 seconds), damage increased by 15%, and damage reduced beyond 8 targets (was 5). Fel Barrage has been redesigned – No longer channeled, drains 15 Fury per tick, lasts until Fury is depleted. Damage reduced beyond 5 targets (was 8). Initiative’s effect is no longer triggered or denied by damage over time effects. Momentum now increases damage by 6% (was 8%), lasts 6 seconds (was 5 seconds), and duration stacks to a max of 30 seconds (was 10 seconds). New Talent: Inertia – When empowered by Unbound Chaos, Fel Rush increases damage by 20% for 5 seconds. Fel Rush now enforces a global cooldown of 0.5 seconds (was 0.25 seconds). Felblade now enforces a global cooldown of 0.5 seconds (was 1.5 seconds). [WIP] New Talent: Deflecting Dance – Blade Dance deflects incoming attacks, absorbing damage up to 15% of your maximum health. [WIP] New Talent: A Fire Inside – Immolation Aura has 1 additional charge and 30% chance to refund a charge when activated. You can have multiple Immolation Auras active at a time Felfire Heart talent has been removed. Fel Rush damage increased by 60%. Unbound Chaos is now a 1-point talent (was 2) and increases next Fel Rush damage by 250% (was 200/400%). Critical Chaos is now a 1-point talent (was 2), and has refund chance 30% of your Critical Strike chance (was 20/40%). Dancing with Fate is now a 1-point talent (was 2), Blade Dance final slash damage bonus is now 25% (was 20/40%). Blind Fury now is now a 1-point talent (was 2), Eye Beam generates 40 Fury per second (was 20/40) and has 10% increased damage and duration (was 10/20%). Serrated Glaives is now a 1-point talent (was 2), and has been adjusted – Enemies hit by Chaos Strike or Throw Glaive (was only Throw Glaive) take 15% (was 10/20%) increased damage from Chaos Strike and Throw Glaive (was Chaos Strike and Eye Beam). Growing Inferno is now a 1-point talent (was 2), and increases damage by 10% per tick (was 5/10%). Isolated Prey has been adjusted – No longer causes Fel Rush to grant Fury; now causes Immolation Aura to deal 30% increased damage. Vengeance Amirdrassil, the Dream’s Hope (2) Set Bonus – Chance to trigger reduced for each target beyond the first.
    • By Staff
      Blizzard have posted previews for the two new public events coming with patch 10.2, Superbloom and Emerald Bounty! The preview goes into detail on the Ancient of Life that will be running the Superbloom, as well as the Dreamfruit and the new Bloom Quality bar which will increase the power of another event, which is tied into the Emerald Bounty.
      10.2 Public Events (Source)
      In the Guardians of the Dream patch, there are some new public events that feed into each other in the Emerald Dream zone.
      The Superbloom
      The Superbloom is the new major public scenario event in the Emerald Dream. You will follow an Ancient of Life, Sprucecrown, as he begins a ritual to bloom life all around Amirdrassil, the budding world tree. He will need your help with various tasks along the way, such as watering flowers and pulling weeds. But danger also awaits, as the Primalists will not stand idly by while we empower the tree with life.
      The event begins at the start of the hour, every hour.
      Dreamfruit
      As Sprucecrown conducts his ritual, some trees will grow which bear large Dreamfruit. These Dreamfruit will grant great powers to help players in the event and in the zone beyond.
      Dreamfruit are very rare and powerful. At first, players may only be able to see one, and therefore only gain one power. But as players progress renown with the Dream Wardens and gain insight into the mysteries of the Dream, they will be able to see up to the total of four available Dreamfruit, therefore gaining up to four powers.
      Each individual Dreamfruit during the Superbloom has its own, unique pool of blessings it can bestow. Some offer great powers to help you in combat, while others offer powers to help you progress the Superbloom to higher qualities of Bloom. Mix and match and have fun!
      Bloom Quality
      Public events in Dragonflight have undergone many iterations, and after hearing feedback about the reward structure for Researchers under Fire, this is another iteration to try something new. During the Superbloom, players will earn “Bloom”, which fills a bar at the top of the screen. Players will receive their main, large reward for the Superbloom once a week on their first completion, regardless of how much Bloom was gathered. Higher qualities of Bloom offer some additional rewards on top of that. The primary impact of Bloom Quality is the strength of the next public event, the Emerald Frenzy, which ties into the Emerald Bounty.
      The Emerald Bounty
      The Emerald Bounty is a series of micro events triggered by players at will, all across the zone. It’s split into two parts: The Emerald Frenzy & Planting Dreamseeds.
      The Emerald Frenzy
      This is a small event triggered directly after the Superbloom. A random area in the zone will become empowered with life energies for a short time, causing the wildlife in the area to go into a frenzy!During this frenzy, enemies will become more powerful, but also drop greater quantities of the Emerald Dewdrop currency. Enemies will drop even greater amounts of Dewdrops the greater the Bloom Quality was at the end of the latest Superbloom.
      Planting Dreamseeds
      Throughout the zone, players will encounter small patches of dirt. Players will also find Dreamseeds through their journeys in the Dream. Players may plant a Dreamseed in any patch of dirt in order to begin an Emerald Bounty event. The Dreamseed will begin to grow, and players will be able to contribute Emerald Dewdrops or even more Dreamseeds to help encourage the plant’s growth. Once the plant has completed its growth cycle, which takes only a few minutes, it will share its bounty with those who helped it.
      Please share your thoughts and feedback with us here. We’re eager to hear it!
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