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Starym

The Real Reason the Ripcord Won't Be Pulled for Covenants?

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Despite the very controversial Covenant issue having received a definitive answer, with Game Director Ion Hazzikostas announcing there wouldn't be any major changes to the system for the Shadowlands launch, it would be expected for the discussion over it to die down a little, but it hasn't. A recent preview of the new issue of PCGamer magazine has revealed an interesting aspect of the Covenant story, one which may explain why Blizzard have been this adamant about not releasing the Covenant abilities from their respective homes, or more generally allowing for free Covenant changes:

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As redditor Metal-Wolf-Enrif noticed and shared from the print version, the issue of choice seems to be front and center in the promotion of the new expansion. Here's the statement Ion Hazzikostas made regarding the freedom of choice for Covenant abilities/switching and the proverbial ripcord:

Blizzard LogoPulling the Rip-cord (source)

We’ve also heard from many players who, rather than being worried about regretting their choice, would prefer that they not have to choose at all; they have advocated that we offer a way to switch among the various active abilities offered by covenants without friction. But these covenant systems are thoroughly intertwined: Covenant abilities are often modified by covenant-specific conduits and soulbinds; most of those soulbinds in turn are unlocked through covenant-specific narrative campaigns. Granting access to one of these without the others would lead to an incomplete or confusing result. In short, pulling on that thread (or cord, as it were) would unravel the entire fabric of the system. Even so, we would embrace the work required to rebuild the covenant system along those lines if we agreed that it would be an improvement, but we ultimately do not share that view.

Now, that's a fine reason, but it seems like there could have been a way to uncouple the Conduits or have them work a different way but, having now seen a taste of the promotional material, which very strongly indicates that the "Choices Matter" angle will be the main drive of the ad campaign, perhaps this was the real reason why the abilities and switching had to stay as they were?

The reality is probably a bit of both, as uncoupling the Counduits and Soulbinds would have been a fair amount of work and redesign, which in and of itself could have been enough of a reason not to do it this late in the development process, but when you add the fact that the focus of the promotional campaign is on choices and consequences... the "pull the ripcord" fans never stood a chance. Whether the Soulbinds and Counduits, as well as the marketing strategy decisions simply hadn't been made yet when Ion Hazzikostas did the Preach interview, (where the entire "pull the ripcord" movement started, when Ion said that the dev team has the option ready to "pull the ripcord" on making Covenant switching very easy to do and without much consequence) we might never know.

What do you think was the real reason for Blizzard staying the course?

Source.

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Great...it probably wouldnt have been as bad if the soulbinds and conduits actually offered variance to the covenant abilities so like you could use a single target one in aoe and vice versa with a different soulbind...but in reality its just an uninteresting system that adds damage where youre going to be forced into a specific one anyways. With a week cooldown for resets. 

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2 hours ago, Starym said:

when you add the fact that the focus of the promotional campaign is on choices and consequences... the "pull the ripcord" fans never stood a chance.

So, in reality, before we even get the first glimpses of beta, they've already decided how they're building everything based on a freaking ad campaign, so what use is beta feedback at all about these systems? I was upset about feedback being ignored about major systems in Legion and BfA betas regarding Legendaries and Azerite Armor, respectively. Now, I am completely demoralized. I agree 100% with Starym's analysis I quoted above, and taking that to it's logical conclusion is that they released beta dead-set on ignoring all feedback about changing the Covenant/Conduit system. That is almost half of your character at max level, and they just said "We don't care if you don't like it, cause we've already started building a whole ad campaign around this idea." The fact that they knew this was going to come out eventually and people were going to connect the dots and they just. didn't. care. They could have come out months ago and said "Sorry, this is the entire lynchpin of the expansion, it's not going anywhere and this is why".* As a fan, as a player, as someone who has written mountains of feedback for the last 3 expansions, I feel so disrespected. I'm sorry this is so negative, but I just can't find a way to put a positive spin on this at all.

P.S. - This *STILL* doesn't fix the disoriented relationships between the covenants and the player from a lore perspective. It's like the lore and the covenant-swapping are playing in two alternate universes.

*My guess is they didn't do that because they knew they'd be called on chaining gameplay to a marketing stunt far earlier than they are now. By waiting, this can and will demoralize many #PtR people, since it's 'too late to change it now'. 

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34 minutes ago, ORCSMASH said:

So, in reality, before we even get the first glimpses of beta, they've already decided how they're building everything based on a freaking ad campaign, so what use is beta feedback at all about these systems?

No. I'm guessing the ad campaign was based on the way they're building things. And that was decided way before beta started. It's not like they whipped out the whole covenant system in the last 2 months. They may have done that in code, but they could have started planing it and putting it on paper in 8.1 for all I know.

So what use is feedback in beta? Bugfinding, suggesting minor tweaks and turns and stuff like that. Certainly not rebuilding core systems and features of a product. Unless the costumers are willing to wait another year or so.

Edited by Gortan
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46 minutes ago, ORCSMASH said:

So, in reality, before we even get the first glimpses of beta, they've already decided how they're building everything based on a freaking ad campaign, so what use is beta feedback at all about these systems? I was upset about feedback being ignored about major systems in Legion and BfA betas regarding Legendaries and Azerite Armor, respectively. Now, I am completely demoralized. I agree 100% with Starym's analysis I quoted above, and taking that to it's logical conclusion is that they released beta dead-set on ignoring all feedback about changing the Covenant/Conduit system. That is almost half of your character at max level, and they just said "We don't care if you don't like it, cause we've already started building a whole ad campaign around this idea." The fact that they knew this was going to come out eventually and people were going to connect the dots and they just. didn't. care. They could have come out months ago and said "Sorry, this is the entire lynchpin of the expansion, it's not going anywhere and this is why".* As a fan, as a player, as someone who has written mountains of feedback for the last 3 expansions, I feel so disrespected. I'm sorry this is so negative, but I just can't find a way to put a positive spin on this at all.

P.S. - This *STILL* doesn't fix the disoriented relationships between the covenants and the player from a lore perspective. It's like the lore and the covenant-swapping are playing in two alternate universes.

*My guess is they didn't do that because they knew they'd be called on chaining gameplay to a marketing stunt far earlier than they are now. By waiting, this can and will demoralize many #PtR people, since it's 'too late to change it now'. 

Yeah, everything is based on that one campaign of ads in that one magazine, not systems begun a long time ago :)

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I remember when streamers and youtubers like PreachGaming said that blizzard's reaction to feedback from their players was awesome and that they were listening. Well I think they did not listen enough.
Of course its nice to not have system on top of a system on top of a system like in BfA but instead from the start of the expansion but honestly, does blizzard even consider some other choices? By now almost everyone said that the should just make the covenant abilities into some sort of talent unbound to their original covenants, since we're already helping everyone anyway. The solution is literally at hand. The conduits do not matter much, since except for the ability- focused conduit, you have almost all the important stuff with any conduit anyway. "More Damage from Skill X", yes, all four covenants do have that..

I already feel exhausted and Shadowlands isn't even live yet. I already want this expansion to be over. I don't care anymore. I'm around since 2004 and I never had trouble to find a class I like to play, except for now. I dislike the idea of being forced to choose between story and visual stuff and the strength I get in PvE. I don't want to join maldraxxus on my warlock but if I don't I am literally trolling my progress guild. THAT is some great design. Thanks blizzard.

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I also don't really get Ion's point, that making the covenant abilities free to switch, would 'unravel the entire fabric'.
Where's the problem, if you, for example, linke the conduits to the abilities, so that you always choose an ability and it's respective soulbind.

Maybe I'm missing something?

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29 minutes ago, Asakash said:

I also don't really get Ion's point, that making the covenant abilities free to switch, would 'unravel the entire fabric'.
Where's the problem, if you, for example, linke the conduits to the abilities, so that you always choose an ability and it's respective soulbind.

Maybe I'm missing something?

I think the conduits are all the same, its just the lore and signature abilities that are different. 

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1 hour ago, Asakash said:

I also don't really get Ion's point, that making the covenant abilities free to switch, would 'unravel the entire fabric'.
Where's the problem, if you, for example, linke the conduits to the abilities, so that you always choose an ability and it's respective soulbind.

Maybe I'm missing something?

You are missing the time played metric that the games success is measured by now. The old metric was subs but once that started slipping then they tried to inflate time played by adding pathfinder and other time gating events.

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5 hours ago, Gortan said:

So what use is feedback in beta? Bugfinding, suggesting minor tweaks and turns and stuff like that. Certainly not rebuilding core systems and features of a product. Unless the costumers are willing to wait another year or so.

Whether it would take another year I don't know; I suspect they could change it, but are indeed sticking to this because what some players want (unlimited free choice) simply isn't a great option either. It's a reaction to a possibly bad system and far from a good system itself. 

But BFA seems to suggest that if it is a bad system we'll get additional things added to it later, not a revamp there and then.  

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9 minutes ago, Halock said:

Whether it would take another year I don't know; I suspect they could change it, but are indeed sticking to this because what some players want (unlimited free choice) simply isn't a great option either. It's a reaction to a possibly bad system and far from a good system itself. 

But BFA seems to suggest that if it is a bad system we'll get additional things added to it later, not a revamp there and then.  

yes bandaids ION's favorite save his *filtered* tool u would think he learned  from BFA  but i guess not cant wait till 9.3 when this will all have 2 sets of bandaids to make the system actually not feel like trash 

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After doing some research, watching videos from Preach and Bellular, and testing/playing around in the beta I am going to have to play/work with 2 separate characters to main just to fill in the off role of what is needed on the content I wish to do and to provide what my Guild needs in a Raid/keystone setting.  I would rather just work with 1 character with the option to switch roles on a whim but since Blizzard is dead set on weekly lock ins I'll make do with what I can work with to enjoy what content is available at my leisure.

I really don't see this to be an easy undertaking even with new feature implement for alt catch up mechanics for leveling and Renown...there is NOT a catch up for gear or the decrease of rng in the game.  Specially at the start of a brand new expansion where everything starts out at ground zero.  Just means twice the work I have to put in on a daily basis for two characters to match in gear/ilvl throughout the duration of the expansion till things start to ease up on Blizzards end for Conduits or if I can unlock more than 1 Soulbind before the release of the first season of Mythic+.

I had the idea back in BFA but the AP catch up and the gear acquisition was horrid at best at the time during the release of Uldir. 

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Honestly, at this point I kinda stopped minding it.

They are spot-on with comparing it to race/class combo, though, it's been years and we're still seeing high end players favoring a race (Human/Forsaken PvP ladder in Cata, "Troll Family Photo" worldfirsts in MoP/WoD, either elven race plaguing M+ ladder in Legion/BfA) to squeeze a lil' extra in, what else is exactly new, except you're not paying money to do so.

Yeah, might suck for the "1%", but why are the rest are acting like chosing a non-meta one would ruin their characters? We're not playing our characters to their fullest already (yes, we are not, get over yourself, average player with inflated ego), do you really think the "meta" covenant is gonna fix it? 

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2 minutes ago, Teufel said:

Honestly, at this point I kinda stopped minding it.

They are spot-on with comparing it to race/class combo, though, it's been years and we're still seeing high end players favoring a race (Human/Forsaken PvP ladder in Cata, "Troll Family Photo" worldfirsts in MoP/WoD, either elven race plaguing M+ ladder in Legion/BfA) to squeeze a lil' extra in, what else is exactly new, except you're not paying money to do so.

Yeah, might suck for the "1%", but why are the rest are acting like chosing a non-meta one would ruin their characters? We're not playing our characters to their fullest already (yes, we are not, get over yourself, average player with inflated ego), do you really think the "meta" covenant is gonna fix it? 

There are really sooo many reasons and people who explain them, why it's excactly NOT only this mythical '1%' that's affected by that.
And just because it's already unbalanced doesn't mean you should make it even worse. And yes, most people i know DO try and build their char as good as possible.

And it's not just min-maxing. You won't even be able to play 2 different specs on one char properly. 

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6 hours ago, ORCSMASH said:

So, in reality, before we even get the first glimpses of beta, they've already decided how they're building everything based on a freaking ad campaign, so what use is beta feedback at all about these systems? I was upset about feedback being ignored about major systems in Legion and BfA betas regarding Legendaries and Azerite Armor, respectively. Now, I am completely demoralized. I agree 100% with Starym's analysis I quoted above, and taking that to it's logical conclusion is that they released beta dead-set on ignoring all feedback about changing the Covenant/Conduit system. That is almost half of your character at max level, and they just said "We don't care if you don't like it, cause we've already started building a whole ad campaign around this idea." The fact that they knew this was going to come out eventually and people were going to connect the dots and they just. didn't. care. They could have come out months ago and said "Sorry, this is the entire lynchpin of the expansion, it's not going anywhere and this is why".* As a fan, as a player, as someone who has written mountains of feedback for the last 3 expansions, I feel so disrespected. I'm sorry this is so negative, but I just can't find a way to put a positive spin on this at all.

P.S. - This *STILL* doesn't fix the disoriented relationships between the covenants and the player from a lore perspective. It's like the lore and the covenant-swapping are playing in two alternate universes.

*My guess is they didn't do that because they knew they'd be called on chaining gameplay to a marketing stunt far earlier than they are now. By waiting, this can and will demoralize many #PtR people, since it's 'too late to change it now'. 

 Alpha - core systems can be redesigned

Beta - bug finding and tuning

Once Covenants made it out of Alpha as is, the possibility of them being altered to be easy to switch back to before the next content patch became near zero.

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Just now, Asakash said:

There are really sooo many reasons and people who explain them, why it's excactly NOT only this mythical '1%' that's affected by that.
And just because it's already unbalanced doesn't mean you should make it even worse. And yes, most people i know DO try and build their char as good as possible.

And it's not just min-maxing. You won't even be able to play 2 different specs on one char properly. 

Name a few of those 'sooo many reasons'. Because I keep seeing a few exactly the same ones, albeit worded differnetly, which still ultimately boils down to 'when you have an issue with your performance - most of the time it sits right in front of the monitor' - unless you're the 'mythical 1%' that actually needs every single breadcrumb of said performance to either get there faster than the rest or do something they're clearly not geared for.
Even if you do 'try build char as good as possible', it' matters not if you're an average 3k rio 475 50k DPS Night Elf BM Huntard who can't execute the "tryhard" mechanic of 'disengage as far back as possible and press nightmeld the moment Kujo's feet are off the ground, then /lol' - which is the bigger chunk of players who are currently going at it.

And so far I've seen none of the covenant abilities that make up the core playstyle of the spec, like some talents or Azerite traits currently do. There is some tuning required, and I'm positive it'll be made on spec-by-spec basis, but if you're going to tell me that 'playing the spec properly' boils down to the covenant, maybe you should look at some other things to fix first.

Edited by Teufel
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12 minutes ago, Teufel said:

Name a few of those 'sooo many reasons'. Because I keep seeing a few exactly the same ones, albeit worded differnetly, which still ultimately boils down to 'when you have an issue with your performance - most of the time it sits right in front of the monitor' - unless you're the 'mythical 1%' that actually needs every single breadcrumb of said performance to either get there faster than the rest or do something they're clearly not geared for.
Even if you do 'try build char as good as possible', it' matters not if you're an average 3k rio 475 50k DPS Night Elf BM Huntard who can't execute the "tryhard" mechanic of 'disengage as far back as possible and press nightmeld the moment Kujo's feet are off the ground, then /lol' - which is the bigger chunk of players who are currently going at it.

And so far I've seen none of the covenant abilities that make up the core playstyle of the spec, like some talents or Azerite traits currently do. There are some tuning required, and I'm positive it'll be made on spec-by-spec basis, but if you're going to tell me that 'playing the spec properly' boils down to the covenant, maybe you should look at some other things to fix first.

Well, first of all, even if you're not as good as other players, some people actually like trying to be the best they can be. And that includes me and everyone i usually play with, even though we don't fit in these 1%.

Second is, that you're doing the same mistake that Blizz does, thinking that you can do everything the way you want and it's only your choice.
But many guilds want their players to be optimized, most pog groups will always pick those, that are prepared the best for the type of content you wanna do. 
Look at people now, searching for +15keys, only inviting meta classes/specs. 
We don't live in that magical world, where people say 'well, you're clearly not as optimzed as the next player, but at least you're true to yourself, so of course we pick you'. It's an MMO. People will choose options that are most likely to succeed.
And some of the covenant abilities are maybe good for single target, but bring nothing for aoe or cleave. There is no way to balance this.

Edited by Asakash
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4 hours ago, Asakash said:

I also don't really get Ion's point, that making the covenant abilities free to switch, would 'unravel the entire fabric'.
Where's the problem, if you, for example, linke the conduits to the abilities, so that you always choose an ability and it's respective soulbind.

Maybe I'm missing something?

It would unravel the design of how THEY want the expansion to play. Game devs don't make games FOR consumers they make games out of love and that is what they enjoy doing. They have NO obligation to sate player demands. 70 percent of the player base doesn''t even know how the game works they just read whats good at that time from icyveins and wowhead. World of warcraft and MMO's in general might as well be thrown in the same lot as eve where its all a spreadsheet simulator. Until players can stop meta gaming this will always be the way it is. TLDR: People need to learn to enjoy a work of art  that another group of humans spend hours and hours and hours making and top being so critical over everything, it is getting old and it is ruining the industry.

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55 minutes ago, Asakash said:

We don't live in that magical world, where people say 'well, you're clearly not as optimzed as the next player, but at least you're true to yourself, so of course we pick you'.

This sentence right here makes you part of the problem. Yea, pugs might require you to be a certain class/spec/covenant, but a good friend or guild group really doesn't. If they do, then yea they are that "1%", cuz that's where it makes a big enough difference.

The many reasons people are against covenants actually have nothing to do with any of the above. Preach advocates this heavily, stating that the output/throughput of the covenant spells isn't what makes it controversial, it's what kind of utility they provide or simply how engaging/fun they are to press. That's the point so many people are missing, and that's what makes Blizzard stick to their guns.

People who really believe that a covenant's class spells are making or breaking an entire spec are really not thinking about this the right way. Soulbinds might do, but that's a simple number tuning away from being just fine.

Is it a perfect system? Absolutely not. Are people way in over their heads? Yeah, for sure. How many times has there been outburst over the smallest thing that Blizzard does to WoW? They have to try something, if not, the game would become stale. You can't keep adding new spells and talent rows every expansion, that's called powercreep.

Edited by Doozum

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17 minutes ago, RLKhaos said:

It would unravel the design of how THEY want the expansion to play. Game devs don't make games FOR consumers they make games out of love and that is what they enjoy doing. They have NO obligation to sate player demands. 70 percent of the player base doesn''t even know how the game works they just read whats good at that time from icyveins and wowhead. World of warcraft and MMO's in general might as well be thrown in the same lot as eve where its all a spreadsheet simulator. Until players can stop meta gaming this will always be the way it is. TLDR: People need to learn to enjoy a work of art  that another group of humans spend hours and hours and hours making and top being so critical over everything, it is getting old and it is ruining the industry.

Hm, I get your point, but the game is also very competitive and people pay for it. And if they actually say 'we don't make it for the consumers, but for us' then I think that's very selfish.
And I'm also pretty sure that they DO have an obligation to sate player demands, as it's still a company, it's their job to make a product that sells as good as possible. They're not hired to do whatever they want to do.

And imo, critical thinking doesn't mean you can't enjoy, but it's very important. Would you still want to deal with all what's been wrong in BfA in Shadowlands? Then you can just accept everything, no matter what.
I personally want the game to be as enjoyable as possible, so there are things that bother me.

Of course, that doesn't mean that you should be a d*ck about it and just hate on everything. And for me, apart from that whole covenant and conduit stuff, Shadowlands does look like it's going to be awesome in many aspects.

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19 minutes ago, RLKhaos said:

It would unravel the design of how THEY want the expansion to play. Game devs don't make games FOR consumers they make games out of love and that is what they enjoy doing.

"Out of love"? Triple-A companies making games out of love?! Were you sober at a time of writing this post?

21 minutes ago, RLKhaos said:

TLDR: People need to learn to enjoy a work of art  that another group of humans spend hours and hours and hours making and top being so critical over everything, it is getting old and it is ruining the industry.

Oh yes, criticism is bad, better to shut up and just consume. That's going to make things better. It's customers' fault, not companies being greedy and cutting corners. I hope you are joking.

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Just now, Arcling said:

Oh yes, criticism is bad, better to shut up and just consume. That's going to make things better. It's customers' fault, not companies being greedy and cutting corners. I hope you are joking.

No, criticism is good. And clearly Blizzard has heard it, otherwise they wouldn't aknowledge it. Taking criticism and still sticking to it doesn't mean it's not useful, heard and taken into acount. They obviously have a reason for this, and that's bringing choice back into the game. And whether you like it or not, it has worked ? Choices are back and meaningful. Maybe not the best iteration of choice, but it's hard to make something perfect in the eyes of so many people.

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9 minutes ago, Doozum said:

No, criticism is good. And clearly Blizzard has heard it, otherwise they wouldn't aknowledge it. Taking criticism and still sticking to it doesn't mean it's not useful, heard and taken into acount. They obviously have a reason for this, and that's bringing choice back into the game. And whether you like it or not, it has worked ? Choices are back and meaningful. Maybe not the best iteration of choice, but it's hard to make something perfect in the eyes of so many people.

That's the whole point, there will be no choice for a big part of the players...
Most people who want to play the game at least on a decent level and who don't have a full group already für every type of content that will play with them will take the one that is best.
Prepare for all the Night Fae dks.

 

There would be a choice, if covenants wouldn't be connected to player power that much, which is what most people would like.

Edited by Asakash
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      Every two weeks during Dragonflight Season 4, one of the three Dragonflight raids will become Awakened: Vault of the Incarnates; Aberrus, the Shadowed Crucible; or Amirdrassil, the Dream's Hope. Enemies within Awakened raids are stronger and drop upgraded loot with a higher item level. Schedule Week 1 & 2: Vault of the Incarnates Week 3 & 4: Aberrus, the Shadow Crucible Week 5 & 6: Amirdrassil, the Dream's Hope Week 7+: All raids are Awakened A buff that increases reputation gain with Dragonflight reputations will be enabled whenever a specific raid is Awakened: Schedule Vault of the Incarnates: Sign of Awakened Storms – Dragonscale Expedition, Maruuk Centaur, and Iskaara Tuskaar Aberrus, the Shadowed Crucible: Sign of Awakened Embers – Loamm Niffen, Soridormi, and Sabellian/Wrathion Amirdrassil, the Dream's Hope: Sign of Awakened Dreams – Dream Wardens and Valdrakken Accord All raids Awakened: All the above reputations are increased All three raids will also drop a new tier token to exchange for new tier pieces with the appearance and set bonus combination that players voted for. Earn 1 Antique Bronze Bullion a week by defeating Awakened bosses, with the cap rising by 1 each week. Note that if you miss a week, you'll be able to catch up to the current weekly max. Exchange 2 Bullion for weapons and powerful items from the Dragonflight raids from the vendors in the Parting Glass in Valdrakken. An additional vendor nearby sells Jigglesworth Sr mount for 3 Bullion and cosmetics that grant you the choice of any raid weapon appearance at any difficulty color for 1 Bullion each. Legendary items will drop as usual from raids, but players who have previously obtained them can purchase a Scale of Awakening to upgrade their items to the Season 4 ilvls (base is 502 and can be upgraded further through Crests and Flightstones). Rewards Complete all three Awakened Dragonflight raids on Normal difficulty to receive the Voyaging Wildering dynamic flying mount. Earn the new title, "Awakened Hero", for completing the Awakened raids on Heroic difficulty. Those who complete the Awakened raids on Mythic difficulty are rewarded with Path Portals to the three raids. Mythic+
      Return to all eight Dragonflight dungeons for a refined and rewarding progression curve for Heroic, Mythic, and Mythic+ with better pacing and meaningful rewards: Ruby Life Pools, Brackenhide Hollow, The Nokhud Offensive, Uldaman: Legacy of Tyr, Neltharus, The Azure Vault, Halls of Infusion, and Algeth’ar Academy. Rewards Dedicated defenders can obtain the new Keystone Master mount, Infinite Armoredon, once the Dragonflight Keystone Master: Season 4 achievement is attained. Earn the new title "The Draconic" after obtaining Dragonflight Keystone Conqueror: Season 4 when you reach a Mythic+ Rating of 1500 during Dragonflight Season 4. "The Draconic Hero" can be earned from the achievement Draconic Hero: Dragonflight Season 4 when reaching a Mythic+ Rating in the top 0.1% of all players in your region. PvP
      Season 4 arrives with PvP rankings reset, new gear sets, mounts, titles, and more! Rewards Earn the Vicious Dreamtalon (Horde or Alliance version) for Rated Arena and Rated Battleground, and the Draconic Gladiator’s Drake and "Draconic Gladiator" title for earning the Draconic Gladiator: Dragonflight Season 4 achievement. "Draconic Legend" title can be earned after attaining Draconic Legend: Dragonflight Season 4 when ending the season in the top 0.1% of the Solo Shuffle ladder. DUNGEON CHANGES
      Dragonflight Season 4 brings with it a variety of changes, including new adjustments to dungeons, their progression, and rewards. [LEARN MORE]
      One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills. Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly. Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it’s close to M10 but not having a timer at all or affixes really offsets that quite a bit). The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today. Normal This difficulty is unchanged. Heroic The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system. Mythic difficulty changes and mechanics will not be present in this difficulty. This remains a queueable experience. Mythic The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system. There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon. The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system. Mythic 0 is still on a weekly lockout under this model. Mythic+ The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system. A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc. Affixes would slot in at +2, +5, and +10 +2 - Fortified/Tyrannical +5 - Entangling / Incorporeal etc. +10 - Bursting / Bolstering etc. Dungeon ratings should be equivalent to what they represent in the current system. There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level. At the beginning of Season 4, all Keystones will be reset to level 2, regardless of levels. This is done due to our difficulty refactoring of Mythic and Mythic+. It’s important to note that the basic structure of dungeon rewards is not changing significantly, so what you would have earned for completing a Mythic 0 will be earnable in the Heroic difficulty dungeon instead.  Crest and Flightstone rewards are changing to match the same difficulty with only some minor adjustments. Flightstone earnings for any given Mythic+ will match the equally challenging Mythic+ from previous seasons. This means that a Mythic +2 in Season 4 will give the same number of Flightstones as a Mythic +12 in Season 3 currently does. The rewards will continue to match difficulty, even if what we’re calling those difficulty changes. Bonus Flightstone awards for increasing any party member’s Mythic+ score remain unchanged. Whelpling Crests are no longer available from Mythic+ dungeons, as those difficulties no longer exist. Players can continue to collect Whelpling Crests from many outdoor sources. Players will earn 10 Drake Crests on successful completion of a Mythic 0 dungeon, as there is no timer to beat. Wyrm Crests will be available in Mythic +2 to Mythic +5 dungeons in the same quantities as existing Mythic+ dungeons. Aspect Crests will be available in any Mythic difficulty from +6 and up, also in the same quantities as existing Mythic+ dungeons. NORTHREND CUP
      On April 30 through May 14, soar through the Northrend skies with the dragonrider racing event, Northrend Cup.
      Challenge twelve races across Northrend in Normal, Advanced, and Reverse variations to earn Riders of Azeroth Badges to exchange for rewards with Maztha in Valdrakken. Complete all Northrend Cup races on Gold to earn the achievement Northrend Racing Completionist: Gold, Northrend Racer title, and Ruby Riders of Azeroth tabard. Head to Valdrakken and speak to Lord Andestrasz near the Rostrum of Transformation to pick up the initial quest.
      New rewards are available for purchase with Riders of Azeroth Badges: Icy Drake Racer's transmog set and Checkered Pennant.
      CLASSES
      Developer's note: In Season 4, we're reducing the overall throughput of some healers to better align with our tuning goals as well as increase the comparative power of Holy Paladin, Preservation Evoker, and Holy Priest without needing to further escalate the capabilities of healers.
      DRUID Restoration All healing done reduced by 5%. Does not apply in PvP combat. MONK Mistweaver All healing done reduced by 13%. Does not apply in PvP combat. PRIEST Discipline Developer's note: As part of our goal for balancing healers in raids, we would like to reduce raid healing output for Discipline Priest without affecting them in other content. Atonement transfers 35% of damage to healing (was 40%). Atonement healing increased by 70% outside of raids (was 50%). SHAMAN Restoration All healing done reduced by 5%. Does not apply in PvP combat. DUNGEONS AND RAIDS
      LOOKING FOR RAID In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties. Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size. ABERRUS, THE SHADOWED CRUCIBLE Echo of Neltharion Volcanic Heart now targets 4 players on Mythic difficulty (was 5). VAULT OF THE INCARNATES Raszageth Hurricane Wing's pushback strength reduced by 10% on all difficulties. Lightning Devastation cast time increased to 4 seconds (was 3 seconds). Flame Shield reduced by 23%. Shattering Shroud healing absorb reduced by 20%. DAWN OF THE INFINITE: HARD MODE Dawn of the Infinite: Hard Mode tuning and rewards have been updated. Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon. ALGETH’AR ACADEMY General Spellbound Scepter Arcane Rain has been removed. Spellbound Scepter Mystic Blast can no longer be interrupted. Spectral Invoker's Arcane Missiles damage reduced by 50%. Encounters Crawth Firestorm frequency reduced to 8 seconds (was 5 seconds). Savage Peck's initial damage reduced by 13%. Savage Peck's periodic damage reduced by 33%. Addressed an issue where Deafening Screech can go off after the cast is interrupted. Vexamus Mana Bomb periodic damage reduced by 20%. Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect. Echo of Doragosa New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations. Astral Breath cast time has been increased to 3 seconds (was 2 seconds). THE AZURE VAULT General Increased the Mythic+ timer by 2 minutes. Crystal Fury Piercing Shard now has a precast visual. Piercing Shard impact area reduced by 25%. Conjured Lasher Mystic Vapors will now be cast less frequently. Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds). Unstable Curator's Heavy Tome will now be cast less frequently. Drakonid Breaker Shoulder Slam's knockback has been removed. Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%. Shoulder Slam will now be cast less frequently. Encounters Leymor Erupting Fissures now follows current target player. Azureblade Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds). Umbrelskul Oppressive Miasma removed in Mythic difficulty. Crystalize now pulses Arcane damage while the crystal is shielded. Crackling Vortex now has a larger movement radius. Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location Addressed an issue where Detonating Crystals can fail to spawn. BRACKENHIDE HOLLOW General Withering debuff No longer stacks. Periodic damage reduced by 16%. Haste reduction increased to 10% (was 2%). Movement reduction increased to 10% (was 2%). Fetid Rotsinger Decay Totem health reduced by 20%. Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources. Rotbow Stalker Renamed to Rotbow Ranger. Shoot now has a recast of 6 seconds. Diseased Meat renamed to Rotten Meat, and is now a Poison dispel. Brackenhide Shaper Summon Lashers and Touch of Decay have been removed. Stinkbreath Violent Whirlwind radius reduced to 6 yards (was 7 yards). Stink Breath now locks facing after targeting a player. Stink Breath now has a visual while casting. Wilted Oak Necrotic Breath's casting visual has been updated. Necrotic Breath's cone width has been adjusted to match with the new visual. Gutstabber Withering Poison has been removed. Bracken Warscourge Bloody Bite has been removed. Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
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