Jump to content
FORUMS
Sign in to follow this  
Starym

Healthstones Are Not Working Properly in Mythic+

Recommended Posts

2l4BanP.jpg
 

It seems there's a pretty big bug going around Mythic+ in the last two days, as Warlock Healthstone Healthstones are disappearing from player inventories and even can't be picked up once they do vanish.

In a hotfix from March 15th, Blizzard changed the way Healthstones work in Mythic+ dungeons, to avoid players taking a round of them and then having the Warlock leave and be replaced by another class:

Blizzard LogoMarch 15th (source)

Warlock

  • Healthstones will now despawn in Mythic Keystone Dungeons if the Warlock is not present.

However, it seems the change did a lot more than that, as many players are now reporting very strange incidents with the little green balls, from them randomly disappearing mid-run, after a wipe and even being unable to get new ones after the original ones vanished, despite the Warlock being very much present:

Quote

Well since that stupid patch they repeatedly just disappear for people in my group in mythics, i drop soulwells and im still in the group and they just disappear. Its been happening for 2 days now going on 3 and they are DESPERATELY needed for grievous so they can give the healers a bit of help. - savvyxxl (Original poster)

I can confirm this. Today on my key runs with a lock friend our healthstones would all disappear after wiping. - Lordurgot

The other day I clicked on a well and didn't check to see if I got it (didn't know about the patch change) Lock dropped another one after the first boss and I saw I had none. I clicked and didn't get any more. Didn't care because it was a low key but then they dropped another before the last boss and I repeatedly clicked and got...nothing. Thankfully never needed them, but wtf - coolerbrown

Thank you for posting this!! I was wondering why in the middle of an SoA key last night I suddenly had 0 health stones left after only using one of them. We had wiped so now I understand what happened at least. - Sheth1984

So hopefully Blizzard can spot this soon and either revert the change fast or find a fix, as this is a pretty major inconvenience for the many many groups running Mythic+ this week with the more favorable affixes from last week.

Share this post


Link to post
Share on other sites
3 hours ago, Starym said:

Blizzard changed the way Healthstones work in Mythic+ dungeons, to avoid players taking a round of them and then having the Warlock leave and be replaced by another class

To be honest, i never saw this personally, but this would mean some really hard dickmove if people were doing that in PUG's. We used our alts to get us all a stone before a progress run and then removing the warlock alt, but never ever a random player.

Share this post


Link to post
Share on other sites

As a main warlock I really dislike this change. Been playing since cata and I have never been removed from a group after handing out cookies.

Quite the opposite, I really enjoyed trading strangers at the summoning stone and giving them cookies. 

Share this post


Link to post
Share on other sites

I think it's more to do with the advantage people would get by putting in the extra effort of finding and calling in a lock just for the stones, which then might begin to feel mandatory or needed. Don't think it was ever about locks getting kicked and tricked just to get a HS.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Here's the complete affix rotation for Dragonflight Season 4!
      Now that Season 4 is underway, we've determined the affix schedule for the upcoming weeks!
      Week 1 (ongoing): Tyrannical, Storming, Raging. Week 2: Fortified, Entangling, Bolstering. Week 3: Tyrannical, Incorporeal, Spiteful. Week 4: Fortified, Afflicted, Raging. Week 5: Tyrannical, Volcanic, Sanguine. Week 6: Fortified, Storming, Bursting. Week 7: Tyrannical, Afflicted, Bolstering. Week 8: Fortified, Incorporeal, Sanguine. Week 9: Tyrannical, Entangling, Bursting. Week 10: Fortified, Volcanic, Spiteful. Week 11: Tyrannical, Storming, Raging. Week 12: Fortified, Entangling, Bolstering. Week 13: Tyrannical, Incorporeal, Spiteful. Week 14: Fortified, Afflicted, Raging. Week 15: Tyrannical, Volcanic, Sanguine. Week 16: Fortified, Storming, Bursting. Week 17: Tyrannical, Afflicted, Bolstering. Week 18: Fortified, Incorporeal, Sanguine. Week 19: Tyrannical, Entangling, Bursting. Week 20: Tyrannical, Storming, Raging. Week 21: Fortified, Entangling, Bolstering. Week 22: Tyrannical, Incorporeal, Spiteful.
    • By Stan
      Next, we're looking at the Priest changes that went live in the second Alpha build. We've got some updates to Discipline's Atonement, and some tweaks to Shadow Priest's Collapsing Void.
      Priest
      Atonement - Power Word: Shield, Flash Heal, Renew, Power Word: Radiance, and Power Word: Life apply Atonement to your target for 15 sec. Your spell damage heals all targets affected by Atonement for 40% 35% of the damage done. Healing increased by 50% 70% when not in a raid. Collapsing Void - Each time Penance damages or heals, Entropic Rift is expanded by 1 yd. After Entropic Rift ends, it collapses, rapidly dealing [ 120% of Spell Power ] Shadow damage up to 8 times to a random enemy, based on how many times it expanded. Each time Penance damages or heals, Entropic Rift is empowered, increasing its damage and size by 20%. After Entropic Rift ends, it collapses, dealing [ 500% of Spell Power ] Shadow damage split between all nearby enemies.
    • By Stan
      We'd like to introduce you to a game-changing nameplate addon for Season 4 that's essential for excelling in Mythic+ dungeons. Here's Quazii Plater!
      Tracking every mob and their abilities in Mythic+ can be overwhelming, but this addon excels by replacing standard mob nameplates and cast bars to enhance your gameplay.
      Once installed, mobs with critical interrupts will display a thick orange cast bar, while less crucial ones will show a thinner yellow bar.

      Mobs with less crucial interrupts will have a thinner yellow cast bar.

      Additionally, any mobs that inflict heavy frontal cone damage are marked with an arrow and feature orange cast bars. A voice alert will also prompt you to move by announcing "front."

      The addon further assists by indicating non-interruptible spells that require crowd control with a purple cast bar and a vocal "cc" alert.

      For tanks, if you're not holding aggro, the nameplates of the mobs will turn red, quickly showing you which ones to target.

      There's also a handy visual cue on the cast bar, surrounded by a green border, signaling when you can interrupt an ability and your interrupt skill is off cooldown.

      Ready to try it out?
      You can download Quazii Plater here.
      For setup assistance, watch Quazii's comprehensive video guide.
      Quazii has also created a Mythic+ cheatsheet that details all critical abilities for Season 4 dungeons, available in a text format.
      If you appreciate Quazii's contributions, consider supporting him on Patreon.
    • By Stan
      We've recapped all Monk changes that went live in the most recent War Within Alpha build in this post.
      We've seen some adjustments to the Windwalker Monk specialization aura. Spec auras are used by Blizzard to buff/nerf multiple spells at once. Among the changes are adjustments to Hero talents and more.
      Monk
      Windwalker Monk - Windwalker Monk core passive Increases damage/healing by 3%: Blackout Kick, Breath of Fire, Chi Burst, Chi Wave, Crackling Jade Lightning, Eye of the Tiger, Fist of the White Tiger, Fists of Fury, Flying Serpent Kick, Invoke Xuen, the White Tiger, Press the Advantage, Rising Sun Kick, Rushing Jade Wind, Special Delivery, Spinning Crane Kick, Thunderfist, Tiger Palm, Whirling Dragon Punch Increases periodic damage/healing by 3%: Blackout Kick, Breath of Fire, Chi Burst, Chi Wave, Crackling Jade Lightning, Eye of the Tiger, Fist of the White Tiger, Fists of Fury, Flying Serpent Kick, Invoke Xuen, the White Tiger, Press the Advantage, Rising Sun Kick, Rushing Jade Wind, Special Delivery, Spinning Crane Kick, Thunderfist, Tiger Palm, Whirling Dragon Punch  Increases periodic damage/healing by 150%: 22%: Eye of the Tiger Palm Increases damage/healing by 188%: Spinning Crane Kick Increases damage/healing by 26%: Fist of the White Tiger and Tiger Palm Increases damage/healing by 36%: 20%: Rising Sun Kick Increases damage/healing by 20%: Blackout Kick, Fist of the White Tiger, Tiger Palm Decreases damage/healing by 5%: Spinning Crane Kick Combat Wisdom - While out of combat, your Chi balances to 2 instead of depleting to empty. Every 15 sec, your next Tiger Palm also casts Expel Harm and deals 30% additional damage. Expel Harm Brewmaster: Expel negative chi from your body, healing for [ 120% of Spell Power ] and dealing 10% of the amount healed as Nature damage to an enemy within 20 yards. Draws in the positive chi of all your Healing Spheres to increase the healing of Expel Harm. Windwalker, Mistweaver, Initial: Expel negative chi from your body, healing for [ 120% of Spell Power ] and dealing 10% of the amount healed as Nature damage to an enemy within 20 yards. Reverse Harm : Expel negative chi from your body, healing for [ 120% of Spell Power ] and dealing 10% of the amount healed as Nature damage to an enemy within 20 yards. Generates [ 120% of Spell Power + 1 ] Chi. Whirling Dragon Punch - Performs a devastating whirling upward strike, dealing [ 375% 525% of Attack Power ] damage to all nearby enemies and an additional [ 230% 300% of Attack Power ] damage to the first target struck. Damage reduced beyond 5 targets. Only usable while both Fists of Fury and Rising Sun Kick are on cooldown. Crane Vortex - Spinning Crane Kick damage increased by 10% 20% and its radius is increased by 15%. Jadefire Harmony - Enemies and allies hit by Jadefire Stomp are affected by Jadefire Brand, increasing your damage and healing against them by 12% 8% for 10 sec. Drinking Horn Cover - The duration of Storm, Earth, and Fire is extended by 0.4 0.5 sec for every Chi you spend." Glory of the Dawn - Rising Sun Kick has a chance equal to 100% of your haste to trigger a second time, dealing [ 50% 135% of Attack Power ] Physical damage and restoring 1 Chi. Thunderfist - Strike of the Windlord grants you 4 stacks of Thunderfist and an additional stack for each additional enemy struck. Thunderfist discharges upon melee strikes, dealing [ 350% of Attack Power ] Nature damage. Xuen's Bond - Abilities that activate Combo Strikes reduce the cooldown of Invoke Xuen, the White Tiger by 0.2 0.1 sec, and Xuen's damage is increased by 10%. Skytouch - Tiger Palm now has a 10 yard range. Tiger Palm also applies an effect which increases your critical strike chance by 50% 15% for 6 sec on the target. This effect cannot be applied more than once every 60 30 sec per target. Heart of the Jade Serpent - Consuming causes Yu'lon to decrease the cooldown time of by 100% 75% for 8 sec.
    • By Stan
      Check out all the Shaman changes that went live in the second War Within Alpha build.
      Shaman
      Restoration Shaman - Restoration Shaman core passive Increases damage/healing by 13%: 8%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Increases periodic damage/healing by 13%: 8%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Tempest Strikes - Stormstrike, Ice Strike, and Lava Lash have a 100% chance to discharge electricity at your target, dealing [ 35% of Attack Power ] Nature damage." Ancestral Swiftness (new) - Your next healing or damaging spell is instant, costs no mana, and deals 10% increased damage and healing. If you know Nature's Swiftness, it is replaced by Ancestral Swiftness and causes Ancestral Swiftness to call an Ancestor to your side. (Instant, 45 sec cooldown)
×
×
  • Create New...