Jump to content
FORUMS
Sign in to follow this  
Staff

The Future of World Buffs on Classic Era Servers

Recommended Posts

43143-itemization-in-wow-classic.jpg

Update 3: You can read about how exactly the new system works, which buffs are affected, some triks and bugs and more, straight from the PTR here.
Update 2: The Chronoboon Displacer will be coming to the PTR soon and we have explicit confirmation that this is not an April Fools joke.
Update 1: Blizzard have clarified that this feature will come out before Burning Crusade Classic is released!


Blizzard have clarified how World Buffs will work on Classic (non-BC) Era servers, and introduced the  Chronoboon Displacer. The displacer will hold your buffs for you if you decide to "save" them for later! You can check which buffs you have stored, how much time there's left on them and - most importantly, you can die and not lose them while they're saved!

Blizzard LogoWorld Buffs (source)

Hey everybody!

We know that there’s a lot of excitement for Burning Crusade Classic, but we haven’t forgotten about the Classic Era servers. One of the defining features of raiding in Classic has certainly been the prevalence of world buff stacking, and while there are some interesting social effects – coordinating turn-ins, leveling alts, world PvP at buff locations, there’s also an obvious negative element – once you’re buffed, you’re incentivized to log off and stop playing to preserve your buffs. If you want to log off to go make dinner or put your kids to bed, that’s completely fine and the timing works in your favor. But if you still want to repair your gear, shop for consumables, or run a dungeon with your friends, then it’s not great to be losing precious minutes on your buffs, or worse, risk dying and losing them entirely. We’ve been wanting to do something about that side-effect, without completely abandoning our philosophy for WoW Classic, so we’re going to try something new in Patch 1.13.7: The Chronoboon Displacer.

What is it?

The Chronoboon Displacer is an item you buy which takes a snapshot of your world buffs, such as Rallying Cry of Dragonslayer, Songflower, etc. and saves them for use at a later time. Of course we don’t want to change things too radically, so it comes with some significant restrictions: While you are under the effects of the Chronoboon Displacer, you can’t benefit from any of the world buffs that it’s holding for you. That keeps you from getting a second set of buffs, and then still feeling like you need to log off. Also, when you release the buffs from the Chronoboon Displacer, it puts the item on a 1 hour cooldown so that you can’t toggle your buffs on for bosses and off for the rest of the raid.

How does it work?

First, you collect all your world buffs the way you normally would – getting your summon to Dire Maul, a portal back to Stormwind or Orgrimmar for your Rallying Cry of the Dragonslayer, a quick trip to Yojamba Isle to turn in the Heart of Hakkar, or whatever subset of world buffs your raid expects or that you feel comfortable with. Then you activate your Chronoboon Displacer, which creates a Supercharged Cronoboon Displacer in your inventory and an aura which holds the captured state of your world buffs. You can mouse over that aura at any time to see which buffs are stored, and how much time is stored on them. You can then go about your business, secure in the knowledge that your world buffs are saved and ready for use when you need them most. When you’re ready to restore them, simply activate the Supercharged Chronoboon Displacer and it will break apart, releasing the stored auras back onto your character.

Where do I get one?

Well, given the complex temporal mechanics involved, you obviously need to make a deal with a Bronze Dragon, and you can find a friendly one named Chromie located in Andorhal in the Western Plaguelands. Of course she’ll likely want your help repairing the time stream first, but once you’ve helped her out with that, she’ll be happy to sell you as many Chronoboon Displacers as your heart desires.

Why now?

We launched Classic with an intent to keep the game data the same as it was originally, and we wanted to make sure we delivered on that promise, but now that we’ve been through all the content phases we planned before launch, we took a step back to consider what it really means to have the world buff system stay this way in Classic Era. A persistent world where everybody is traveling around for magical items and spells to maximize their power is fine, but one where they then stop playing to avoid wasting them seems wrong. Having an additional stop that lets you “bottle your buffs” seems like a thematically appropriate change to alleviate that problem.

We know this is a change, and any change to Classic is something we want to be careful with, but in this case, the fact that playing optimally literally requires you to stop playing was just too much for us to sit idly by. If you have any concerns about ways this might be abused, please post them here so we can address them. We hope you’ll all find this change as exciting as we do!

...

It will come out before Burning Crusade Classic is released.

...

You’re welcome!

I know some people would prefer we remove world buffs entirely, while others would prefer more radical changes, so it’s a challenge to find a good line. You should be able to try it soon on the PTR, and I hope it meets your expectations.

...

This is NOT an April Fools joke. The proximity to April 1st is an unfortunate coincidence.

I’m just a software engineer; they don’t trust me with humor.

Share this post


Link to post
Share on other sites

wow that sounds like a great change. it was always frustrating when you got all your world buffs to be a good prepaird raid member and then you had to avoid your main to dont wast them but oh boy somehow i can already hear some folks screaming that this is so wrong cause itsd new and wasnt in the original game

Share this post


Link to post
Share on other sites
1 hour ago, N3ilo said:

wow that sounds like a great change. it was always frustrating when you got all your world buffs to be a good prepaird raid member and then you had to avoid your main to dont wast them but oh boy somehow i can already hear some folks screaming that this is so wrong cause itsd new and wasnt in the original game

like they haven't done any other changes yet 🤪

It's long time ago when it was the "No Change Policy" 

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
      We've datamined all new runes coming in Season of Discovery Phase 3 on April 4th!
      Disclaimer
      It's important to note that the information regarding new runes in WoW Classic's Season of Discovery Phase 3 has been derived from datamining and has not been officially confirmed by Blizzard. This means that some of the runes mentioned might not be released as described, or they could be completely changed or removed by the time Phase 3 starts on April 4th, 2024.
      Druid
      Efflorescence (Wrists): Your Swiftmend now also causes Efflorescence, healing all party members within 15 yards of the Swiftmend target's location for 142 every 2 sec for 30 sec. Elune's Fires (Wrists): Some of your spells and abilities extend the duration of your damage and healing over time effects on their target. Gale Winds (Head): Increases the damage done by your Hurricane by 100%, it no longer has a cooldown, and its mana cost is reduced by 20%. Gore (Head): Striking a target with Lacerate, Swipe, or Maul has a 15% chance to reset the cooldown on Mangle (Bear) and grant 10 Rage. Striking a target with Mangle (Cat) or Shred has a 5% chance to reset the cooldown on Tiger's Fury. Improved Barkskin (Head): Your Barkskin can now be cast on allies, no longer penalizes melee combat speed or spellcasting time, and can be cast while shapeshifted. Improved Frenzied Regeneration (Wrists): Your Frenzied Regeneration can now be used in all forms or while not shapeshifted. It now converts your active resource into health every second for 10 sec. Hunter
      Catlike Reflexes (Head): Increases your chance to dodge by 20% and your pet's chance to dodge by 9%. Focus Fire (Wrists): Consumes all applications of Frenzy from your pet, increasing your ranged attack speed by 3% and granting 4 Focus to your pet for each application of Frenzy consumed. Lock and Load (Head): Each time one of your traps is triggered, your next Shot ability within 20 sec costs no mana and does not incur a cooldown. Rapid Killing (Head): Reduces the cooldown on Rapid Fire by 2 min, and your next Shot ability within 20 sec after killing a target worth experience or honor deals 20% increased damage. Raptor Fury (Wrists): Raptor Strike increases damage done by Raptor Strike and Mongoose Bite. T.N.T. (Wrists): Increases the damage done by Explosive Shot and all your damaging traps by 10%. Mage
      Advanced Warding (Head): Increases the magnitude of your Mana Shield, Frost Ward, and Fire Ward by 100%. Balefire Bolt (Wrists): Unleash a reality-distorting burst of raw magic at your enemy. Deep Freeze (Head): Stuns the target for 5 sec. Only usable on Frozen targets. Displacement (Wrists): Teleports back to where you last cast Blink from and resets the cooldown on Blink. Molten Armor (Wrists): Causes Fire damage when hit, increases your spell critical strike chance, and reduces the chance you are critically hit. Temporal Anomaly (Head): Launches an orb of temporal energy which grants all nearby party members a shield. Paladin
      Fanaticism (Head): Increases your critical strike chance with Holy spells. Hammer of the Righteous (Wrists): Hammer the current target and up to 2 additional nearby targets, causing Holy damage. Improved Hammer of Wrath (Wrists): The cooldown on Hammer of Wrath is reset each time it damages an enemy below 10% health. Improved Sanctuary (Head): Increases the damage prevented by your Blessing of Sanctuary by 100%, and increases damage done by your Blessing of Sanctuary. Light's Grace (Head): Your Holy Light spell reduces the cast time of your next Holy Light spell. Purifying Power (Wrists): Reduces the cooldown on Exorcism and Holy Wrath, and Holy Wrath can now be cast at any target and will Stun Undead and Demon targets. Wrath (Head): Your Consecration damage can now be critical strikes, and damage from your Exorcism, Holy Shock, Holy Wrath, and Consecration spells gains additional critical strike chance. Priest
      Despair (Wrists): Periodic damage from your spells can now be critical strikes. Divine Aegis (Head): Critical heals create a protective shield on the target, absorbing a portion of the amount healed. Eye of the Void (Head): Call an eye of the void to fight for you for 30 sec. The eye can cast a variety of curses on your target. Pain and Suffering (Head): Mind Flay refreshes the duration of your Shadow Word: Pain on the target back to its maximum duration. Surge of Light (Wrists): Critical spellcasts cause your next Smite or Flash Heal cast within 15 sec to be instant cast. Void Zone (Wrists): Summons a void zone in the target area that deals Shadow damage to enemies that stand within it every second. Rogue
      Carnage (Wrists): Your abilities deal increased damage to targets afflicted by one of your Bleed effects. Combat Potency (Head): You have a chance to gain Energy every time you deal melee damage with your off-hand weapon. Cut to the Chase (Wrists): Your Eviscerate and Envenom abilities refresh either your Slice and Dice or your Blade Dance duration to its 5 combo point maximum. Focused Attacks (Head): You gain Energy every time you deal a melee or ranged critical strike. Honor Among Thieves (Head): When any player in your party critically hits with a spell or ability, you gain a combo point on your current target. Unfair Advantage (Wrists): Whenever you dodge an attack you gain an Unfair Advantage, striking back for 100% of your main hand weapon's damage. Shaman
      Burn (Head): Your Flame Shock now strikes up to 3 targets. Mental Dexterity (Head): Dealing damage with your melee weapons increases your Attack Power by 100% of your Intellect, and your spell damage and healing by 30% of your total Attack Power for 1 min. Overcharged (Wrists): Your Lightning Shield never loses charges, now has a 1 sec cooldown, and deals damage to all enemies within 8 yards. Riptide (Wrists): Heals a friendly target for 634 to 691 and another 674 over 15 sec. Your next Chain Heal cast on that primary target within 15 sec will consume the healing over time effect and increase the amount of the Chain Heal by 25%. Rolling Thunder (Wrists): Lightning Bolt and Chain Lightning have a chance to add an additional charge to your active Lightning Shield, up to a maximum of 9 Charges. Earth Shock releases all Lightning Shield charges above 3, dealing their damage to the target. Static Shock (Wrists): Your Lightning Shield now has 9 charges, and your melee attacks have a chance to trigger one of those charges, immediately damaging your target. Tidal Waves (Head): When you cast Chain Heal or Riptide you gain 2 charges of Tidal Waves, which reduces the cast time of your Healing Wave and increases the critical effect chance of your Lesser Healing Wave. Warlock
      Backdraft (Head): Your Conflagrate ability also grants spellcasting haste for a short time. Immolation Aura (Wrists): Burns nearby enemies for damage every 2 seconds, and reduces all magic damage taken. Pandemic (Head): Periodic damage from your Corruption, Unstable Affliction, Curse of Agony, Immolate, Curse of Doom, and Siphon Life abilities can now be critical strikes. Summon Felguard (Wrists): Summons a Felguard under the command of the Warlock. Unstable Affliction (Wrists): Shadow energy slowly destroys the target, causing damage over 15 sec. If Unstable Affliction is dispelled, it will cause damage to the dispeller and silence them. Vengeance (Head): When activated, temporarily grants an increase to your maximum health. Additionally, while in Metamorphosis, Vengeance causes your wings to slow your falling speed. Warrior
      Gladiator Stance (Feet): An aggressive stance that increases damage while wearing a shield and increases block chance but reduces armor and threat generated. Rampage (Wrists): Warrior goes on a rampage, increasing attack power and causing most successful melee attacks to further increase attack power. Shield Mastery (Head): Increases all physical damage you deal while you have a shield equipped, and reduces the duration of all Disarm effects used against you. Sword and Board (Wrists): When your Devastate and Revenge abilities deal damage, they have a chance of refreshing the cooldown of your Shield Slam ability and reducing its Rage cost. Taste for Blood (Head): Whenever your Rend ability causes damage, your Overpower ability will activate for a limited time. Vigilance (Head): Focus your protective gaze on a party or raid member, reducing their damage taken and transferring a portion of the threat they cause to you. Wrecking Crew (Wrists): Your melee critical hits Enrage you, increasing the critical strike damage of all your attacks for a short time.
    • By Stan
      We now have the very first Season of Discovery Phase 3 build and with it comes a new world buff from the Sunken Temple raid!
      For Phase 3 the world buff is called Fervor of the Temple Explorer and comes with the following effect: Increases your chance to strice a critical hit by 5%, increases spell damage by 65, and increases all stats by 8%. 120 minute cooldown

    • By Staff
      Season of Discovery Phase 3 will release globally on April 4 at 1:00 pm PDT and here's what's new!
      The level cap has been raised from 40 to 50, allowing you to earn 10 additional talent points. Sunken Temple (Temple of Atal'Hakkar) will be a 20-player raid. Nightmare Incursions, an all-new outdoor PvE event . Players will be able to rediscover Blackrock Depths, Maraudon, and Zul'Farrak dungeons at max level. New runes await us in Phase 3. (Source)
      Mark your calendar for April 4 when Season of Discovery Phase 3 goes live at 1:00 pm PDT worldwide. Adventurers can level from 41 to 50, earn up to 10 additional talent points, brave new encounters in the Sunken Temple (Temple of Atal’Hakkar) as a new 20-player raid dungeon, discover new runes and abilities, and more!
      New Rune Discoveries
      Discover at least 6 new runes for each class by engaging in fun new puzzles, quests, and secrets. Utilize two new gear slots available in helms and bracers to apply your new runes.
      Nightmare Incursions
      Take part in an all-new outdoor PvE event and learn more of the story tie between mysterious dream portals and the new Sunken Temple raid dungeon. Earn new items and gain reputation with the Emerald Wardens as you progress.
      Players will cross into the Emerald Nightmare through these mysterious portals in four locations around the world: Ashenvale, Duskwood, Hinterlands, and Feralas. Content is available to players who are leveling up as well as maximum level characters as they unravel the storyline.
      Earn New PvP Rewards and More
      PvP ranks increase from 5 to 7 and with all new rewards including new PvP class sets with 54 items and 18 accessories available to earn.
      New Blood Moon rewards are available up to level 50 with three new currencies to collect and spend.
      Discover the Sunken Temple Raid and Master New Dungeons
      Enter the first 20-player raid dungeon in Season of Discovery when you travel to the Temple of Atal’Hakkar (Sunken Temple), where you’ll face 8 deadly bosses, claim all new rewards, and make exciting new discoveries. This redesigned experience brings to life the story of the increasing tension between the trolls and dragons.
      Players can also gain new class quest rewards and quest rewards within the raid dungeon.
      Players will also be able to rediscover Blackrock Depths, Maraudon, and Zul’Farrak dungeons with all new loot at maximum level!
      Get Caught Up in the Season of Discovery!
      Players now get the benefit of the Discoverer’s Delight experience buff*, which increases experience gains by 100% for all players through level 39! With the release of Season of Discovery Phase 3, players also gain an additional 50% experience buff from level 40-49. It’s a great time to join in the fun and prepare for Season of Discovery Phase 3, whether you’re just joining in for the first time, or creating and leveling a whole new character.
      Players can also visit any innkeeper in the capital cities to turn the experience buff off or on.
      We look forward to seeing you in the next phase of your adventures in Season of Discovery!
    • By Stan
      You can customize your Human and Worgen forms separately in Cataclysm Classic.
      Cataclysm Classic comes with a neat quality of life update which hasn't been included in the game when the expansion originally launched. MrGM discovered you can customize your Worgen and Human forms separately.
      Placeholder for tweet 1768027181718905136
    • By Starym
      Today's SoD hotfixes bring Hunter and Mage changes, as well as Arathi Basin reputation gear adjustments, and a Wrath Classic fix for certain DoTs affecting players.
      March 12 (Source)
      WoW Classic: Season of Discovery
      Class restrictions on Arathi Basin reputation armor rewards have been lifted on all Classic Era and Season of Discovery realms. Fixed a bug causing Blood for the Blood Loa stacks to not be exchanged when the battle is not active. Hunter Steady Shot damage increased to 75% weapon damage (was 60%). Rune of the Trapper icon should no longer be a question mark. Mage Living Flame movement speed adjusted to 86% of normal player movement speed (was 100%). Living Flame duration reduced 10 seconds (was 20 seconds) Living Flame cooldown reduced to 30 seconds (was 60 seconds). Wrath of the Lich King Classic
      Fixed an issue with Piercing Shots, Deep Wounds, and Ignite that causes them to sometimes do too much damage to players.
×
×
  • Create New...