Jump to content
FORUMS
Stan

Torghast Needs to Be More Rewarding

Recommended Posts

55803-beasts-of-the-prodigum-torghast-ev

In the following post, we reflect on Torghast and its rewards structure and propose improvements that we think would help the feature going forward in Shadowlands.

Many of you probably crafted and upgraded multiple Legendary items by now in the expansion and played through Twisting Corridors and unlocked Corridor Creeper Corridor Creeper. But beyond that, there's really no incentive to do Torghast, so how could the Tower of the Damned improve? We think the mode has great potential, but it lacks in the rewards department

49187-torghast-tower-of-the-damned-in-sh

1. Weekly Loot from Torghast?

Possibly the easiest solution for Torghast would be adding 1 piece of loot per week at the end of the run based on Layer difficulty, similarly to Horrific Visions in Patch 8.3. That way, players would have their Soul Ash and an additional goal to pursue with their runs.

51116-the-great-vault-in-shadowlands-off

2. Add Torghast to the Great Vault?

Another easy fix to make players do Torghast is by adding it to the Great Vault. This has been requested by the community over and over... and over. While Torghast shouldn't turn into a major loot source, it would be great giving solo players more rows in the Great Vault. 

36411-island-expeditions-in-battle-for-a

3. New Island Expedition-style Cosmetics?

People request single-player queues for Island Expeditions even after Battle for Azeroth's over, mainly due to the rewards they offer. Unique cosmetics, battle pets, mounts, and more, can be obtained there. A similar rewards structure for Torghast would work really well, especially in 9.1 when the Twisting Corridors mount becomes obsolete.

Let us know your opinion about Torghast. Do you think it's rewarding enough in its current state?

  • Like 3
  • Thanks 2

Share this post


Link to post
Share on other sites

All of the ideas are sound. I think its imperative that you also get soul ash catchup of some sort (or just remove the weekly cap so you can grind it in multiple runs). The "you have to put some time each week and you'll still be forever behind" design seems archaic and pountless. 

  • Like 1

Share this post


Link to post
Share on other sites

Yep. Even after the "challenge" of Twisting corridors, there is nothing to do. I mean, they could add the chance to get some mounts that are no longer available in the game like the Kor'kron wolf or old sets as well.It could have been Mage tower 2.0 Hope 9.1 fixes this

  • Like 1

Share this post


Link to post
Share on other sites

As it is now, the only reason I go there is to farm soul ash for leggos on my alts. There's honestly no other reason for me to go in there, and I refer to it as Choreghast for a reason. As for the mount? Meh... I'd rather craft it, because 18 floors of not-fun isn't terribly appealing to me (did it once to get the quest from Death Dad cleared out of my qlog).

If they offer more incentives, I might do it more? But not where it's at now.

Share this post


Link to post
Share on other sites

Repeatable Anima farm - Currently, there is only a single source of repeatable Anima farm if you are grinding the Anima, and that's M+ - All other sources of Anima are on a daily or weekly reset. Having regular Torghast give 105 Anima per successful layer 8 run, and TC give 500 Anima per successful layer 8 run would be quite nice.

  • Like 2

Share this post


Link to post
Share on other sites

What I'd like to see is dividing up the soul ash reward. Have a portion awarded for each floor totaling up to half and killing the boss gives the other half. That way you come away with something if you have to leave or can't defeat the final boss.

  • Like 2

Share this post


Link to post
Share on other sites

What really sucks is Blizz keeps adding these 1-3 man instanced activites for people to do like Torghast, Island Expeditions, the 3man scenarios from MoP, and they don't support em.  They are obviously designed to be 1 xpac off things destined to be forgotten and its a real shame.  I remember in MoP having a blast with the 3 man scenarios because it gave players like me who primarily played dps specs something to do without having to wait forever for a tank or healer and still get a reward of some kind.  Blizz needs more stuff like this that casual dps players can do solo or in small groups and there needs to be actual rewards for it.  It's no secret the playerbase is shrinking and has been slowly and steadily for years.  Sure seems like either less people are playing tank or healer specs, or they less and less willing to run with strangers.  Blizz needs to find other avenues for dps spec players to stay engaged.  Torghast was an option, but it was basically dead on arrival for casual players with the only rewards from it being soul ash,  which is a shame cause it can be super fun, but fun isn't enough.

  • Like 5

Share this post


Link to post
Share on other sites

I'd like to see it available for leveling alts, like islands were available. It could be a fairly quick source for leveling instances since the 4 dungeons for leveling get really stale really fast.

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

Perhaps something a little more in tune with the theme? I was thinking something along the lines of being able to collect keys from Bosses and rares (and maybe a low chance from normal mobs?). At the end of the run you'll come to a cell block where you can use the keys to open cells and free people/beasts/anything from Torghast. Small cells cost 1 key each, medium cells cost 3 keys each and big cells cost 5 keys each, and you have to use them (you can't take them out). This way  when you have 5 keys you have to gamble whether you want to open up 1 big cell for 1 big reward, or 1 medium and 2 small ones  for 3 smaller rewards. Offcourse with loottables set to each size of cage and also possibilities for gear.

Yeah, it isn't the most refined idea and needs work but I came up with this within 30 seconds. So Blizzard should definitely be able to come up with a more rewarding end of Torghast in all this time.

  • Like 4
  • Thanks 1

Share this post


Link to post
Share on other sites
17 minutes ago, Pandabuffel said:

Perhaps something a little more in tune with the theme? I was thinking something along the lines of being able to collect keys from Bosses and rares (and maybe a low chance from normal mobs?). At the end of the run you'll come to a cell block where you can use the keys to open cells and free people/beasts/anything from Torghast. Small cells cost 1 key each, medium cells cost 3 keys each and big cells cost 5 keys each, and you have to use them (you can't take them out). This way  when you have 5 keys you have to gamble whether you want to open up 1 big cell for 1 big reward, or 1 medium and 2 small ones  for 3 smaller rewards. Offcourse with loottables set to each size of cage and also possibilities for gear.

Yeah, it isn't the most refined idea and needs work but I came up with this within 30 seconds. So Blizzard should definitely be able to come up with a more rewarding end of Torghast in all this time.

that is a pretty nice idea

  • Thanks 1

Share this post


Link to post
Share on other sites
9 hours ago, Calorat said:

or they less and less willing to run with strangers.

i think thats it. sure there are far mor dps out there then tanks and heals and i think raids are to blame for that cause not every one that wants to be a tank can get a tank spot in there nice loving guild but when you are a tank or a heal you get so much *filtered* from randoms in m+ no wonder they dont go with randoms if they dont have to

  • Like 1

Share this post


Link to post
Share on other sites
18 hours ago, Trest said:

Of these suggestions, the Great Vault one is my favourite. But I would like all of them.

Too easy. Torghast compared to the other GV challenges is too easy. Even if they added difficulty to Torghast, it would be too easy compared to the top difficulty of both raids, dungs and pvp. And in order to be just as rewarding as the other challanges, it has to deliver the same reward - for the same difficulty.

And torghast won't be as hard as other difficulties, because you can do it solo - not relying on others. Which makes it super easy.

Share this post


Link to post
Share on other sites
29 minutes ago, Znifler said:

Too easy. Torghast compared to the other GV challenges is too easy. Even if they added difficulty to Torghast, it would be too easy compared to the top difficulty of both raids, dungs and pvp. And in order to be just as rewarding as the other challanges, it has to deliver the same reward - for the same difficulty.

And torghast won't be as hard as other difficulties, because you can do it solo - not relying on others. Which makes it super easy.

yeah its easy but they could make it that you have a low chancer of getting something or make challenges insede of torghast  to unlock stuff

Share this post


Link to post
Share on other sites

The only one of the 3 that makes sense is the extra cosmetics like islands. The balance in there is terrible, and it would make it too easy for some classes whilst a hurdle for others. I.e my 170 boomkin cleared floor 8 with no issue the other day, whereas my rogue at 200 can be a struggle if I don't do it properly. Tanks are super easy too. 

Or you nullify it all by going as a grp of 5, and be done in 15m without breaking a sweat...

Panda's idea (which is a repeat from the Island of Thunder from MoP I think?) would be a cool way to implement it.

  • Like 1
  • Thanks 2

Share this post


Link to post
Share on other sites

i think blizzard has a greater vision with torghast, but they will stretch all those implementations over the course of the expansion which should've been implemented from the start..

I will come back with 9.3 to chill through the content like the last 2 expansions, worked really well and had lot of fun 😄

Share this post


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

Panda's idea (which is a repeat from the Island of Thunder from MoP I think?) would be a cool way to implement it.

After I came up with the keys I indeed was like 'Hey, it's a bit like the Treasure run from the Island of Thunder." and tried to expand on it. I think it was a cool feature and when expanded the right way it might become a cool idea for the reward-section in Torghast. Basically anything besides The Great Vault or weekly loot, because I feel those fixes might feel way too flat and boring.

edit: after I clicked this page away another idea popped into my head where you can also have a chance of a key-fragment when picking up an anima orb. Either 2 or 3 fragments can be used to create a key. This way you have the choice to become stronger in the run or go for extra rewards. Basically this makes harder runs more rewarding but also more risky since you can gather more keys but might not be powerful enough to clear the run and thus losing all those keys again, forcing you to find a fitting risk-reward balance for your character.

Edited by Pandabuffel
additional idea
  • Like 1

Share this post


Link to post
Share on other sites
19 hours ago, Pokeey said:

What I'd like to see is dividing up the soul ash reward. Have a portion awarded for each floor totaling up to half and killing the boss gives the other half. That way you come away with something if you have to leave or can't defeat the final boss.

I'd guess this is coming in 9.1, since the devs acknowledged that failing a Torghast run was probably the worst experience in WoW, ever. Pretty sure it came up at Blizzconline.

Share this post


Link to post
Share on other sites

I am of such mixed feelings about this topic. Yes, I'd love to see more rewards in Torghast; I loved the place but have zero reason to go back.

On the other hand, I know well that a lot of people hate it and some classes/specs have a terrible time. I would hate to have even more reasons for them to feel forced to go.

Share this post


Link to post
Share on other sites
42 minutes ago, solitha said:

I am of such mixed feelings about this topic. Yes, I'd love to see more rewards in Torghast; I loved the place but have zero reason to go back.

On the other hand, I know well that a lot of people hate it and some classes/specs have a terrible time. I would hate to have even more reasons for them to feel forced to go.

The key would be keeping it cosmetic, not tied to furthering power beyond making the leggos imo. Or just expand on the balancing. I can only speak for hunter but they feel much better this side of 9.0.5 than before which is nice.

Share this post


Link to post
Share on other sites

All are nice ideas but I think Blizzard would go the other end of the spectrum and fall short on player expectations when it comes to adding additional incentives to Torghast.  We also know in 9.1 there will be a new wing along with additional layers be introduced.  I can suspect that we may even be able to upgrade our Legendary items by an additional 1-2 tier levels past ilvl235.  I'm curious if Blizzard will allow an additional borrow power gain for 9.1 in lines with stronger pathways for Conduits in Soulbinds or allowing the player to equip two Legendary items instead of 1.

I kinda just don't want 9.1 to be a repeat like 8.1 where all we got was one additional ring to Azerite gear and that was it till Essences and Corruption gear was released later on in the expansion.

Share this post


Link to post
Share on other sites

Great article addressing a really big issue, thanks a lot Stan!

Personally, I like the Torghast powers and how it makes you approach your class differently. There's sure a fun part of it there, but it's on a very thin line of "God Mode" and "Boring Hard". 

What I mean is: If it feels too much like God Mode then it just becomes tedious, because you are too strong and there is no challenge and after some point you get used to it and don't feel powerful at all, just mowing down the lawn.

When it's Boring Hard, you fall over on the other side of the line, because it becomes more stressful than challenging and fun.

But as Stan has pointed out, this can be overcome with a rewarding motivation. That would both make us go when it feels tedious AND when it's stressfully hard.

Legion's Mage Tower Challenges are a good example of that. Some fights were insanely hard with all the bad combinations piling up, Healing Challenges were extremely long and unforgiving. Yet, the reward and feeling of achievement and most importantly knowing that it has an end a very unique reward made many players go for it.

I think we moved back from that formula of success backwards with N'Zoth's Visions in BfA. 5 mask solo runs were the similar challenge this time, but they were not equally rewarding and if you did it with one character it was enough, then you would just farm it for gem sockets. It's a backwards reward and turns that into an endless grind. I mean, only extra was the backpack appearance and the mount and the design of the mount reward for 100k mementos was not even that unique and desirable. For example, if it could reward an uncorrupted version of the Ny'alotha Heroic mount, I bet a lot more people would go for it. They could even add it as a seperate mount, like for example if you buy 20 gem sockets you could get the second mount, that would give an extra incentive to do it more instead of endless grind and a minor gear enhancement.

Now, in Torghast, we moved even more backwards. Yes, we get a Maw-only mount but let's accept it, we have seen more better mounts in this game and just for utility is it worth to do all those 8 floors? Not really, because takes too much time and rewards too little and considering the utility, at least one class (Druids) would not even bother to go for it. So, either the utility had to be a bit better (like giving 50% stealth, less aggro, etc.) or it should just have a much tempting design so everyone would like to show off with it, because we all know, in WoW: Looks >>> All (including utility.)

So, how to fix it? More rewards but not just gear, extra grind or work, but a variety of rewards that would really feel rewarding. As Stan said, mog sets, maybe even unique weapons, titles, pets, different things for solo runs and for group runs, maybe even group combinations (no healer, no tank, 3 players, 5 players etc.)

Also, if it had at least the same amount of rewards like Islands as pointed out in the article, it really would be a lot different and we would all be motivated for it. So, I hope we can start to move forwards in rewards systems so this nice theme and zone would not go to waste and remembered good instead of tedious and boring.

Sorry this has been a long comment, thanks for coming to my WoW talk and thanks again to Stan for inspiring us to talk about this. I hope some good people from Blizzard take a look at our forums too, lots of good ideas here, nice constructive feedback always helps to make it better, so an extra thanks to all the good commenters here too! 

  • Like 3

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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      With just days to go until Season 4, we have our very first +34 of the expansion (as spotted by Raider.io), which is actually tied with the highest key ever completed on live servers! 
      Unsurprisingly it was Atal'Dazar which hosted the key, same as the last few highest ones of the season, with NerfTankTV, Dxmdru, Dxaugtwo, Hypeboy and Azuna_qt getting the job done, with almost 30 seconds to spare! 

      Here's the final part of the last boss, but you can click back a little in the video for the full clear, starting at 1:24:04.


      Congratulations to the team! Will we see a +35 (which would be the actual highest key ever achieved in WoW) in the next four days before Season 4?
    • By Staff
      Here come the full content update notes for next week's Dragonflight Season 4! We have class tuning, dungeon and raid changes, the season itself, Awakened raids and how they work, the Northrend Cup, and more, so let's dive in.
      Season 4 (Source)
      Dragonflight Season 4 arrives to World of Warcraft on April 23! TABLE OF CONTENTS
      DRAGONFLIGHT SEASON 4 DUNGEON CHANGES NORTHREND CUP CLASSES DUNGEONS AND RAIDS PLAYER VERSUS PLAYER DRAGONFLIGHT SEASON 4
      Powerful rewards await in Season 4 to deliver the best of what the Dragonflight expansion offers. Jump into the new Mythic+ dungeon rotation, rally your forces for new challenges in raids, prepare for the new PvP season, and ready yourselves for The War Within. [LEARN MORE]
      Awakened Raids
      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.
      Back to Top
    • 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
×
×
  • Create New...