Jump to content
FORUMS
Sign in to follow this  
Staff

Upcoming Season of Discovery Phase 2 Adjustments: February 12th

Recommended Posts

77410-season-of-discovery-phase-2-is-now
 

Blizzard have detailed some adjustments coming to SoD Phase 2, as Aggrend explains the changes to quest mobs, the STV PvP event, class tuning (including Starsurge) and more.

Here's the tweet accompanying the update:

Blizzard LogoTuning (Source)

Greetings,

We’ve been playing quite a bit over the weekend and have met to discuss a few issues that we’ve identified since launch. We wanted to take a moment to dive into these issues and what our near and longer term plans are for them.

Quest Creature Availability in the Open World

This is a tricky issue to tackle as it involves a lot of complex data work to identify and potentially alter spawn behavior systemically without creating other adverse effects. We are doing an investigation on this now and hope to find a safe solution soon that will help with player concerns around this.

In the meantime, we have made some minor tweaks to layer population target numbers (essentially the values that determine when new layers spin up) which we hope will help spread players out across more layers and make the world still feel full but not quite so overpopulated in quest areas. Please note that with this change, less populated zones such as lower level zones and cities may feel more sparse than they otherwise would. This isn’t ideal and it’s not a long-term solution, but is a stopgap while we investigate other solutions.

Stranglethorn Vale Blood Moon Event

We’ve been having a lot of fun in this event over the weekend, but we definitely recognize that there are a few rough edges we would like to smooth out. Coming within the next 24-48 hours we will be implementing a few changes:

  • The Blood Moon buff gained during the event will increase player stamina by 30%.
  • The Bloodless effect gained after death is being adjusted and will now last 20 seconds down from 1 minute.
    • Additionally, this effect will now also grant a pacify and invisibility effect so that players can resurrect and then move away from graveyards/chained spirits, mount up, summon pets, and more effectively “reset” after a combat to prepare for the next fight.
  • Zandalari Emissaries are getting a more pronounced visual effect to make them more visible in their spawn locations in Booty Bay, Grom’gol, Northern Stranglethorn, and Yojamba Isle.

Please note that this list of changes is not comprehensive and does not address all issues we’d like to address with the event. These are changes we hope to make rapidly to make the experience smoother in the short term while we observe player behavior and determine the needs for additional adjustments going forward.

We also want to take a moment to recognize that this event is in fact extremely brutal and unforgiving and that this is exepected. This is another wild experiment that we knew could be somewhat devisive and we feel that is okay. While we want to continue to make improvements, due to the nature of PvP and especially Free-For-All PvP, you will encounter frustration at times. The rewards we’ve added for it are also tuned deliberately in such a way that they should be relatively easily obtainable, often requiring just a few events to obtain, but also should not be “mandatory” for anyone. Despite being epic quality, the weapons and accessories are roughly on-par with level 40 blue items and are in most cases inferior to equipment available in Gnomeregan. If you find pvp frustrating, it’s okay to steer clear of this event and pursue other paths for power progression.

Class Adjustments

We intend to follow our once-per-week class adjustment schedule and take the time needed with class adjustments to not make too many changes too hastily, particularly when it comes to power reduction or “nerfs”. You can expect to see the first full round of class adjustments arrive with weekly maintenance in your region during the week of Feb 20th.

That said, there is one major outlier that we intend to tackle before then. We intend to make the following adjustments to Balance druid over the next 24-48 hours.

  • The base damage of Starsurge has been reduced by 30%.
    • Additionally, we’ve identified and fixed a bug in the Starsurge spellpower coefficient and this has now been corrected. Starsurge should be properly gaining 42.9% of spellpower as damage now, as intended.
  • To compensate for this adjustment, we will be adding an additional effect to Starsurge that causes your next Starfire to cause 66% additional damage.

The intent is not to significantly nerf overall druid damage output, merely to reduce the efficiency of Starsurge specifically and shift the damage output of druids further towards their hard cast abilities such as Starfire.

Other Changes are Coming

There are many other adjustments we are hoping to tackle across multiple areas of the game in the coming days but we wanted to focus on these items initially, and get word out to players about our intentions here as soon as possible. We really appreciate all of the feedback we’ve gotten about these and many other items throughout the weekend. We’ll be issuing a number of hotfixes later today for the issues listed above plus many others and those will be viewable in the normal location on our official forums.

Thank you again!

  • The WoW Classic Dev Team
  • Like 1

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 Staff
      Blizzard laid out their plans for Molten Core in their latest Season of Discovery update!
      The raid size at Level 60, which is the max level planned for Season of Discovery, will be 20. This applies to both Molten Core and an unannounced Level 50 raid coming in the next phase.
      Blizzard also explained Molten Core would be easier to scale from a 40-player raid down to a 20-player experience compared to other raids.
      (Source)

      Raid Size at level 60
      Recently a hot topic of debate is the raid size at level 60 and we’ve been watching the commentary on this closely. To help quell confusion, here’s a look at exactly what to expect in the net few phases in terms of raid size:
      The yet-to-be-announced level 50 raid will be a 20 player experience Molten Core will also be a 20 player experience in Season of Discovery Past that, we are still discussing exactly what raiding in the later tiers of Season of Discovery will look like in terms of raid size.
      For a bit of background, when we first concepted Season of Discovery we felt that it was perfectly natural for a version of Original World of Warcraft to have 40 player raids. This is partially because the development time needed to scale them was not planned within the scope of what we set out to accomplish on the aggressive schedule we have, but mostly because 40 player raids felt like such a defining characteristic of Original WoW and are utterly unique to this version of the game. It wasn’t really even in consideration to eschew them entirely.
      When we set out to create our level-up raids however, we did feel that asking people to field 40 players would be a tall ask at level 25. We wanted these first few raids to be somewhat easy to form pick-up groups for as well. As a result, we decided on 10-player experiences instead for the first two level-up raids. As we’ve played the game ourselves and watched how players approach community building, we’ve realized that we’ve set some communities up to potentially struggle a bit by asking them to recruit up from one or two 10-player raid groups to a full 40, should they choose to. As a result, we wanted make it clear now what our plans are to start “bridging” from 10 player raids to higher raid sizes.
      While overhauling all 40 player raids down to 20 would be theoretically possible, this may be prohibitively difficult and detract significantly from the other features and content we have planned to implement in a post-60 Season of Discovery. We are doing some investigation now to help us understand what would be needed and what the framework of the Original WoW data can support in this regard. There are some features that just cannot currently exist in Original WoW as well, such as Flex Raiding, so we are constrained in exactly what we are able to do here. Molten Core is definitely unique here in that it is simple enough mechanically and under the hood that it would be relatively easy to pare down to a 20 player experience.
    • By Starym
      There's a whole lot of class tuning in today's hotfixes, as Druids, Hunters, Mages, Paladins Shamans and Warriors get a varying amount of changes. We also see the reduction to the much-discussed and very high Gnomeregan boss armor values, and tuning for the High-Yield Radiation Bomb.
      February 27 (Source)
      WoW Classic: Season of Discovery
      High-Yield Radiation Bomb adjusted: Its slow effect can now be removed with snare removal effects. Its damage-over-time is now correctly Nature damage and a Poison effect (was Magical). The initial damage of the bomb now works on enemies that are typically immune to slows. The initial damage of the bomb will now always go off when it hits. The increased armor value of certain mechanical bosses in Gnomeregan has been reduced slightly. Developers’ notes: The higher armor values on certain mechanical enemies in Gnomeregan was correct and intended, but we will adjust the armor on Crowd Pummeler 9-60 and Mekingeer Thermaplugg slightly to provide up to a 10% increase in physical damage received, depending on modifiers present. We also checked the Mechanical Managerie, and it is using the correct armor values. Druid Lifebloom mana cost reduced by 50%. Developers’ notes: Lifebloom refunds half its new base mana cost per stack when it expires or is dispelled. This part has always functioned in this way, and we’ve seen a bit of confusion around how the mana return portion of Lifebloom functions. Living Seed now heals for 50% of the critical heal that planted the seed (was 30%). This heal now blooms from non-periodic healing received, in addition to any damage taken. Nourish mana cost reduced by 27%. Moonkin Form now also reduces the mana cost of Moonfire by 50% and increases Moonfire periodic damage by 50%. Sunfire also benefits from this change. Moonkins can now cast non-healing Restoration spells without cancelling their shapeshift. This includes: Remove Curse, Remove Poison, Abolish Poison, Innervate, Rebirth, Revive, Mark of the Wild, and Gift of the Wild. Fury of Stormrage improved: when this rune makes Healing Touch instant, it now also makes it castable in all shapeshift forms. Lacerate critical strikes can now trigger Primal Fury. Nourish is now instant cast when Fury of Stormrage is active. Nourish no longer breaks Moonkin form when Fury of Stormrage is used to cast an instant version of the spell. Hunter Dual Wield Specialization no longer grants a 30% damage bonus to Raptor Strike for wielding two weapons of the same type. Mage Chronostatic Preservation no longer checks for a target within range or line of sight on the first cast. Its tooltip states that it has an Unlimited range, andthe first part of the ability now does, but the unleashed heal has a range of 40 yards (46 yards talented), which is unchanged. Paladin Crusader Strike now deals Holy damage instead of Physical damage, ignoring armor, and is now affected by Holy damage prevention. Crusader Strike is still considered a melee attack, and not a spell. Seal of Martyrdom can no longer trigger Art of War, and will no longer be triggered by Frost Oil or other weapon procs. Rogue Redirect no longer triggers or is affected by the global cooldown, and its own cooldown has been reduced to 10 seconds. Developers’ notes: when Redirect is combined in a macro with other Combo Point related abilities, it often does not function as expected. We recommend not including it in such macros. Main Gauche now generates 3 combo points on your target and base Energy cost reduced to 15. Just a Flesh Wound threat bonus increased such that Rogue tanks will generate approximately 30% more threat. Shaman Two-Handed Mastery rune now also provides 10% increased Attack Power and 10% increased chance to hit with spells after hitting a target with a two-handed weapon. Shamanistic Rage rune now grants 5% of the Shaman’s maximum mana per
      second, instead of a value scaling from Attack Power, Spell Power, or Healing Power. Spirit of the Alpha rune now grants the casting Shaman 20% increased Attack Power if they cast the spell on a target other than themselves. Earth Shield mana cost reduced by 67%, and charges increased from 3 to 9. The base amount healed now properly scales with level and is about 50% higher than previously at level 40. Power Surge tooltip revised to clarify functionality. This rune periodically grants mana every 5 seconds, equal to 15% of the Shaman’s intellect. Some potential timing issues that could have sometimes made it give less mana than intended have been fixed. Ancestral Guidance cooldown reduced to 1 minute (was 2 minutes). Warrior Rallying Cry now correctly benefits the Warrior's entire raid (was: the Warrior’s party only).
    • By Staff
      Blizzard have shared a lot of info on upcoming buffs in Season of Discovery starting next week, as well as plans for future phases! There's XP and gold buffs, as well as a discount for mounts coming next week, and we also found out that future phases will have a 20-man raid size! Blizzard also delve into itemization changes at the final phase level cap of 60, with new items coming as well as old ones getting revamped, so let's dive in!
      SoD (Source)
      Greetings,
      The WoW Classic team wanted to take a moment dig into a few adjustments we plan to make next week as well as share some details about how the next few phases of Season of Discovery will handle endgame raiding and our thought process around this.
      XP Buff and Leveling
      When we first concepted Season of Discovery we knew we wanted alts to be a major fixture of the experience, and so we decided to add an XP buff, Discoverer’s Delight, into previous level bands at the beginning of each phase. This is great for existing characters that were not yet at the current level cap or were new characters created after the phase changes, but if you went into phase 2 with several characters at 25 already, it can be a little daunting to level them right now. We’ve been considering ways to help with this over the past several days and we’ve made adjustments to our existing plans.
      Starting next week (March 5th, with maintenance), the Discoverer’s Delight XP buff will be enabled on all realms, increasing XP gained from levels 1-39 by 100% (up from 50%). We had always intended to increase Discoverer’s Delight to a 100% buff from 1-39 when phase 3 launches, so this is merely moving this change forward from the start of next phase, to a mid-point of this current phase. Alongside Discoverer’s Delight adjustments, we’ll also be reducing the cost of normal racial mounts and mount training by roughly half at level 40. We do not have changes planned for epic mounts at 60 at this time. Lastly, we will also be increasing the base gold reward from all quest rewards while players are level 1-39. Please note that this bonus gold will NOT be in effect at level 40, meaning this will not impact the XP->Gold conversion for quests completed at the current max level. This will help equalize things and make questing while leveling a bit more lucrative, which will help players with things like purchasing new skills and buying their mount, since they will be leveling twice as fast. Going forward, we are also looking at leveling adjustments for when phase 3 launches and the level cap raises to 50. We’d also like to continue to make mid-phase adjustments like this to help smooth over the leveling curve for alts a bit, or help those leveling a bit slower to get that nudge over the finish line. We think alts are great and we want you to feel good about playing them, and we think this will help.
      Raid Size at level 60
      Recently a hot topic of debate is the raid size at level 60 and we’ve been watching the commentary on this closely. To help quell confusion, here’s a look at exactly what to expect in the net few phases in terms of raid size:
      The yet-to-be-announced level 50 raid will be a 20 player experience Molten Core will also be a 20 player experience in Season of Discovery Past that, we are still discussing exactly what raiding in the later tiers of Season of Discovery will look like in terms of raid size.
      For a bit of background, when we first concepted Season of Discovery we felt that it was perfectly natural for a version of Original World of Warcraft to have 40 player raids. This is partially because the development time needed to scale them was not planned within the scope of what we set out to accomplish on the aggressive schedule we have, but mostly because 40 player raids felt like such a defining characteristic of Original WoW and are utterly unique to this version of the game. It wasn’t really even in consideration to eschew them entirely.
      When we set out to create our level-up raids however, we did feel that asking people to field 40 players would be a tall ask at level 25. We wanted these first few raids to be somewhat easy to form pick-up groups for as well. As a result, we decided on 10-player experiences instead for the first two level-up raids. As we’ve played the game ourselves and watched how players approach community building, we’ve realized that we’ve set some communities up to potentially struggle a bit by asking them to recruit up from one or two 10-player raid groups to a full 40, should they choose to. As a result, we wanted make it clear now what our plans are to start “bridging” from 10 player raids to higher raid sizes.
      While overhauling all 40 player raids down to 20 would be theoretically possible, this may be prohibitively difficult and detract significantly from the other features and content we have planned to implement in a post-60 Season of Discovery. We are doing some investigation now to help us understand what would be needed and what the framework of the Original WoW data can support in this regard. There are some features that just cannot currently exist in Original WoW as well, such as Flex Raiding, so we are constrained in exactly what we are able to do here. Molten Core is definitely unique here in that it is simple enough mechanically and under the hood that it would be relatively easy to pare down to a 20 player experience.
      Itemization changes at level 60
      One thing we’ve also not talked about yet is our thoughts around level 60 endgame rewards and the very significant changes we have planned there, and that may also be a key piece of context missing to help illustrate our philosophy on different raid sizes in Season of Discovery.
      We currently plan to revamp many items from dungeons and raids (including the existing 20 player raids) at level 60, as well as adding new items across all phases of endgame. We have a ton of exciting playstyles that are new or were traditionally seen as “off specs” that have been given life in Season of Discovery and will come into their full power at 60. We want to itemize well for as many different builds and playstyles as we are able to in the time we have. We currently also have plans to make adjustments to the difficulty of all raids, as well as the power level of rewards available. This does not mean making raids harder or easier across the board relative to player power, but looking individually at each experience and defining what those experiences are about and what their purpose is. Theoretical Example: A raid that may have traditionally been considered to be “catchup” raid such as Zul’Gurub could see adjustments that bring their challenge level up slightly, but also greatly increase the quality and diversity of the rewards so that they feel like a viable progression path alongside other current content in that phase, such as Blackwing Lair. On the flip side, we also always wanted to make sure that any 40 player raids that exist remain approachable (i.e. able to be completed in pick-up groups) and that they maintain that “soda and pretzels” feel of 2019 Classic raiding, where you could bring almost any group composition or experience level and have success. We think that adjusting the quality of rewards to a more consistent level between different raid sizes could help provide a larger “menu” of activities to do that all feel rewarding or worth doing to a wide variety of players or playstyles, and add a lot of fun things for players to chase to increase the efficacy of their chosen Season of Discovery role or playstyle.
      Ultimately, we recognize that not knowing what’s coming can be a cause for anxiety. We also recognize that what we set out to create and the audience we created it for have grown and evolved in the short time since we announced Season of Discovery. It’s also difficult for players outside of our development process to understand what the true “endgame” is for SoD without us being extremely specific, but it is a bit too soon to really share the nitty gritty details on every aspect of the level 60 endgame. Some things are still in concept, and other things will change based on other future learnings and where your feedback takes us. We want to arrive at a place where, ideally, if your guild wants to strictly stick to a smaller raid team of 20 people the rewards are compelling enough that you don’t feel “behind” a team focused on 40 player raiding.
      We want your feedback!
      In closing, what we’d really like to hear from you is feedback on what you want. While we think that 40 player raiding is important to Original World of Warcraft, we are also interested in doing the thing that will create the most enjoyment to the most amount of players, but ideally not also remove enjoyment from another large contingent of players so long as it is feasible to do. This is one of the great challenges of being the custodians of this game. There are many people who want very different things from Season of Discovery and Classic at this time, and our team has constraints in what we can accomplish as we are moving full speed through these releases. We are going to continue to do our best to strike a balance and compromise between a great many perspectives, while still trying to keep key aspects of Classic WoW, Classic. The best way we can do that and prioritize the right changes is for you to share your feedback and constructive suggestions with us to help us forge the right path forward together.
      We appreciate the time everyone has taken to comment on this and other issues. We hope to hear from you on this, and we hope to be able to share even more information very soon. Thank you!
      -The WoW Classic Dev Team
    • By Stan
      As previously announced by Blizzard, new rewards for Waylaid Supply factions are now live in Season of Discovery!
      At Honored, there are 3 Bind-to-Account rings which provide +2 Various stats. At Revered, there's a 16-slot bag and 3 Bind-to-Account necks which grant you +4 Various stats. Images courtesy of MrGM and Reddit user desperateorphan.
      Placeholder for tweet 1762217101236850986
    • By Starym
      Today's batch of phase 2 hotfixes brings more STV PvP event improvements, item changes, and some class tweaks as well!

      For today's retail hotfixes, focused on Follower Dungeons,  you can head over here.
      February 26 (Source)
      WoW Classic: Season of Discovery
      Hyperconductive Caster Set’s 3-piece bonus now works correctly with healing and damaging runes. Chronostatic Preservation duration increased to 20 seconds (was 15 seconds), and now works with mouseover macros. Drained of Blood will now periodically remove debilitating effects that are still affecting the player. Additional Chained Spirit graveyards and patrols have been added during the Blood Moon event. Fixed an issue with Lesser Arcane Elixir that caused it to not be usable at the required level on the tooltip. Kha’damu’s Blood Craze will no longer increase his damage dealt. Hunter Chimera Shot no longer extends the duration of Wyvern Sting’s periodic damage. Developers’ notes: That interaction was never intended. Rogue Between the Eyes no longer shares a cooldown with ranged attacks.
×
×
  • Create New...