Jump to content
FORUMS
Sign in to follow this  
Valks

Blue Posts: General Legion Updates #8

Recommended Posts

16048-blue-posts-general-legion-updates-

The blues have been busy putting out more responses to the community's opinions on different problems on the Alpha. Make sure you are up-to-date on what Blizzard think of the changes, as well as what they plan to do in the future.


Our first post concerns the design notes for the brand new Alpha build. The build was deployed in order to implement a number of further class changes. The design notes generally will summarize what the "major" changes to the class were.

Blizzard Icon Alpha Build Design Notes - 18th February


Today’s alpha build is a smaller update, but still contains a few noteworthy things:
  • Class Status – We’re continuing to iterate on our class abilities and talents, based on testing and feedback. This build has many revisions scattered around the classes, but here are some highlights:
  • Fury Warriors – Significant iterations on the core combat abilities. A few more talent changes are still yet to come.
  • Mages – Significant revisions to their level 30 talents, and a few related baseline utility abilities.
  • Death Knights – Wraith Walk added to aid mobility. Several new/revised talents across all 3 specs.
  • Protection Warriors – Several revisions to talents and core rotation.
  • Demon Hunters – Numerous changes across both specs and talents.
  • Shadow Priests – Voidform is now an active ability.
  • Retribution Paladins – Many talents revised.
  • Marksmanship Hunters – Significant revisions to core combat abilities and talents.
Thanks, and we look forward to your feedback!

Today's build update mainly contains bug fixing and ongoing iteration for the current zones, artifacts, and class specs. So while no new class specs or zones are contained in this build, there's still a lot of value in providing a more recent snapshot of the game for you all to test and give feedback on. Fresh is good!
 
(source)

Our next blue posts look at the feedback provided concerning the new legendary items being introduced in Legion. There have been concerns that such a huge number of legendaries is going to create huge balance issues between players that manage to get them early on. The blues responded on two fronts, with posts detailing a legendary item cap being introduced, as well as a response considering the power of the effects themselves. 
 

Blizzard Icon Legendary Item Cap


At the start of the expansion, only one legendary at a time can be equipped so that while extraordinarily lucky people will have more choices about which to use when, they won't be significantly more powerful than somebody that isn't quite as lucky. As the expansion progresses, the number of legendaries that can be equipped at once will go up, although still limited to a relatively small number of slots. 
 
They can come from anywhere, with more difficult content having a higher likelihood of dropping them (for equivalent time spent).
 
(source)

Blizzard Icon Legendary Effects in Legion


I feel that the issue is that this type of legendary will even be allowed into the game. I haven't spoken to a single person that doesn't think they'll be a nightmare for raiders. Even one of these items can offer a ridiculous power difference for certain spells/classes.
 
As you note, there is a massive amount of tuning yet to be done here. A legendary that makes you unkillable, or that doubles your damage, is not a legendary that will be going live in that form. We're testing a lot of different ideas. Some need numbers adjustments; others may prove impossible to tune or unfun. Alpha is alpha.
 
But if we're in a space where items being powerful and transformative is unacceptable, then that feels like a problem. Marginal passive stat increases, like replacing your bracers that have 93 Haste with bracers that have 105 Haste, are certainly easy to balance and safe. They're also pretty dull. And rewards should be anything but. Currently, completing set bonuses or getting powerful trinkets are some of the more rewarding moments, and those offer powerful effects comparable to many of the planned Legion legendaries. In a way, things like the Archimonde trinkets in Patch 6.2 were a preview of how some of these effects might interact and transform gameplay. We wish more items felt like those, and fewer felt like getting that bracer upgrade.
 
Way back in the early days of WoW, getting a Hand of Edward the Odd out of a strongbox was like winning the lottery, and every enemy you killed had the potential to be that lucky ticket. Over the years, loot delivery mechanics and their impact have become more and more streamlined, often at the expense of excitement. Legendary items offer a bit of that classic feel.
 
That said, in addition to the overall unique-equipped limit, our current thinking is that there will be a suppression aura in effect on Mythic raids for the first X weeks after a given raid zone opens, disabling legendary items' special effects (they will still function normally as high-ilvl regular items). This will serve to limit any perceived unfairness in the progression "race," while also serving as a self-nerfing mechanism that can kick in once that race is done.
 
(source)

In more class-specific news, the blues put out replies on a number of the class feedback forums for the Alpha. Our first reply comes from the Guardian Druid forum where the players have been discussing problems with the current AoE for Druid tanks.
 

Blizzard Icon Guardian Druid Feedback Reply


Hey, just wanted to pop in to let you all know about an upcoming change that didn't quite make it into today's build: Lacerate is going to be replaced with Swipe (Bear). It'll be no cooldown, free, with AoE damage somewhere between Lacerate's direct damage and Moonfire's direct damage (i.e., it'll be your lowest priority ability for single target, but offer on-demand AoE if needed).
 
EDIT: There are several other changes still coming to Guardian-specific talents as well, to add some more interesting gameplay options on rows where there were too many passive choices.
 
We look forward to feedback once you've gotten to test it in the next build!
 
(source)

Our next blue post from the class feedback forums centres around some of the new introductions to the Mistweaver Monk playstyle. Players have discussed at length the potential pitfalls of the various melee-based abilities being introduced for the Mistweavers, but the blues are on hand to explain their thinking behind it!
 

Blizzard Icon Mistweaver Monk Feedback Reply



The goal of Spirit of the Crane and Rising Thunder is to enable a playstyle that incorporates melee attacks while healing, for those who desire it (note that Holy Paladins have some similar ablilities and talents, and much of this discussion applies to them as well). We intend for you to be able to use these abilities naturally in dungeon and raid content, without being unfairly punished for being in melee range. However, the Mistweaver situation in Warlords, where the spec is never targeted by a wide range of abilities (even though, the vast majority of the time, it has no need for such treatment) is not one we're happy with. Our goal is to be more judicious about exactly which encounter abilities, if targeted at Mistweavers or Holy Paladins, would preclude playing the spec as intended.
 
For example, a Chain Lightning or Void Zone targeted at a random player with no warning will wipe or seriously disrupt the group if ever targeted at a person in a melee clump. If you can get targeted by it, there is no option but to avoid being in melee at any time during the encounter. Mistweavers and Holy Paladins should not be targeted by these sorts of abilities.
 
On the other hand, imagine a debuff that requires you to move away from other players for a short time or move to a certain location. In many cases, we exempt melee DPS from such abilities not because it would wipe the raid, but merely because reducing their effectiveness to near-zero for many seconds would be overly frustrating. We are much less concerned about asking Mistweavers or Holy Paladins to respond to these kinds of mechanics, because they can still use most of their abilities and be reasonably effective while briefly out of melee. In these cases they'd simply be handling the same mechanics that other healers were required to handle.
 
In summary, choose these talents on alpha like any others and use them as you'd expect, and feel free to report any situations where doing so causes problems that you have no way to avoid.
 
------------
 
A few other things:
--We are planning to revise Sheilun's Gift, as we agree it is rather bland.
--Essence Font should be reasonably effective on as few as 6 targets. Tuning is still in progress as always, but the current version should slightly exceed unbuffed Vivify in terms of throughput and efficiency at around that amount (and if not, we'll take a look at that). It will only get relatively stronger from there as the number of targets increases. 
 
(source)

 
Our last blue post for the day is going to be coming from the Warlock forums, detailing a clarification on the Demonic Empowerment ability for Demonology.
 

Blizzard Icon Demonic Empowerment for Demonology


A clarification on this (weird-looking) change: The build was made while we were in the middle of changing Demonic Empowerment. It'll actually be no cooldown/charges at all, just always freely usable.
 
(source)

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 Starym
      We have another triple entry in the hotfix ledger, as Radiant Echoes gets more improvements in retail, while Season of Discovery and Cata Classic get additional class changes.
       August 7  (Source)
      Player-characters
      Steady Flight should no longer be removed after entering an Arena. Quests
      We tuned up the Prototype Shredder MK-03 so that “Eye for an Eye” can be completed. Radiant Echoes Event
      Increased Flightstone and upgrade Crest drop rates in the event. Reduced the HP scaling on all event bosses so that they should be killable in a more-reasonable timeframe. Developers’ notes: This includes both ‘minibosses’ (e.g. Hogger, Thorim) and final bosses (e.g. Remembered Onyxia, Ragnaros). Season of Discovery
      Hunter Heart of the Lion once again has a 100 yard range. Warrior The Focused Rage rune will now correctly reduce the cost of Meathook by 3. Cataclysm Classic
      Fixed an issue where Faerie Fire did not deal intended amounts of threat when used on NPCs targeting another unit.
    • By Stan
      Due to a bug introduced with the War Within pre-patch, some players are receiving item level 250 gear from the weekly cache.
      We've seen numerous reports on Reddit and the official forums that the Last Hurrah weekly quest on live servers drop low-level gear for some players. Apparently, the bug was first introduced with the War Within pre-patch two weeks ago and still hasn't been fixed.
      Here's an example of a low item level drop from the Cache of Awakened Treasures by Omnifox.

    • By Starym
      Week 2 brings quite a few changes, as Hunters in particular rise up, while Shadow has a really bad time. The top 3 remains the same and very consistent, so let's jump in and see what's going on.
      Warcraft Logs Points
      The below logs are based on POINTS, and not actual damage or healing, meaning they log the timed completion for the specs, with higher keys getting more points, obviously. The time in which the dungeon is completed is also a factor, but a much, much smaller one, as it grants very few points if you do it significantly faster than just any in-time completion. We're also using the Normalized Aggregate Scores numbers, for clarity, meaning the top spec is marked as 100 and then the rest are ranked in relation to that peak point.
      All Keys
      95th percentile DPS
      The top 3 remains quite stable with the Evoker-Paladin-Warrior trio reigning supreme. We see the first change of the week right after that though, as Frost DK continues its upward march in dungeons as well as in raids, taking 4th from Elemental. Both DKs are on the rise, as Unholy also moves a spot up, taking advantage of Shadow's precipitous 5-spot fall to the bottom of the top 10. Arms remains stable as two Hunters burst in, Beast Mastery taking 8th and Marksmanship 9th, as Frost Mage disappears down towards the bottom. Speaking of the bottom, Devastation gets some new roommates there, as Outlaw and Destruction fall and give Enhancement and Feral a break.

      Mythic+ All Keys 95th Percentile Data by Warcraft Logs.
      All Percentiles
      As with the top percentiles, the top 3 remains solid, but 4th is immediately changed, thanks to Shadow's massive drop in performance this week. The Priest loses even more ground here, falling 9 spots into 13th, opening 4th up for Arms. Beast Mastery moves even higher here, grabbing 5th and moving in front of Elemental and Frost DK, as Marksmanship brings up the rear and completes the Hunter sandwich in 8th. Affliction breaks into the top 10, just ahead of Unholy which dropped to the final spot.

      Mythic+ All Keys All Percentile Data by Warcraft Logs.
      Raw DPS U.GG DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks.
      Frost DK finds itself on top in the raw DPS rankings, as Augmentation isn't calculated properly here. Fury and Arms grab the next two spots, moving ahead of Ret, and the Fyr'alath wins continue in 5th, where Unholy finished the legendary axe streak. Even Survival joins the Hunter good times in 8th, where all three specs gather, just ahead of Balance who closes out the top 10.
      Mythic+ All Keystone DPS rankings by u.gg.
       
       
      For even more in-depth data for each individual key head on over to Warcraft Logs. And if you're interested in more info on the specs themselves you can always check out our class guides (updated for the pre-patch), as well as our Mythic+ guides and Mythic+ tier list.
    • By Stan
      For the next two weeks, the Archaeology quest for Spirit of Eche'ro is available on live servers, so don't forget to get the rare mount before it's gone for 6 months!
      How to Get the Spirit of Eche'ro Mount
      1. Download MapCoords or some other add-os that displays coordinates in the game.
      2. Teleport to Azsuna from the Stormwind/Orgrimmar Portal Room or use your Dalaran Hearthstone to reach Dalaran (Legion) if you have one in your inventory.
      3. Seek out Archaeology Trainer Dariness the Learned in Dalaran at 41,26 and learn Archaeology if you already haven't.
      4. Accept The Right Path quest from the Archaeology Trainer and make your way to Thunder Totem in Highmountain.
      5. Talk to Lessah Moonwater to accept Laying to Rest. For the quest, you must collect 600 Bone Fragments of Eche'ro by rotating between four digsites in Highmountain. The exact locations with coords are outlined below.
      Digsite 1: Darkfeather Valley (50, 44) Digsite 2: Dragon's Falls (58, 72) Digsite 3: Path of Huin (44, 72) Digsite 4: Whitewater Wash (39, 65) it takes roughly around 2 hours to get the mount.
      Spirit of Eche'ro
      "The spirit of Huln Highmountain's pet moose."

      Hurry up! You only have until August 21, 2024, to get the mount!
    • By Stan
      MoP Remix characters that will transfer over to retail will receive a gear boost!
      With Patch 11.0.2 now live on Public Test Realms, you can copy over MoP Remix characters from retail! It appears all MoP Remix characters will receive a character boost so you can dive straight into action when the War Within expansion launches.

      We can't unfortunately log in to the game with the MoP Remix char on the PTR so we can't confirm the Item Level of gear for max level characters. However, keep in mind that the gear boost will scale with your level, so if you're below max cap, you will receive gear appropriate to your current level.
      When Can We Expect MoP Remix Characters to Transfer to Retail?
      MoP Remix ends on August 19, so we assume the characters will need to be transferred to retail by August 22 when Early Access begins.
×
×
  • Create New...