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Gul'dan Testing & Blue Posts (Class Feedback)

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Elisande and Gul'dan are available for testing on December 13. Another set of blues is up dealing with MM Hunters, Rogues and Destruction Warlocks.

Gul'dan PTR Testing

Elisande and Gul'dan  will be tested out on Public Test Realms for the first time on Heroic difficulty. You can preview all encounter abilities in the in-game journal. Gul'dan's encounter has a Mythic-only phase, where Khadgar returns Illidan to his dormant body, but he will be somehow possessed. This phase information was removed from the journal lately.

Blizzard LogoWatcher

On Tuesday, December 13, we will be conducting focused raid tests of Heroic Nighthold bosses.
Remember that Heroic difficulty scales for groups between 10 and 30 players, so feel free to assemble and bring a group of any size within that range. 

Tuesday, December 13

Elisande – Heroic Nighthold
13:30 PST (16:30 EST, 22:30 CET)

Gul'dan – Heroic Nighthold
15:00 PST (18:00 EST, 24:00 CET)

As always, this testing schedule is very fluid and subject to the realities of a PTR environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

(Source)

Following yesterday's blue posts from feedback threads on the official forums, we got a few updates specifically for MM hunters, Destruction Warlocks & Rogues.

Marksmanship Hunters

Blizzard LogoSigma

We definitely understand that Marksmanship Hunters were used to a version of Vulnerable on live that was, for all practical purposes, full uptime (i.e. it could be up for every or virtually every Aimed ShotAimed Shot). Skilled players will still be able to have a great majority of their Aimed ShotAimed Shots affected by Vulnerable even in 7.1.5, albeit with a higher demand on focus management and good use of WindburstWindburst. That is intended, even if it involves losing a degree of comfort in essentially never being without a Vulnerable when you want it. The debuff is less diluted and has more significance when it requires that sort of attention, and it is not without payoff: the damage of an Aimed ShotAimed Shot with Vulnerable is significantly higher than in 7.1, and can be further increased with the new Patient SniperPatient Sniper. The ability to use Piercing ShotPiercing Shot with Vulnerable (and potentially Patient SniperPatient Sniper) is an example of a new option allowing a very strong burst.

While the fundamental mechanic driving it is a proc, the proc rate is quite high, and our goal is to make sure it is the sort of randomness that provides variation to a rotation while allowing responsive gameplay and room for mastery. The ability to wait on a Hunter's MarkHunter's Mark while pooling focus to get full value from the Vulnerable will be more important than before. WindburstWindburst, as well as the talent options SidewindersSidewinders and SentinelSentinel, allow on-demand Vulnerables as a resource to deal with situations where you have focus but not a Mark (or simply to make sure you have one for a key burst moment without having to react to a proc). Finally, removing the Vulnerable requirement for Marked ShotMarked Shot to do strong damage removes a reliance on multiple rapid procs and/or SidewindersSidewinders in order to use consistent buffed Marked ShotMarked Shots.

As the PTR goes on, we welcome feedback on what problems turn up when you try to put this into practice, but I wanted to explain a bit more what our expectation was.

(Source)

Rogues

Blizzard LogoSigma

Cheat DeathCheat Death at 6 minutes is ridiculous... At the very least they need to make it reset on death, or no one is going to use it.

It does.

To say a bit more on the 7.1.5 changes to various “cheat death” effects, including Cheat DeathCheat Death, CauterizeCauterize, PurgatoryPurgatory, and Last ResortLast Resort: firstly, the cooldown increase is not the only change—the cooldowns (specifically, the cooldown-enforcing debuffs) will now clear on death. So if you Cheat Death early in a dungeon, yes, you should avoid dying again for the next 6 minutes. However, in the event you do die (or the group wipes), you will return to combat with Cheat DeathCheat Death once again available.

More broadly, we examined the value of these effects as a whole and concluded they are too easily available. When Cheat DeathCheat Death was first added as a deep Subtlety talent (before the change to modern talent rows), its power and cooldown reflected the significant investment into that tree. In the current game, not only is its opportunity cost much lower, but, taking a look at the gameplay of healing and survivability challenges, the power level of such a frequent extra life is very high. For example, RebirthRebirth has a 10 minute cooldown, and is a distinctively powerful ability that significantly contributes to a class’s perceived power in dungeons. ReincarnationReincarnation has a 30 minute cooldown, and is far from being meaningless or forgotten. If we were adding Cheat DeathCheat Death and its ilk today and evaluating its power, there would be little justification for a cooldown as short as 2 minutes. Preventing a death that might otherwise have scuttled the entire current attempt at a dungeon or raid boss has more value than that.

On Last ResortLast Resort in particular, we are aware that Vengeance Demon Hunters felt somewhat reliant on this to avoid deaths to unexpected burst damage, and we will be monitoring whether they need other changes to compensate (for example, they have increased health on PTR, increased baseline damage reduction, and a stronger Metamorphosis effect). And on PurgatoryPurgatory, its cooldown was increased the least because it conditional, and it was also made more reliable: the effect will now always last for 3 seconds regardless of whether you momentarily go above 0 HP during that window.

(Source)

Destruction Warlocks

Blizzard LogoSigma

One problem that Destruction Warlock had was a number of talent rows with very obvious "single-target" vs. "AoE" talent picks. This has clear downsides--a requirement to swap talents often (and as a corollary, a feeling of being significantly crippled when not using the ideal talent loadout for a given situation). Clearly, it's a DPS loss single-target to say you can no longer have both EradicationEradication and Reverse EntropyReverse Entropy, and a DPS loss in some AoE situations to say you can no longer have both CataclysmCataclysm and Fire and BrimstoneFire and Brimstone. But making that swap, and then making sure throughout PTR that Destruction DPS remains reasonably consistent with live, will leave the spec more well-rounded and not as pigeonholed by talent choices in a given situation. PTR already has buffs to Summon DoomguardDoomguard and Summon ImpImp damage that help with numbers in all situations, as well as buffs to various talents to help futher improve flexibility.

(Source)

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On 12/11/2016 at 0:37 AM, Kirbyzki said:

Can't wait to have a crack, is the Tues 13th actually the Wed for Aus? (just wanted to make sure)

I would assume so, yeah. From what I can see, 13:30 PST is 08:30 the next day for Aussies.

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2 hours ago, Dantalian said:

Guldan on a PTR.... Well its sad that Blizzard backed down from their words that, it won`t be tested on PTR.

I think it had to be done after what happened with Xavius. If another tier was destroyed for the race due to no testing, it'd be pretty lame :(

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On 12/12/2016 at 5:18 PM, Dantalian said:

Xavius was tested, but not fixed that is not the testers problem.

He wasn't tested on Mythic and that was where the biggest issues were

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