Jump to content
FORUMS
Sign in to follow this  
Stan

Blizzard's Official Update on the Shadowlands Development for the Month of October 2020

Recommended Posts

50696-runeforging-in-shadowlands.jpg

Blizzard has just posted an update on the development of Shadowlands.

Highlights

  • The Maw will be updated with visual distinction and combat gameplay variety across the different areas. They want to give the Maw more identity while preserving the "sandbox" nature of the zone. No other specifics have been mentioned, but the weekly Maw goals should be more apparent from early on.
  • The weekly cooldown for Conduits will be removed because it limits multi-spec classes. It will be replaced with a more flexible system on the Beta.
  • Balance and Conduit tuning remains a priority for future Beta builds.

Blizzard Logo(Source)

As we continue to work towards making Shadowlands worth the wait, we have an update on several changes and improvements players can expect to see coming to the Beta over the next few weeks.

The Maw

The Maw is intended to be the desolate and brutal domain of the Jailer, and not a place any soul in the Warcraft cosmos ever hopes to visit. But this is, after all, a video game, and telling that story can’t come at the expense of creating a fun environment for adventurers. We’ve heard feedback that this content is currently falling short of that mark, and we agree.

We’re working to increase visual distinction and combat gameplay variety across the different areas of the Maw, as well as exploring adding new localized events and world interactions. We also want give players who journey to the Maw a bit more direction, while still preserving the “sandbox” roots of Maw gameplay. Players will venture into the Maw weekly to rescue souls to aid in restoring their Covenants, and the mysterious broker Ve’nari offers a range of cosmetic, convenience, and power rewards in exchange for Stygia. Those goals need to be more immediately apparent early on. We’ll share more info about specific updates when these changes are ready for Beta testing and feedback.

Conduits

We’ve also received a lot of feedback about the Conduit system. Many of you have expressed concerns that the current system will unreasonably limit experimentation and multi-spec play early in the expansion. While the existing weekly cooldown may provide sufficient flexibility once players have all three soulbinds fully unlocked, we agree that it is initially too limiting. A single weekly reset also fails to draw any distinction between someone who only wants to adjust a single conduit, and someone who wants to clear and rebuild their entire soulbind tree.

In an upcoming build, we will be replacing the weekly cooldown on changing conduits with a more flexible system: When first unlocked, the Forge of Bonds will be charged with 10 Conduit Energy, and placing a conduit into a socket will consume a single charge. Conduit Energy recharges at the rate of one per day, up to a cap of 10, and adding a new conduit to your collection immediately restores one Conduit Energy as well.

Our goal with this change is to ensure that, especially when players are acquiring new conduits and only have access to a small number of soulbinds and conduit slots, all players feel free to try out new upgrades and to adjust their soulbinds to support multiple specializations or activities. After the initial collection period for a given character, 7+ swaps per week should allow for more adaptation to suit specific roles or activities, while still requiring thoughtful decisions about how to customize each Soulbind for your playstyle preferences.

Class and Covenant Balance

Tuning has been underway over the past couple of weeks, but much work remains. Our initial tuning efforts have focused on Covenant class abilities that were outliers on either end of the spectrum, including some substantial redesigns where necessary. The coming weeks will see continued iteration on these abilities, as well as the soulbinds that complement them. Balance in this area means pursuing a mix of offsetting strengths and weaknesses rather than identical capabilities, and our goal in this process is that every class/covenant combination should have something to commend it.

Alongside these specific areas of focus, we are all using this time to tune various endgame rewards, fix bugs (thousands of which continue to come from the in-game Bug Report tool - thank you!), and add the finishing touches that will hopefully make your journey into Shadowlands a magical one when the time comes.

Thank you very much for all of your testing and feedback!

  • Like 4

Share this post


Link to post
Share on other sites

This is a good step in the right direction and I'm very happy about it; however they really need to look over some of the classes and give them a proper rework before launch of the expansion. eg) Windwalker Monks and Feral Druids

  • Like 3

Share this post


Link to post
Share on other sites
7 minutes ago, Ragingwolf said:

This is a good step in the right direction and I'm very happy about it; however they really need to look over some of the classes and give them a proper rework before launch of the expansion. eg) Windwalker Monks and Feral Druids

Why would those specs need a rework?

Share this post


Link to post
Share on other sites
2 minutes ago, Lith said:

Why would those specs need a rework?

Some of the rotations are somewhat clunky/not fulfilling and not competitive at all w/ other melee dps on majority of PvE content.

  • Like 2

Share this post


Link to post
Share on other sites
20 minutes ago, Ragingwolf said:

This is a good step in the right direction and I'm very happy about it; however they really need to look over some of the classes and give them a proper rework before launch of the expansion. eg) Windwalker Monks and Feral Druids

Yeah, as the beta currently stands I will remain Balance/Resto rather than returning to Feral/Guardian. Though I am wondering if they're expecting trash in mythic+ to stay alive long enough now with the AOE cap to potentially make Primal Wrath worth it? 

  • Like 1

Share this post


Link to post
Share on other sites
2 minutes ago, SidonisAntares said:

Yeah, as the beta currently stands I will remain Balance/Resto rather than returning to Feral/Guardian. Though I am wondering if they're expecting trash in mythic+ to stay alive long enough now with the AOE cap to potentially make Primal Wrath worth it? 

I was going to play around with Feral this expansion but after trying on the beta it just doesn't feel satisfying to me with their given skill set.  My offtank from BFA is still going to push his Bear for keys but we both know it may be a slow go at the start from building up from scratch again with gear and studying up on possible uses of borrowed power this expansion with the Covenant system.  We still love playing with our Tanks even though they both seem to be at the bottom of the tanking tier at the start of the expansion.

  • Like 2

Share this post


Link to post
Share on other sites
9 minutes ago, Ragingwolf said:

I was going to play around with Feral this expansion but after trying on the beta it just doesn't feel satisfying to me with their given skill set.  My offtank from BFA is still going to push his Bear for keys but we both know it may be a slow go at the start from building up from scratch again with gear and studying up on possible uses of borrowed power this expansion with the Covenant system.  We still love playing with our Tanks even though they both seem to be at the bottom of the tanking tier at the start of the expansion.

My first alt is my Paladin, so just like this xpac I'll get my tanking fix in there. The HP rework for them doesn't change things drastically, and with it being an alt that will tank mythic+ and DPS raids that are on farm, Covenant choice doesn't make or break anything.

Edited by SidonisAntares

Share this post


Link to post
Share on other sites

<quote>We’ve also received a lot of feedback about the Conduit system. Many of you have expressed concerns that the current system will unreasonably limit experimentation and multi-spec play early in the expansion. While the existing weekly cooldown may provide sufficient flexibility once players have all three soulbinds fully unlocked, we agree that it is initially too limiting. A single weekly reset also fails to draw any distinction between someone who only wants to adjust a single conduit, and someone who wants to clear and rebuild their entire soulbind tree.</quote>

I wonder why they feel the need to limit conduit changes at all?   They say once per week is "initially too limiting," but I don't understand what value is gained by restricting it.  Their plan for after launch is to gain 1-2 changes a day up to cap of 10.  Not that I would, but if I alternated my playing content every day (raid, pvp, M+, general, whatever) and wanted to swap out 2 a day, you'd still run out of swaps.  Can anyone explain why limiting it is necessary?  Just seems very arbitrary.

Edited by Starxed

Share this post


Link to post
Share on other sites
3 minutes ago, Starxed said:

I wonder why they feel the need to limit conduit changes at all?   They say once per week is "initially too limiting," but I don't understand what value is gained by restricting it.  Not that I would, but if I alternated my playing content every day (raid, pvp, M+, general, whatever), and wanted to swap out 2 a day, you'd still run out of swaps.  Can anyone explain why limiting it is necessary?  Just seems very arbitrary.

There isn't really a good reason. They're basically an additional talent tree, and restricting them seems like a regression change in the fact you can change your talents in any rested area, for free. If they want to make you return to your Covenant's Sanctum to change your Soulbind similar to WM can only be turned off in Ogrimmar fine, there's some story immersion justification for that at least, but modifying your conduit nodes should be doable in any rested area, with a codex, and during PvP preparation countdown.

Share this post


Link to post
Share on other sites
23 minutes ago, Starxed said:

I wonder why they feel the need to limit conduit changes at all? 

They're trying to fight cookie cutter talents. The cause of cookie cutter talents are either:

1. One tree that you need to do everything.

2. Flexible trees that you can re-spec on a fight by fight basis.

In order to break this, you need multiple trees, and you want enough flexibility that people can play with costs/benefits without getting locked in and just looking at guides for help.

Share this post


Link to post
Share on other sites
49 minutes ago, Ragingwolf said:

I was going to play around with Feral this expansion but after trying on the beta it just doesn't feel satisfying to me with their given skill set.  My offtank from BFA is still going to push his Bear for keys but we both know it may be a slow go at the start from building up from scratch again with gear and studying up on possible uses of borrowed power this expansion with the Covenant system.  We still love playing with our Tanks even though they both seem to be at the bottom of the tanking tier at the start of the expansion.

I had the same experience when people did not want to play prot warrior some time back (just think about Legion and start of BfA until Blizzard made him the clapmaster of doom !111!!11!!!!11!).

 

And now i am rerolling to my first tank class from WOTLK - DK, even prot will surely remain strong, since i have more fun with Blood DK now. I mean after 5+ years playing prot as main and the other tankclasses just from time to time and on low m+ keys for weekly chests (no more than +17/18 usually), it is more than refreshing and welcomed. ?

Edited by Baharok
  • Like 1

Share this post


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

Why would those specs need a rework?

exactly what i thought. feral needs love but i dont think some adjustments will do the trick it may be me but i think feral needs a full rework from head to toe maybe gaoing away from the bleed playstyle goining ito a high crit proc based style or even a feast an faamine thing like frost dk.

i love everything about the fantasy of a druid changing ito this wild lion thing to rip there enemys but dots dont do the thing for me atleast in my fantasy bubble

  • Like 1

Share this post


Link to post
Share on other sites

"The weekly cooldown for Conduits will be removed because it limits multi-spec classes. It will be replaced with a more flexible system on the Beta."

 

I don't know why on earth it was so hard for them to finally change that, but thank god they did, hyped for Shadowlands again

Share this post


Link to post
Share on other sites
2 hours ago, Starxed said:

<quote>We’ve also received a lot of feedback about the Conduit system. Many of you have expressed concerns that the current system will unreasonably limit experimentation and multi-spec play early in the expansion. While the existing weekly cooldown may provide sufficient flexibility once players have all three soulbinds fully unlocked, we agree that it is initially too limiting. A single weekly reset also fails to draw any distinction between someone who only wants to adjust a single conduit, and someone who wants to clear and rebuild their entire soulbind tree.</quote>

I wonder why they feel the need to limit conduit changes at all?   They say once per week is "initially too limiting," but I don't understand what value is gained by restricting it.  Their plan for after launch is to gain 1-2 changes a day up to cap of 10.  Not that I would, but if I alternated my playing content every day (raid, pvp, M+, general, whatever) and wanted to swap out 2 a day, you'd still run out of swaps.  Can anyone explain why limiting it is necessary?  Just seems very arbitrary.

Choice. your actions will have reprecussions. two weeklies are a bit too much imo and just artifically inflate time. but this system seems to work well. it's a good reason alot of people like classic. every choice you make has an impact. instead of being able to switch specs and such freely. i'm fully aware this isn't classic. but it makes you think about your choices instead of mindlessly going towards whats the best.

Share this post


Link to post
Share on other sites
49 minutes ago, Freakwent said:

instead of being able to switch specs and such freely. i'm fully aware this isn't classic. but it makes you think about your choices instead of mindlessly going towards whats the best.

This is to a detriment of making any PUGs. Not many people are playing tank/healer 100% time when doing solo content, but typically some people might switch their specs for groups. Now they won't. This negatively impacts LFG. Choices in classic mattered, but in a wrong way, your build either sucked or was good (which usually meant using the most typical ones). No one wanted to play with someone who went half dps/tank talents hybrid or dps/healer etc.

Edited by Arcling
  • Like 2

Share this post


Link to post
Share on other sites
2 hours ago, elmurufdd said:

good stuff now just let us use mounts in the maw and ill be happy 

normaly im not a fan of this you cant use your mount here stuff ether but with the whole thme of the maw and the timer thing dont having your trusty steed at your hand can produce a even more stresst feeling and that is what blizz is trying to create

Share this post


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

normaly im not a fan of this you cant use your mount here stuff ether but with the whole thme of the maw and the timer thing dont having your trusty steed at your hand can produce a even more stresst feeling and that is what blizz is trying to create

and then they added a single mount that works there which u can get in the first 2 months or sooner . guess they didnt try to hard then if that was their goal  sux for such a huge zone that is empty as hell atm 

Share this post


Link to post
Share on other sites
7 hours ago, elmurufdd said:

and then they added a single mount that works there which u can get in the first 2 months or sooner . guess they didnt try to hard then if that was their goal  sux for such a huge zone that is empty as hell atm 

oh i heard that there is a mount from thorgast but i thought you will need like half a year or something to get it that sucks 

  • Like 1

Share this post


Link to post
Share on other sites
6 hours ago, N3ilo said:

oh i heard that there is a mount from thorgast but i thought you will need like half a year or something to get it that sucks 

There is a way to mount in the Maw but you have to subdue/kill a pc riding a mount.  After you can use the mount till you dismount for quest turn in or killing another pc.  Thing is this little feature pc is very few in between the last time I visited the Maw on the Beta.

Share this post


Link to post
Share on other sites
6 hours ago, N3ilo said:

oh i heard that there is a mount from thorgast but i thought you will need like half a year or something to get it that sucks 

just have to clear all lvls of the tower of boreghast unless tuned will be like visions and easy chore that will get old fast 

Edited by elmurufdd

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...