fbpx
Menu Close

Category: Dragonflight

Hotfixes: March 27, 2023

Quote from: Blizzard

March 27, 2023

Classes

  • Death Knight
    • Frost
      • [With realm restarts] All ability damage reduced by 3%.
  • Druid
    • Balance
      • Denizen of the Dream’s trigger rate was unintentionally increased. It has been restored to its intended value.
    • Restoration
      • Fixed an issue that caused Forest’s Flow to not properly extend heal over time effects on allies.
  • Evoker
    • Fixed an issue where empower spells could fail to auto-fire at Rank 1 when released prior to that point.
    • Fixed an issue preventing Oppressing Roar’s cooldown from being reduced when dispelling Enrage effects with the Overawe talent.
  • Hunter
    • Beast Mastery
      • [With realm restarts] Kill Command damage reduced by 10%.
    • Marksmanship
      • [With realm restarts] All ability and pet damage reduced by 4%.
    • Survival
      • [With realm restarts] Mongoose Bite damage reduced by 10%. This does not affect PvP combat.
  • Paladin
    • Retribution
      • Fixed an issue that caused Fading Light’s value to be higher than intended for Retribution Paladins.
  • Warlock
    • Developers’ note: We’re modifying the output of Grimoire of Sacrifice to bring it in line with the output of Warlock demons. At the end of the day Warlock is a pet-centric class and while we want there to be an option to opt-out of your pet, we don’t want it to always be the clear answer.
    • [With realm restarts] Wrathful Minion now increases the damage of Grimoire of Sacrifice by 10% (was 15%).
    • [With realm restarts] Demonic Inspiration now increases the damage of Grimoire of Sacrifice by 10% (was 15%).
    • [With realm restarts] Grimoire of Sacrifice damage reduced by 15%.
    • Affliction
      • Developers’ note: With the removal of less impactful talents in both their class and specialization trees, Affliction received a lot of additional damage options that have increased their damage beyond what was intended. We’re making these adjustments to bring them in line with other damage dealers.
      • [With realm restarts] Damage done by spells and abilities reduced by 2%.
      • [With realm restarts] Darkglare damage reduced by 20%.
    • Demonology
      • Developers’ note: We’re targeting Demonology’s multi-target profile with these adjustments to bring them closer to other damage dealers. We will continue to watch both single-target and multi-target performance, along with the output of new talents and adjustments delivered in 10.0.7, and make further adjustments down the road if needed.
      • [With realm restarts] Demonic Strength now increases the damage of Felstorm by 300% (was 400%). This does not affect PvP combat.
      • [With realm restarts] Dreadbite damage reduced by 10%. This does not affect PvP combat.

Dungeons and Raids

  • Temple of the Jade Serpent
    • Wise Mari
      • Freezing Ice Stone (Primordial Stone) triggers no longer disrupt the direction of Wash Away casts.
  • Zul’Gurub
    • The Archaeology skill requirement for the Cache of Madness event has been reduced to 1 (was 225).
    • Brazier of Madness, Shattered Hakkari Bijou, and Fragmented Hakkari Bijou no longer have a level requirement.
    • Warblades of the Hakkari, Reborn are now bind on account (was bind on pickup) to allow anyone to acquire the appearances regardless of who their blacksmith is.
    • Fixed an issue that allowed the Brazier of Madness to be lootable prior to completing Relics of a Fallen Empire.
  • Zul’Aman
    • Fixed an issue that allowed Bijous and Coins to drop in the instance.

Enemies and NPCs

  • Fael’lin
    • Hellfire Walls will now correctly display the cast bar.
    • Living Fuse will no longer target player’s pets.

Items and Rewards

  • Fixed an issue where Primordial Stones were pulling enemies that you were not in combat with.

Player versus Player

  • Paladin
    • [Live March 24] Crusader’s Reprieve healing reduced by 50% in PvP combat.
    • Protection
      • [Live March 24] Judgment of Light healing reduced by 35% for Protection Paladins in PvP combat.
    • Retribution
      • Developers’ note: Retribution Paladins have been heavily overperforming in PvP with their recent 10.0.7 changes. We’re primarily targeting their burst damage, passive survivability, and PvP talents that we feel are contributing too much overall damage.
      • [Live March 24] Judgment of Light healing reduced by 35% for Retribution Paladins in PvP combat.
      • [Live March 24] Inquisitor’s Ire effectiveness reduced by 40% in PvP combat.
      • [Live March 24] Fading Light effectiveness reduced by 50% for Retribution Paladins in PvP combat.
      • [Live March 24] Justicar’s Vengeance now deals 15% additional damage to stunned targets in PvP combat.
      • [Live March 24] Justicar’s Vengeance healing reduced by 50% in PvP combat.
      • [Live March 24] Blessing of Dawn effectiveness reduced by 25% for Retribution Paladins in PvP combat.
      • [Live March 24] Divine Arbiter direct damage reduced by 25% in PvP combat.
      • [Live March 24] Vanguard of Justice effectiveness reduced by 25% in PvP combat.
      • [Live March 24] Empyrean Legacy increases the damage of Divine Storm by 15% in PvP combat (was 25%).
      • [Live March 24] Luminescence (PvP Talent) now increases damage and healing by 2% (was 4%).
      • [Live March 24] Lawbringer (PvP Talent) now deals 2% of maximum health (was 4%).
      • [Live March 24] Fixed an issue that caused Avenging Wrath’s 75% PvP multiplier to not function for Retribution Paladins.
  • Shaman
    • Precognition will no longer be activated when players are successfully interrupted while affected by Tranquil Air Totem.

Quests

  • “Brew for the Ages” should now correctly point to the Zskera Vault door to find the recipe pages, in case you have not unlocked that vault door yet.

Developer Feedback on Work Orders

Quote from: Blizzard

Thank you so much for the feedback! We are aware of the issue where you cannot easily differentiate orders that provide reagents from ones that cannot and are working on a fix to get the same sortable column into the public orders tab as exists in the guild / personal order tabs, where it tells you if all/some/none of the reagents are provided. This should allow you to easily sort and avoid orders that don’t provide all reagents if you so wish.

As far as orders that don’t include reagents and have a poor tip, while it is possible that some players are intentionally trying to deceive crafters into making recipes at a loss, in most cases it is likely a matter of customers learning the changes to the system and experimenting with what orders will get filled. We anticipate that with time, players will learn what orders they can get filled and which ones will not.

It is important to make sure crafters have all the information they need to avoid accidentally crafting something at a loss if they did not intend it. We do predict that in some instances crafters will intentionally choose to do this in cases where they can earn skill from doing so. That said, we will be carefully watching how this change works out. We are also looking into improving the clarity of the order interface to make sure it is as clear as possible which reagents are being provided by the customer and which by the crafter. Meanwhile, you will always get a confirmation dialogue if you are about to spend some of your own reagents on an order to make sure you are aware of what you are doing.

Finally, philosophically we made this change for a few reasons.

  • We would like to open the system up as much as possible to player choice and allow the market to help determine what orders are fulfilled and which ones are not.
  • The primary purpose of the public order system is to have a low barrier to entry for players to get their items crafted. Removing the need to buy your own reagents helps with that, although it does leave the onus on the customer to provide a reasonable commission. This is something we will also be keeping an eye on.
  • We would like to see more public orders to allow more crafters to have a chance to fill them. Lowering the barrier to post orders should help with this. As players learn the system, we are also hoping the ratio of orders that include an ample tip to be worth filling also increases. Finally, we have been looking at adding new recipes that provide opportunities to use the crafting order system, for instance the Curios released in the latest patch.
  • To this point, filling public orders has required very little consideration, particularly if there aren’t many, because it’s basically free gold for a click. With the introduction of variations in reagents, the choice of whether to fill an order or not will hopefully become more interesting, where crafters are weighing costs of reagents and skill gains against potential profits or losses from filling the order.

Finally, while this thread has not mentioned the prospect of allowing public orders to specify quality, I have seen other posts that have. I want to re-emphasize that the reason we are not doing this is were we to, nearly all orders would move to be public, and most if not all would be set to require maximum quality. This would remove the opportunity for lowers skill crafters to fulfill public orders, as well as undermine the crafter gameplay and interaction that comes from building a business and getting customers to send you orders.

Thanks and as mentioned above, we will continue to watch how the crafting order system unfolds and iterate. Your feedback is always appreciated!

-Drough

Hotfixes: March 24 2023, Class Tuning Incoming 29 March

Quote from: Blizzard

March 24, 2023

Classes

  • Paladin
    • Retribution
      • Fixed an issue causing Retribution Aura to sometimes fail to trigger.
  • Warlock
    • Fixed an issue where Demonic Inspiration would still be applied after logging out and resummoning your demon.
    • Demonology
      • Fixed an issue where non-primary pets would benefit from Demonic Inspiration.

Forbidden Reach

  • Developers’ note: In an effort to be clear about its availability, an existing once-per-day bonus amount of Elemental Overflow per rare elite in the Forbidden Reach has been changed to be awarded from the creature’s respective daily Bonus Objective quest. This should result in roughly the same amount of Elemental Overflow awarded per first-time kill, but now it should be better communicated how often this bonus amount is offered.
  • The Morqut Hearth Totem now has 5 charges before the item is fully consumed.

Quests

  • Fixed an issue where the quest “Primordial Answers” was unintentionally sharable.
    • Developers’ note: The quest “Primordial Answers” was never meant to be sharable and is now marked as such. Unfortunately, if you picked up the quest via a share, Earthcaller Yevva will not be in your vault and the quest cannot be completed with her. You can gain the quest again and complete it in a future vault when she appears for you.

Class Tuning Incoming 29 March

Quote from: Blizzard

In patch 10.0.7, we made changes to several classes to address issues we saw with itemization or talent trees. Game data since the patch went live has shown us that certain specs are overperforming, so with scheduled weekly maintenance on March 29, we’ll make the changes below.

CLASSES

DEATH KNIGHT

  • Frost
    • All ability damage reduced by 3%.

HUNTER

  • Beast Mastery
    • Kill Command damage reduced by 10%.
  • Marksmanship
    • All ability and pet damage reduced by 4%.
  • Survival
    • Mongoose Bite damage reduced by 10%. This does not affect PvP Combat.

WARLOCK

  • Developers’ notes: We’re modifying the output of Grimoire of Sacrifice to bring it in line with the output of Warlock demons. At the end of the day Warlock is a pet-centric class and while we want there to be an option to opt-out of your pet, we don’t want it to always be the clear answer.
  • Wrathful Minion now increases the damage of Grimoire of Sacrifice by 10% (was 15%).
  • Demonic Inspiration now increases the damage of Grimoire of Sacrifice by 10% (was 15%).
  • Grimoire of Sacrifice damage reduced by 15%.
  • Affliction
    • Developers’ notes: With the removal of less impactful talents in both their class and specialization trees, Affliction received a lot of additional damage options that have increased their damage beyond what was intended. We’re making these adjustments to bring them in line with other damage dealers.
    • Damage done by spells and abilities reduced by 2%.
    • Darkglare damage reduced by 20%.
  • Demonology
    • Developers’ notes: We’re targeting Demonology’s multi-target profile with these adjustments to bring them closer to other damage dealers. We will continue to watch both single-target and multi-target performance, along with the output of new talents and adjustments delivered in 10.0.7, and make further adjustments down the road if needed.
    • Demonic Strength now increases the damage of Felstorm by 300% (was 400%).
    • Dreadbite damage reduced by 10%.

PLAYER VERSUS PLAYER

PALADIN

  • Crusader’s Reprieve healing reduced by 50% in PvP combat.
  • Protection
    • Judgment of Light healing reduced by 35% for Protection Paladins in PvP Combat.
  • Retribution
    • Developers’ notes: Retribution Paladins have been heavily overperforming in PvP with their recent 10.0.7 changes. We’re primarily targeting their burst damage, passive survivability, and PvP talents that we feel are contributing too much overall damage.
    • Judgment of Light healing reduced by 35% for Retribution Paladins in PvP combat.
    • Inquisitor’s Ire effectiveness reduced by 40% in PvP combat.
    • Fading Light effectiveness reduced by 75% for Retribution Paladins in PvP combat.
    • Justicar’s Vengeance now deals 15% additional damage to stunned targets in PvP combat.
    • Justicar’s Vengeance healing reduced by 50% in PvP combat.
    • Blessing of Dawn effectiveness reduced by 25% for Retribution Paladins in PvP combat.
    • Divine Arbiter direct damage reduced by 25% in PvP combat.
    • Vanguard of Justice effectiveness reduced by 25% in PvP combat.
    • Empyrean Legacy increases the damage of Divine Storm by 15% in PvP combat (was 25%).
    • Luminescence (PvP Talent) now increases damage and healing by 2% (was 4%).
    • Lawbringer (PvP Talent) now deals 2% of maximum health (was 4%).
    • Fixed an issue that caused Avenging Wrath’s 75% PvP multiplier to not function for Retribution Paladins.

Update: Due to overwhelming feedback, the Retribution Paladin changes in the above notes are going to be pushed live shortly.

Hotfixes: March 23 2023, Mythic+ Testing – March 23rd – 27th

Quote from: Blizzard

March 23, 2023

Characters

  • Fixed an issue where player titles were not properly displaying above their character.

Classes

  • Demon Hunter
    • Havoc
      • Fixed an issue that caused Blind Fury (Talent) to provide incorrect bonus values.
  • Priest
    • Holy
      • Healing and damage from Divine Image should now be properly attributed to the Priest who summoned it.
  • Shaman
    • Restoration
      • Resolved an issue causing Swirling Currents to not properly benefit Cloudburst Totem. The aura tooltip will be incorrect until next patch.
  • Warlock
    • Affliction
      • Fixed an issue where Corruption was dealing an extra damage tick on application.

Dungeons and Raids

  • Mythic+
    • Spiteful Affix
      • Fixed an issue where Spiteful Shades would leave behind a silhouette after dying.

Enemies and NPCs

  • Forbidden Reach
    • Reduced Bonesifter Marwak’s base health by 20%.
    • Fixed an issue where some of the Furbolg’s dialogue would display incorrectly.

Items and Rewards

  • Primordial Stones
    • Cold Frost Stone effect increased by 12%.
    • Deluging Water Stone effect increased by 22%.
    • Desirous Blood Stone effect increased by 18.5%. Decreased trigger rate.
    • Echoing Thunder Stone effect increased by 12%.
    • Excluding Steam Stone effect increased by 25%.
    • Flame Licked Stone effect increased by 12%.
    • Freezing Ice Stone effect increased by 12%.
    • Gleaming Iron Stone effect increased by 12%.
    • Humming Arcane Stone – Fixed an issue that caused it to trigger more than intended.
    • Indomitable Earth Stone effect increased by 12%.
    • Pestilent Plague Stone effect increased by 72%.
    • Raging Magma Stone effect increased by 12%.
    • Searing Smokey Stone effect increased by 34%.
    • Shining Obsidian Stone effect increased by 12%.
    • Storm Infused Stone effect increased by 34%.
    • Wild Spirit Stone effect increased by 50%.
      • Developers’ note: The intent here is to bring other Primordial Stones up to the competitive level where the Humming Arcane Stone is currently performing. Although, a portion of this level of performance can be attributed to a bug, even when fixed the Humming Arcane Stone was still the top performer. With these changes we’re hoping to make other combinations more viable in comparison, but not necessarily overtake it over from being the best option. In addition, area of effect stones have gotten a considerable increase to their output.

Quests

  • Fixed an issue causing players to remain phased in the Lion’s Pride Inn, after completing the Human Heritage questline.

Zskera Vaults

  • The chains to lower chests in Zskera Vaults will no longer appear erroneously after the chest has been lowered and looted.
  • The Primordial Earth Cache locked by a Runic Puzzle should now work correctly.
  • The creature that is slain to satisfy “Secure the Vault” on that week’s quest should no longer respawn.

Mythic+ Testing – March 23rd – 27th

Quote from: Blizzard

Greetings!

Dragonflight Season 2 Mythic+ testing begins on PTR realms this weekend. The test period will begin Thursday March 23rd at 10:00 PDT (13:00 EDT, 20:00 CEST), and end Monday March 27th at 10:00 PDT (13:00 EDT, 20:00 CEST). Please note that the test period may be adjusted in the event of technical difficulties.

This weekend features 7 of our season 2 Mythic+ dungeons along with bug fixes and tuning adjustments:
• Neltharus
• Brackenhide Hollow
• Halls of Infusion
• Uldaman: Legacy of Tyr
• Freehold
• The Underrot
• Neltharion’s Lair

During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Stormwind or Orgrimmar, and the nearby Dungeon Teleports NPC will assist you with transportation.

We look forward to hearing your feedback!

Patch 10.1 PTR Update 22 March 2023: Notes, Tier Sets & New Scenario

Quote from: Blizzard

Greetings! The 10.1 PTR has been updated with the following:

DRAGONFLIGHT SEASON 2

  • MYTHIC+
    • Neltharus
      • Warlord Sargha
        • Fixed the damage tuning on items found during the encounter.
    • Fixed an issue that gave players inconsistent item levels in Freehold, The Underrot, and Neltharion’s Lair.

CLASSES

  • DRUID
    • Feral
      • Bloodtalons now enhances your next 3 Rips or Ferocious Bites per activation (was 2).
      • Thrashing Claws bonus to Shred damage reduced to 8% (was 20%).
      • Wild Slashes bonus to Swipe and Thrash damage increased to 25% (was 20%).
      • Swipe damage increased by 20%.
      • Brutal Slash damage increased by 15%.
      • Moonfire damage with Lunar Inspiration increased by 8%.
  • EVOKER
    • Preservation
      • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – After casting 3 empower spells, gain Essence Burst immediately and another 3 seconds later.
  • HUNTER
    • Survival
      • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – Every 25 Focus spent reduces the cooldown of Wildfire Bomb by 1 second, and the target of your latest Kill Command takes 100% increased damage from Wildfire Bomb for 8 seconds.
  • MAGE
    • Arcane
      • Aberrus, the Shadowed Crucible: 4-Set Bonus tooltip has been updated – For every 20,000 mana spent on and during Arcane Surge, your spell damage is increased by 1% for 12 seconds after Arcane Surge fades, stacking up to 30 times.
    • Fire
      • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – When your direct damage spells hit an enemy affected by Charring Embers 20 times the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use.
    • Frost
      • Aberrus, the Shadowed Crucible: 2-Set Bonus has been adjusted – Flurry and Ice Lance damage increased by 10%. Flurry causes an explosion on impact, dealing 50% of its damage to nearby enemies, damage reduced beyond 5 targets.
  • MONK
    • Brewmaster
      • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – Rising Sun Kick grants a stack of Elusive Brawler, and when you dodge, the damage and critical strike chance of your next Spinning Crane Kick or Rising Sun Kick is increased by 5%, stacking up to 5 times.
        • Developers’ note: This change is not in for this week’s PTR, but will be added in a future PTR build.
    • Mistweaver
      • Aberrus, the Shadowed Crucible: 2-Set Bonus – Soulfang Infusion restores 5% of your maximum mana over 5 seconds (was 6 seconds).
    • Windwalker
      • Aberrus, the Shadowed Crucible: 2-Set Bonus tuning values have been added – Rising Sun Kick deals 15% increased damage and has a 30% chance to go nova, dealing Fire damage to all enemies within 8 yards.
      • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – Your melee auto-attacks have a chance to launch a Shadowflame spirit at your enemy that duplicates your abilities at 20% effectiveness for the next 7.5 seconds.
  • PRIEST
    • Improved Mass Dispel reduces the cast time of Mass Dispel by 0.5 seconds (was 1 second).
    • Psychic Scream now hits all enemies within 8 yards (was a maximum of 5 enemies).
    • Void Tendrils now hits all nearby enemies within 8 yards (was a maximum of 5 enemies).
    • Holy
      • Divine Image now spawns 1 Naaru that is empowered and grows with further Holy Word casts.
        • Developers’ note: This is intended to have the same effectiveness as the current design while reducing clutter on the battlefield.
      • Divine Image now teleports near the Priest when the Priest casts a Holy Word spell if the Image is further than 15 yards away.
      • Divine Favor: Chastise and Divine Favor: Serenity have been added to the Personal Resource Display.
    • Shadow
      • Shadow Word: Death damage reduced by 38%.
      • Shadow Word: Death deals 250% increased damage below 20% health (was 150%).
      • Mastermind increases the critical strike chance of the affected spells by 4%/8% (was 2%/4%)
      • Maddening Touch increases Vampiric Touch damage by 15%/30% (was 10%/20%).
      • Whispering Shadows no longer causes Shadow Crash to generate additional Insanity.
      • Mind Spike damage reduced by 6%.
      • Mind Spike: Insanity damage reduced by 11%.
      • Mind Spike: Insanity generates 6 Insanity (was 8)
      • Mental Decay now also increases the damage of Mind Flay and Mind Spike by 10%.
      • Unfurling Darkness and Mental Decay have swapped positions on the talent tree.
      • Mind Devourer has a 5%/10% chance (was 4%/8%) to trigger and increases the damage of Devouring Plague by 20% (was 15%).
      • Mind Flay damage from Idol of C’Thun reduced by 25%.
      • Inescapable Torment damage reduced by 40%.
      • Inescapable Torment increases the duration of Mindbender by 0.7 seconds (was 1 second).
      • Void Bolt generates 10 Insanity (was 12).
      • Void Bolt now updates the maximum duration of Shadow Word: Pain and Vampiric Touch so that the remaining durations are more easily understood.
      • Mindbender and Shadowfiend generates 2 Insanity per attack (was 3).
      • Distorted Reality increases Devouring Plague damage by 8% (was 20%) and increases Insanity cost by 10 (was 25).
      • Devouring Plague extends the duration of Voidform by 2.5 seconds (was 2 seconds).
      • Void Torrent now has a 45 second cooldown (was 60 seconds).
      • Unfurling Darkness damage increased by 75%.
      • Mind Melt is now a 1-point talent.
      • Malediction is now a 1-point talent.
      • Inescapable Torment is now a 1-point talent for Shadow.
      • Casting Void Torrent now always triggers Idol of C’Thun.
      • Vampiric Embrace no longer triggers from Psychic Link damage.
      • Vampiric Embrace no longer triggers Hallucinations.
  • SHAMAN
    • Enhancement
      • Aberrus, the Shadowed Crucible: 2-Set Bonus – Sundering increases your Mastery by 24% for 15 seconds (was 12%).
      • Aberrus, the Shadowed Crucible: 4-Set Bonus has been adjusted – Sundering increases your Physical and Fire damage dealt by 30% for 15 seconds and your next 3 Chain Lightning casts deal 100% increased damage and refund 50% of Maelstrom Weapon stacks consumed.
  • WARLOCK
    • Demonology
      • Aberrus, the Shadowed Crucible: 4-Set Bonus – Grimoire: Felguard damage reduced to 20% (was 40%).
  • WARRIOR
    • Arms
      • Aberrus, the Shadowed Crucible: 2-Set Bonus – Chance to critically strike and critical strike damage reduced to 5% (was 10%).
    • Protection
      • Aberrus, the Shadowed Crucible: 2-Set Bonus – Shield Slam now reduces the cooldown of Last Stand by 1 second (was 0.5 seconds).
      • Aberrus, the Shadowed Crucible: 4-Set Bonus – The wave of force generated by the 4-set bonus deals 45% of Attack Power.

PLAYER VERSUS PLAYER

  • Hardiness (Orc Racial) stun reduction has been reduced by 50% in PvP combat.
    • Developers’ note: In conjunction with the crowd control changes we are making, we are adjusting the value of Hardiness to put the ability’s power level more in line with other racial abilities in PvP scenarios, while still being able to feel the impact of the racial.
  • CLASSES
    • DEATH KNIGHT
      • Spellwarden (PvP Talent) has been removed.
    • DRUID
      • Balance
        • Reactive Resin (PvP Talent) has been removed.
      • Feral
        • Reactive Resin (PvP Talent) has been removed.
      • Guardian
        • Reactive Resin (PvP Talent) has been removed.
        • Raging Frenzy (PvP Talent) has been removed.
      • Restoration
        • Reactive Resin (PvP Talent) has been redesigned – Reduces the movement speed of enemies who remove your Restoration heal over time effects by 30% for 3 seconds, stacking up to 3 times. At 3 stacks the movement speed reduction is removed, and the target is rooted and silenced for 3 seconds.
    • MAGE
      • Fire
        • Flamecannon (PvP Talent) has been redesigned – Every 2 seconds in combat with no enemies within 20 yards, you gain 3% maximum health, 3% increased damage, and a 3 yard range increase to Fire spells. This effect stacks up to 5 times and lasts for 3 seconds.
    • MONK
      • Brewmaster
        • Wind Waker (PvP Talent) has been removed.
        • Guided Meditation (PvP Talent) reduces the cooldown of Zen Meditation by 50% (was 75%).
      • Mistweaver
        • New PvP Talent: Fae Accord – Faeline Stomp’s cooldown is reduced by 20 seconds. Enemies struck by Faeline Stomp are snared by 50% for 8 seconds (was 70%).
      • Windwalker
        • Turbo Fists (PvP Talent) no longer causes Fists of Fury to deal its full damage to all targets hit.
        • Fists of Fury now deals 90% of its damage to secondary target players.
    • PALADIN
      • Retribution
        • Ultimate Retribution now marks the enemy target for 12 seconds (was 8 seconds).
    • PRIEST
      • New PvP Talent: Absolute Faith – Leap of Faith also pulls the spirit of the 3 furthest allies within 40 yards and distributes health between you and the affected allies. shields all allies affected.
      • Shadow
        • Mind Spike damage is now increased by 25% in PvP combat (was reduced by 25%).
        • Mind Spike and Mind Spike: Insanity damage is now increased by 30% in PvP combat (was 25%).
        • Mind Flay and Mind Flay: Insanity damage is now increased by 30% in PvP combat.
        • Deathspeaker increases the damage of Shadow Word: Death by 10% in PvP combat (was 25%).
    • SHAMAN
      • New PvP Talent: Burrow – Burrow beneath the ground, becoming unattackable, removing movement impairing effects, and increasing your movement speed by 50% for 5 seconds. When the effect ends, enemies within 6 yards are knocked in the air and take Physical damage.
      • Elemental
        • New PvP Talent: Volcanic Surge – Increases the damage of Lightning Bolt, Chain Lightning, and Lava Burst by 20%. Lava Surge instead reduces the cast time of your next Lightning Bolt, Chain Lightning, or Lava Burst by 25%, stacking up to 2 times. Volcanic Surge now also increases the chance for Lava Surge to trigger by 100%.
    • WARLOCK
      • Bonds of Fel (PvP Talent) explosion damage increased by 33%.
      • New PvP Talent: Impish Instincts – Taking direct Physical damage reduces the cooldown of Demonic Circle by 2 seconds. Cannot occur more than once every 5 seconds.
      • Demonology
        • Master Summoner (PvP Talent) has been redesigned – Reduces the cast time of your Call Dreadstalkers, Summon Vilefiend, and Summon Demonic Tyrant by 20% and reduces the cooldown of Call Dreadstalkers by 5 seconds.
        • Call Fel Lord (PvP Talent) no longer costs Soul Shards. Fel Cleave’s damage increased by 30% and is now cast 50% more frequently.

QUESTS

  • RESEARCHERS UNDER FIRE SCENARIO
    • Assist researchers Rannan Korren, Greta Herzig, and Thaelin Darkanvil as they investigate a Titan mining lockdown with their new niffen guides in the Zaralek Cavern.
    • The scenario should begin every hour at the half-hour.
    • Please submit your feedback in this thread.
  • PUBLIC OBJECTIVES
    • A public objective is a 5-10 minute, publicly credited bonus objective. Players will all make progress towards it’s completion together for rewards.
    • Public objectives appear as stars on the Zaralek Cavern map. Stars appear 30 seconds before public objectives become active.
  • Several new side questlines are now available:
    • “Cause Without a Rebel” from Captain Drine in The Seat of the Aspects, Valdrakken.
    • “A Race To The Finish” from Grogul in Glimmerogg, Zaralek Cavern.

USER INTERFACE AND ACCESSIBILITY

  • Clicking on a quest icon on the map will now open the quest details in the Quest Log.
  • Mousing over a quest icon on the map will highlight the corresponding entry in the Quest Log, and vice versa.
  • Mousing over a quest icon in the Quest Log or map will temporarily show any blobs for that quest.
  • In cross-faction guilds, the Guild Roster will now display a faction icon next to members of the other faction with a tooltip listing activities you can and cannot do together.
  • PLAYER VERSUS PLAYER
    • Color contrast has been improved in PvP scoreboards.
    • Scoreboard table headers now have more descriptive tooltips.
    • “Match Average Matchmaking Value” on the Solo Shuffle scoreboard has been changed to “Role Average Matchmaking Value” to more accurately reflect Rating calculation.
    • The player’s end-of-match Matchmaking Value has been added to the Solo Shuffle scoreboard.
  • EDIT MODE
    • The Raid Frame menu now has a shortcut button that opens Raid Frame settings in Interface Options.
    • You can now snap frames to the corners of other frames.

Tier Set Updates

Quote from: Blizzard

I’d like to share some clarifications of some details of how the set bonuses work as well as some revisions we’ve made. Your feedback has been very valuable, thank you. We’re continuing to work on and tune these bonuses, and we’ll share more updates as we make more changes.

First, a couple functionality clarifications:

  • Vengeance Demon Hunter: Fiery Brands applied by the (4) Set Bonus will gain the benefits of Revel in Pain, Charred Flesh, and Fiery Demise. Burning Alive will cause the Fiery Brand it applies to spread just like a directly cast Fiery Brand.
  • Arcane Mage: Mana spent on Arcane Surge counts for the (4) Set Bonus. The tooltip has been updated to reflect this.

Updated Bonuses

  • Survival Hunter (4) Set Bonus: Every 25 Focus spent reduces the cooldown of Wildfire Bomb by 1.0 sec, and the target of your latest Kill Command takes 100% increased damage from Wildfire Bomb for 8 sec.
  • Fire Mage (4) Set Bonus: When your direct damage spells hit an enemy affected by Charring Embers 20 times the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use.
  • Frost Mage:
    • (2) Set Bonus: Flurry and Ice Lance damage increased by 10%. Flurry causes an explosion on impact, dealing 50% of its damage to nearby enemies, damage reduced beyond 5 targets.
    • (4) Set Bonus: Casting Ice Lance on a frozen target has a 10% chance to trigger Brain Freeze.
  • Brewmaster Monk (4) Set Bonus: Rising Sun Kick grants a stack of Elusive Brawler, and when you dodge, the damage and critical strike chance of your next Spinning Crane Kick or Rising Sun Kick is increased by 5%, stacking up to 5 times.
    • Developers’ Note: Developer’s Note: This change is not in for this week’s PTR, but will be added in a future PTR build.
  • Windwalker Monk (4) Set Bonus: Your melee auto-attacks have a chance to launch a Shadowflame spirit at your enemy that duplicates your abilities at 20% effectiveness for the next 7.5 sec.
  • Enhancement Shaman (4) Set Bonus: Sundering increases your Physical and Fire damage dealt by 30% for 15 sec and your next 3 Chain Lightning casts deal 100% increased damage and refund 50% of Maelstrom Weapon stacks consumed.
  • Demonology Warlock (4) Set Bonus: Grimoire: Felguard deals 20% additional damage. While Grimoire: Felguard is active, your demons deal 20% additional damage.

Tuning Updates

  • Mistweaver Monk (2) Set Bonus: Soulfang Infusion restores 5% of your maximum Mana over 5 sec (down from 6 sec).
  • Windwalker Monk (2) Set Bonus: Rising Sun Kick deals 15% increased damage and has a 30% chance to go nova, dealing (300% of Attack Power) Fire damage to all enemies within 8 yds.
  • Enhancement Shaman (2) Set Bonus: Sundering increases your Mastery by 24% for 15 sec. (up from 12%)
  • Demonology Warlock (4) Set Bonus: Grimoire: Felguard damage bonus reduced to 20% (down from 40%).
  • Arms Warrior (2) Set Bonus: Chance to critically strike and critical strike damage reduced to 5% (from 10%).
  • Protection Warrior:
    • (2) Set Bonus: Shield Slam now reduces the cooldown of Last Stand by 1 sec (up from 0.5).
    • (4) Set Bonus: The wave will deal 45% of Attack Power.

Feedback: Researchers Under Fire Scenario

Quote from: Blizzard

We’re now testing a new scenario coming in Embers of Neltharion, in which you’ll assist researchers Rannan Korren, Greta Herzig, and Thaelin Darkanvil as they investigate a Titan mining lockdown with their new niffen guides in the Zaralek Cavern.

The adventurer Rannan Koren, a member of the Dragonscale Expedition, often heads into the fray before his colleagues are ready. You’ll get to know Rannan and his new Niffen friends Tuberros and Perisimona during the Embers of Neltharion campaign, and you’ll then assist Rannan and his small group of researchers through a new public event located in the heart of the Zaralek Cavern. His group, with the players help, will try to lift a hostile titan lockdown of a mining operation in the Sulfur Wastes, or investigate an abandoned Zaqali Djaradin ruins in the Molten Overflow.

It should require many players to defeat the powerful foes that will resist Rannan and his company as they seek to complete their objectives. The area is dangerous and the time the researchers have is limited. Players will be rewarded each week based on the highest number of objectives they complete. Completing more objectives in later scenarios will garner higher item level and greater currency rewards, but helping each time will provide some compensation and a chance for more rewards.

The scenario should begin every hour at the half-hour.

Thank you!

Hotfixes: March 22, 2023

Quote from: Blizzard

March 22, 2023

Classes

  • Paladin
    • Retribution
      • Fixed an issue that caused Aura of Reckoning to not function with the Crusading Strikes talent.
  • Warlock
    • Fixed an issue where Demonic Inspiration’s pet bonus would be applied to the Warlock instead.
    • Fixed an issue where Wrathful Minion’s pet bonus would be applied to the Warlock instead.

Dungeons and Raids

  • Razorfen Kraul
    • Fixed an issue that caused Overlord Ramtusk to sometimes inflict excessive damage to players when Timewalking.
  • Temple of the Jade Serpent
    • Fixed an issue that caused Liu Flameheart to attack players after summoning Yu’lon.

Enemies and NPCs

  • Rare enemies in the Forbidden Reach have had their hit points increased.
  • Veltrax now gives appropriate loot.

Quests

  • Valdrakken
    • “Aiding the Accord: Zskera Vaults” will now auto-complete the objective to open a vault door if you’ve already opened all vault doors for the week.

Zskera Vaults

  • Players should no longer be able to enter the Zskera Vault while in a raid. Zskera Vault keys will not function on doors if you are in a raid.
  • If you opened every door in the Zskera Vaults and failed to get the “Every Door, Every Where, All At Once” achievement, please re-enter the vaults before the reset, and it should award you the achievement.

March 21, 2023

Classes

  • Druid
    • Guardian
      • Fixed an error causing Layered Mane and Reinvigoration to revert to previous values.

Enemies and NPCs

  • Fixed an issue that could cause Mad-Eye Carrey to retain his Captain’s Duty buff, even after his crew was killed.

Player versus Player

  • Warlock
    • Demonology
      • Demonfire damage from Demonic Tyrant is now increased by 25% in PvP Combat (was 75%).

Class Set Acquisition Retrospective & Changes in 10.1

Quote from: Blizzard

Hey everyone, with 10.1 on PTR & Raid Testing in full swing, we wanted to catch up and talk about some Rewards Updates coming to Embers of Neltharion. This will include changes we’re making to the Revival Catalyst, Class Set Acquisition, Raid Rewards, as well as some of the history behind how we’ve arrived to our current approach & how those philosophies are evolving over time. This post will already be pretty long already, so for now this is going to focus entirely on the Class Sets & the Catalyst – how we got here initially, how things are today, and what they’ll look like soon – and keep the Raid Talk to a different post coming soon.

First off, let’s talk about the Revival Catalyst (formerly the Creation Catalyst from Zereth Mortis), and how we got to where we are today. Early on in 10.0’s development, we knew we would keep the Catalyst unlock timing of 6 weeks after the season begins – which certainly wasn’t the most popular decision, but let’s talk about why. Generally speaking, when iterating on a system we try to be careful of not making too many changes at once so as to better discern & analyze the impact of those changes individually, and with something as big as the Catalyst, making too many changes at once could jeopardize our ability to balance its place in the gearing ecosystem in the future. If we’d made it unlock even one week earlier, and discovered that was a mistake or didn’t align with our goals, it would be even more disruptive to players to say ‘oops’ and rewind it back. So let’s talk about what did change – because coming from Shadowlands Season 3 where the Catalyst was introduced (and Class Sets reintroduced overall), there were a number of compounding issues that made the experience of assembling your Set as frustrating as it was. These complicating factors were:

  • Sepulcher of the First Ones, as a raid, was notoriously more difficult than intended- this meant that even very competent and committed guilds found it hard to take down Lihuvim, Halondrus, and especially Anduin in that very first week.
  • On top of this, Sepulcher released in segments – Lords of Dread and Rygelon, two other very challenging bosses sporting Class Set tokens, weren’t even available for people who did clear the first week.
  • Special Trading Requirements – in the world of personal loot in raid, you needed equal-or-better item level in a particular slot to trade an item. In 9.2 specifically, there was an even further restriction meaning you needed to have a high enough item level Set Piece. This meant that there were many cases where people who had normal set pieces couldn’t trade heroic ones that dropped for them right after, or players who had their set completed couldn’t trade items that would have finished the bonus for others.
  • Great Vault accessibility – while it was a benefit that the Great Vault allowed all players (even non-raiders) to get set pieces at all, the rates weren’t at all favorable compared to your chances of non-set items appearing.
  • Additionally, many of our tests and projections were expecting that a lot of players would meet the Raid Thresholds of 3/5/8 Bosses killed each week which, as mentioned above, didn’t happen regularly for quite a while given the high average difficulty of the raid (Anduin being a major gatekeeper here). This meant that from the very first week, the vast majority of players were behind our initial expectations for acquiring their Sets.

So that was the world of 9.2 We’re highlighting these factors alongside the 6-week release timing of the original Catalyst to hopefully show the snowball effect acquisition and rewards systems can have. Players weren’t killing as many bosses early, which meant they weren’t killing the rest of the Class Set bosses, which meant less people had them appear in their Great Vault, which all meant less trading across your raid group to fill out slots – furthermore, this delays the power spikes those bonuses would give, which makes it harder to progress past certain walls within the raid, and so the cycle continues. Even guilds choosing to clear Normal and Heroic bosses for extra chances at Set Tokens were still running afoul of the trading restrictions, which didn’t help much either. So what changed moving into Vault of the Incarnates & Dragonflight Season 1?

  • All trading restrictions for Raid items were removed – this means guilds clearing heroic and normal had much faster/easier access to Set tokens.
  • We greatly increased the appearance rate of Class Set items from your slots in the Great Vault across the board
  • Great Vault slots for the Raid moved to 2/4/6 – this combined with being a shorter raid (8 bosses instead of 11) overall meant less loot individual loot in your pools, so a higher chance of not only making it to Set Token bosses, but also a higher chance of maxing out your vault weeks earlier than in Season 3

Knowing the 6-week Catalyst unlock timing would still be controversial, we held fast due to the other incoming changes to get a look at how things would shake out – and as it happens, our data shows that these changes had an even bigger impact than anticipated. Without peering too much behind the curtain, we were able to see that the vast majority of players filling between 3 & 6 Great Vault slots (by far the most common bracket for players who engage with vault at all early in a season) either had their 4-piece Set Bonus before the Revival Catalyst opened, or were set up to complete it that very week. Players were killing more bosses on more difficulties than before, which led to more vault slots & more gear trading, which in turn led to progressing deeper into the raid earlier, which continues the positive loop of more players getting geared faster. That said, some readers will correctly identify that there’s groupings of players who still were left out of this bounty – these are players who engage only with Mythic+, and only with PvP, with zero raiding at all. These players still on-average had decent luck getting some Set pieces via the Great Vault change, but were extremely unlikely to complete their 4-piece bonus before the Catalyst arrived.

So, that’s the basics of Season 1 – but we still think we can do better for more players. So let’s talk about what’s changing in Dragonflight Season 2:

First, we’re reverting the Weekly Quest system to get Catalyst Charges in favor of how it worked in Shadowlands Season 3. For those unaware, this is very simple – every week, all characters on your account will get a charge, no action required. We wanted to experiment with making the acquisition of Charges require some more effort & investment on the player’s part in lieu of having a Currency Cost (9.2 had Cosmic Flux, which handled this previously) – but in so doing we ended up taking a step backwards on one of the founding goals of the Catalyst system itself: mid- or late-season catch-up for new or returning players.

Whereas 9.2’s system would greet fresh 60s with many Catalyst Charges ready to craft an entire Class Set for a hefty Cosmic Flux fee, level 70 players in Dragonflight Season 1 quickly found that if they were late to the party – that was it. It would always take 6 weeks to reach the Charge cap, and if you failed to turn in the quest for any reason, you couldn’t gain another. It’s not a total loss – this entirely-new truly account-wide quest is something we’ll be able to use in the future, but not allowing catch-up was a mistake we’re going to correct. The quick hits of how Dragonflight Season 2 will work are thus:

  • Upon the Catalyst opening, all players will receive a Charge for every one of their characters. These function the same as they always have – if your Main spends a few to convert items early in the season, it doesn’t impact your alt (or any alt characters you may make in the future).
  • unlike in Shadowlands Season 3, there will be no cost associated beyond the Charge spent. No Cosmic Flux, no Dragon Isles Supplies, no Apexis Crystals – if you’ve done the work of obtaining a convertible item, that’s enough for us.

Second, we’re adding a new Seasonal Achievement – tentatively titled Dragonflight Season 2 Master. You may be aware that in 9.2 & 10.0, we’ve had some achievements that would require you to clear the Mythic Raid, or obtain a very high Mythic+ or PvP threshold to obtain a reward – in Shadowlands S3 it was a special item to upgrade all of your conduits, and in Dragonflight Season 1, it was a cosmetic item that gave you access to the previously Mythic-Only Visual Effects for all colors of your Class Set appearances. We’re keeping that style of achievement & reward moving forward, but want to experiment with more seasonal milestones to hit as you progress towards your goals. Here’s how it’ll work:

  • Season 2 Master is awarded for clearing Aberrus, the Shadowed Crucible on Heroic Difficulty, obtaining 2200 Mythic+ Rating, or 1800 rating in PvP
  • Doing so awards that character a Draconic Mark of Mastery – an item that can be turned in to a vendor for any Heroic-Level Class Set item of your choice
  • This can only be earned once per-character, but is available the day Dragonflight Season 2 begins
  • The item received from the Mark of Mastery is also fully upgradeable with Shadowflame Crests & Flightstones, like all items in the universal upgrade system coming with this patch

This achievement and its reward serve a few functions. We’re interested in adding a non-raid method of obtaining a guaranteed set item for those players we mentioned previously. Additionally, we’re interested in testing the waters to see how players feel about being able to earn relevant power rewards for their progress and performance within a given season. For the most skilled and coordinated players, this token will be something they could earn within a matter of days or even a week – for others, it’s a medium or even long-term goal to push for that could provide items otherwise out of their typical reach.

Lastly – and this is Raid-specific – Scalecommander Sarkareth, the final boss of the 10.1 Raid, will drop 1 ‘Omnitoken’ per defeat on all difficulties for your group, guaranteed. We’re still hammering out the specifics here, but like the Mark of Mastery above, any player in possession of it will be able to take it to a vendor and purchase a Class Set item of the level & upgrade band appropriate to the Raid Difficulty it came from.

Also worth noting before we talk about the Raid Rewards charges in full is that some time into the season – either with the re-opening of the Revival Catalyst, or shortly thereafter – we’ll be adjusting how often Set Tokens drop in raid as well. At present, Class Set tokens drop at a ratio of 1 per 10 players, scaling up to 2 per 20 and 3 per 30 guaranteed. We’ll be reducing this number as the season progresses, as we’ve heard feedback that players making late-season runs at mythic progression or AotC very often already have their Class Sets, and often at an item level that’s decently above or comparable to those dropping. This can make those bosses feel less exciting & rewarding at the end of a season, especially when hunting specific trinkets or weapons.

All in all it’s been about a year since Class Sets have returned, and we hope the above changes represent a shift towards making them more accessible for all players. We want to acknowledge the feedback that having raiding be the primary way all players obtain Class Sets doesn’t feel in-step with your expectations, given that they feel like something that should be universally available to all styles of play. We’re eager to see how Season 2 plays out, and will be looking for more ways to level the playing field in this regard as we continue to iterate. Thanks for all of your thoughts on this topic so far, and we’ll see you in 10.1!

Quote from: Blizzard

Hey folks, gonna run through a bunch of quick-hit answers to specific questions people have had in this thread so far.

  • The item created by the Draconic Mark of Mastery does scale in PvP, similar to as though you looted it from the Great Vault. So it’s not a ‘raid piece’, it’s just an upgradeable item for all content.
  • The Catalyst Charge cap of 6 is returning. It’s definitely something that could be made more lenient, but we’re unlikely to return to a fully-uncapped Catalyst regarding the current season.
  • Something we’re working on is making it so once a new Season begins, items from previous Seasons (so currently Shadowlands s3+4/Dragonflight Season 1) have no currency or charge cost whatsoever. This is to help people interested in hunting appearances and such that they wouldn’t be able to get otherwise.
  • Some clarification on the Sarkareth Omnitoken – this is all still Work In Progress but:
  1. It’s intended to be Extra loot on kill, not something that takes away from the loot table as is.
  2. It’s possible it’s something that doesn’t scale with Group Size if it remains Bonus Loot, but in all cases it would be fully tradeable.
  3. The Omnitoken is dropped for your group, not per-player. Some seem to think you’d only have to kill Sarkareth 4x and complete your bonus, which isn’t correct.
  4. It is per kill however, and not a one-time bonus. It’s just an extra item that lives on his loot table.
  5. Just as Set Tokens don’t appear in the Great Vault, this wouldn’t either.
  • Lots of feedback on the M+ and PvP ratings for Season 2 Master being too high or too low. These are just initial values, and absolutely something that can change before launch – the idea is to make them feel at least somewhat comparable to the Heroic Raid in difficulty. As a reminder, these pieces are fully upgradeable with the new system, so even players who get them later have a great chance of upgrading them to a Mythic-Raid equivalent, or just beneath.
  • There’s some concerns about getting Class Set appearances (namely LFR ones) being a little too difficult. We don’t have anything to share here, just to say the availability of your set appearances does feel a little harder than intended and is something we’re interested in finding a solution for.
  • On that note, the Cosmetic Reward for CE / Top Mythic / Top PvP rating is not going away. We’re explicitly keeping it, and likely rebranding it to ‘Season 2 Hero’ alongside the Season 2 Master achievement.
  • Concerns surrounding the idea that reducing the amount of Set Tokens later on in the patch would adversely effect raiders that show up later. The idea here is that by the time a guild that primarily does normal let’s say moves towards attempting Heroic, the Revival Catalyst is fully online and handles their Class Set acquisition almost entirely. Similarly, if people are raiding normal they very likely have a lot of their Sets already.
  • The tuning down of Set Token frequency would not remove the Set Tokens from that boss, it would simply not make them guaranteed to be half of your raid’s loot on those particular bosses. A group of 20 killing Broodkeeper Diurna would still get 4 total pieces of loot just as before, it’s just more likely that 1 of those pieces is a token rather than being hard-locked at 2.
  • All Set Tokens still drop from the Raid, as they have in Sepulcher & Vault of the Incarnates, in addition to extra non-tier versions of every slot for you to convert (if it’s a higher base item level) or wear as off-pieces. Hands & Legs come from The Forgotten Creations & Rashok respectively, the two ‘wing’ bosses of the front half of the raid. Shoulders come from Zskarn, Boss 6. Helms drop from Magmorax, Boss 7, and Chest pieces drop from the Echo of Neltharion, Boss 8.