Hotfixes – 26 August 2022
AUGUST 26, 2022
Dungeons and Raids
- Fated Raids
- Reduced the minimum Item Level to queue for all Fated Raid Finder wings to 230 (was 240).
- Developers’ note: This restriction was too punishing given Fated LFR’s importance in providing new and returning players with an intermediary step to engage in Season 4’s endgame activities. We believe the power increases afforded from the Fated Powers themselves more than make up for this item level gap, so groups shouldn’t have a vastly more difficult time completing encounters.
- Reduced the minimum Item Level to queue for all Fated Raid Finder wings to 230 (was 240).
Items and Rewards
- Reduced the damage increase on Jeweled Signet of Malendrus by 74%.
- Developers’ note: The spell effect changes made to Jeweled Signet of Malendrus for the release of Legion Timewalking inadvertently also caused it to increase the damage of abilities that scale with weapon damage. In some cases, the overall power gains were far beyond what was intended. This hotfix retains the current functionality but adjusts the tuning accordingly.
- Fixed an issue where a Cosmic or Sacred Creation Impetus could be used directly on Fated tier modules from Sepulcher of the First Ones; the Fated tier armor created by the modules can still be upgraded.
Feedback: Death Knights
In the next alpha build the Death Knight core tree is being updated to better increase talent choice. In order to do this, we’ve made several abilities baseline and cut talents that were proving to be problematic for the overall health of the resource economy for the specs. The left side of the class tree had 4 talents all dedicated to resources, which felt a little excessive. This has been reduced 2 (specifics noted below). In addition to the resource talents being shifted around, we’ve also made Death’s Advance and Lichborne baseline.*
Death’s Advance
- This has moved baseline and is now learned at level 9.
Lichborne
- This has moved baseline and is now learned at level 9.
Unholy Endurance
- Now positioned where Lichborne was previously located in the talent tree.
New Talent – March of Darkness: Death’s Advance grants additional movement speed.
- Now positioned where Death’s Advance was previously located in the talent tree.
Horn of Winter
- Cut from the class tree.
- This will return as a Frost talent in a future build.
New Talent – Insidious Chill: Your auto-attacks reduce the target’s auto-attack speed by 5% for 30 seconds, stacking up to 4 times.
- Positioned where Horn of Winter was located
Runic Corruption and Runic Empowerment
- This choice node has been cut.
- These two talents will be returning to their respective specs baseline (Unholy – Runic Corruption and Frost – Runic Empowerment)
Runic Attenuation
- Now positioned where the Runic Corruption/Runic Empowerment node was located.
New Talent – Gloom Ward: Absorbs are 15% more effective on you.
Blood
In the next alpha build, Blood tree has undergone significant changes including updates to pathing, new connections, 6 new talents, updated existing talents, and 3 max rank talents have been reduced to 2 max ranks. Due to the sheer amount of changes to the talent tree we will just highlight some of the bigger changes to the tree below.
Blood Boil
- Now has 2 charges, up from 1.
Improved Blood Boil
- Cut
Rune Tap
- Now has 2 charges, up from 1.
Improved Heart Strike
- Reduced to 2 max ranks, down from 3.
- Damage per rank increased to 15%, up from 10%.
Blood Fortification
- Cut from the talent tree
- Now learned at level 11.
Everlasting Bond
- Death Strike and Heart Strike no longer increase the duration of Dancing Rune Weapon while its active.
- Now increases the duration of Dancing Rune Weapon by 8 seconds.
- While the act of extending your Dancing Rune Weapon with Heart Strike and Death Strike can be fun, it quickly can overshadow the rest of Blood’s gameplay decisions. In order to address this, we will change Everlasting Bond to be a flat duration increase in addition to its existing mechanic of summoning one extra copy of Dancing Rune Weapon. Our goal here is to open up more options throughout the tree as well as avoid making one style of gameplay feel mandatory permanently moving forward.
Improved Boneshield
- Reduced to 1 max rank, down from 2.
- Now increases Haste by 10% while Bone Shield is active.
Vampiric Blood
- Now available above the first gate, directly below Marrowrend.
Dancing Rune Weapon
- This has moved higher into the tree and is available immediately after unlocking the 1st gate.
Hemostasis
- Max ranks reduced to 1, down from 2.
Hasty Bargain
- Renamed to Perseverance of the Ebon Blade
- Now grants 3/6% Versatility instead of Haste when Crimson Scourge is consumed.
Voracious
- No longer a choice node with Blood Worms
Bloodworms
- No longer a choice node with Voracious
Gorefiend’s Grasp
- Now centrally located within the tree with multiple pathing options to reach it.
Tightening Grasp
- Can now only be obtained directly after Gorefiend’s Grasp
- Max ranks reduced to 1, down from 2.
Heartrend
- Max ranks reduced to 1, down from 2.
New Talent – Blood Feast: Anti-Magic Shell heals you for 100% of the damage it absorbs.
New Talent – Iron Heart: Blood Shield’s duration is increased by 2 seconds and it absorbs 20% more damage.
New Talent – Bloodshot: While Blood Shield is active, you deal 25% increased Physical damage.
New Talent – Sanguine Ground: You deal 5% more damage and receive 5% more healing while standing in your Death and Decay.
New Talent – Coagulopathy: Enemies affected by Blood Plague take 5% increased damage from you and Death Strike increases the damage of your Blood Plague by 25% for 8 seconds, stacking up to 5 times.
New Talent – Umbilicus Eternus: After Vampiric Blood expires, you absorb damage equal to 5 times the damage your Blood Plague dealt during Vampiric Blood.
Unquenchable Thirst
- This has been cut.
- Dev Commentary: This talent has been cut and replaced with Umbilicus Eternus. Unquenchable Thirst had a bit of design overlap with both Bonestorm and Shattering Bone on the opposite side of the tree. The choice to replace it was done to add what we hope is a more interesting decision point as you navigate toward the capstones especially factoring in the synergy of the new Blood Plague talents and existing Vampiric Blood talents.
Updated Blood Tree
Unholy
In addition to Unholy’s latest changes we have a few updates we’d like to make to their talents that affect resource generation. The changes to the class tree should be a step in the right direction for better balancing Unholy’s resource economy, but we also want to target a few Unholy specific talents as well. Unholy has been a class with a higher downtime and while we think some downtime can be okay, it’s important to find a balance between too high and too low. The current alpha version swung that pendulum too far in one direction and we are looking to find a better middle ground that both feels fun and rewarding to play. Resource tuning will continue to be on going as we head into Dragonflight. As mentioned last week we are making efforts to prepare for tuning in Dragonflight as such Unholy will be receiving a few tuning tweaks to their talents.
Plaguebringer
- Disease damage now ticks 100% more quickly, down from 150%.
Feasting Strikes
- Removed Scourge Strike’s chance to refund 1 rune
- Chance to proc increased to 20%
- Having both Festering Strike and Scourge Strike trigger a Rune refund left us very little room to tune around and also made this something that just always happened. In an effort to give us more ways to tune this and also add a little more gameplay thought we are changing this to only work on Festering Strike.
Replenishing Wound
- Reduce Runic Power gained from popping a Festering Wound to 2, down from 3.
Improved Death Coil
- Damage increase reduced to 15/30%, down from 20/40%.
Plaguebearer
- Cooldown increased to 90s, up from 45s
- Status changed to implemented
Unholy Assault
- Buff duration increased to 20 seconds, up from 12 seconds.
Ghoulish Frenzy
- Attack speed and damage increased to 6/12% up from 4/8%.
Morbidity
- Damage per disease reduced to 2% down from 3% at rank 2.
Death Rot
- Reduced to 1% per stack up to 10%, down from 2/20%.
- Increased the duration to 10 seconds, up from 8 seconds.
- Fixed a bug preventing this from being applied by multiple Death Knights.
Commander of the Dead
- Damage to Gargoyle and Army Ghouls reduced to 30%, down from 40%.
Feedback: Demon Hunters
TLDR – Glide will be removed as one of Momentum’s trigger skills in a future update.
Thank you to those willing to discuss Glide’s inclusion as a potential trigger for Momentum. While we knew it could be a controversial addition, player discussion around the topic has helped paint a clearer picture of the ways in which it could be fun and also the ways in which it could cause problems or frustration. Most reactions to Glide on Momentum were negative, and ultimately we agree that the downsides would probably outweigh the benefits and Glide will be removed as a potential trigger skill.
Momentum has historically been very divisive, with many players strongly loving or hating it. A talent tree is an ideal system for such an ability to exist, as an option. With that in mind, a capstone position puts a greater emphasis on Momentum than it should have, and so Momentum will be swapping positions with Essence Break. Essence Break will be modified in a way to further emphasize its intended identity as a medium cooldown controlled burst option.
Your continued feedback on Demon Hunters in the Alpha test is greatly appreciated and helps guide future iteration. Cheers.
We agree to the extent that a 2nd charge of Fel Rush (and for Vengeance, Infernal Strike) should be more easily accessible than in its current position on the Havoc spec tree, and so the talent Hot Feet will be moving to the class tree in the first row center position where the talent ‘Master of the Glaive’ is now.
Master of the Glaive’s effect will be combined back into the talent ‘Debilitating Cuts’ and renamed back to ‘Master of the Glaive,’ matching the Shadowlands talent version.
A new talent modifying Throw Glaive will be taking its place, the details of which will be available in a future build.
While on the topic of talent placement and what talents go where, we’ve been following discussions and planning changes. Instead of responding to every current related comment, you can refer to the below image to see what Havoc’s tree is likely to look in the next update:
We really do appreciate your continued play, discussion, and feedback, and we hope you will continue to share it with us as we move forward. Cheers.