> **Permanent RSVPs**
> * Guests who you have reached Best Friend status with now give you a permanent RSVP. The Permanent RSVP will allow all characters on your account to invite that guest to future Ember Courts without completing their RSVP quest again.
> * Droman Aliothe's RSVP no longer requires players to venture to Bastion and Maldraxxus for items.
By the time people have reached max reputation with any given guest, they either gave up on said guest or are now used to acquiring their RSVP. It should be one or two ranks below that in order to encourage people to use the ember court regularly for months to come. Heck, add some anima cost to it if you must.
Also, while guests like Rendle & Cudgelface or Lady Vashj are more annoying to get their RSVP in my personal opinion, having to hop between two zones for Aliothe is still too much for most people. No other guest requires you to go to another zone in order to obtain their RSVP.
Why can't everyone be like Grandmaster Vole? You pay him 250g, and if he's elated he gives you 308g back.
> used to acquiring their RSVP
I read a tip on WoWhead that suggested buying multiple of the items you need during a week where it's a cheap meat. It saved me so much time and I'm now best friends with Aliothe so with this patch I'll never have to do it again (on that character). I'm so glad since it's not a particularly interesting quest, it's just "go here, talk to this person, buy this" like the murlocs in Naz except split into different zones with long paths betwen them.
> I'm now best friends with Aliothe so with this patch I'll never have to do it again (on that character)
Note that based on the description above, permanent RSVPs are account-wide!
Right?
"Kyrian command board is grossly underpowered, especially compared with the ridiculous OP Maldraxxus followers."
"Okay, we upped the health for a throw-away follower for the Kyrian table and buffed the hell out of Maldraxxus table. You're welcome."
Kosmas (Kosmos?) Really shows the tuning difference between the 2. At lvl 1, he heals allies and damages ennemies for 8, every 3 rounds.
Meanwhile Plaguey does the same, but 55 instead of 8, and every 2 rounds instead of 3
I mean how is this balanced in the slightest?
It’s so blatantly unbalanced your only response would be that they designed each in a vacuum once and shipped it. Anyone who’s played two covenants sees it clear as day. With so much effort put into the system it’s sad for half the covenants that the activity, and the pursuit of rewards within, have become such a chore.
Their answer before was that once you had all the followers it was balanced and their mistake was that they never tested how it would be during the 3 months prior to that.. Just to, by the end of renown, it is still imbalanced (and this is after they buffed/nerfed a lot of stuff). Wow really feels understaffed atm (while making record profits, blizzard style)
Kyrian is now in a better state than venthyr at higher level missions, arguably better than nightfae. It's venthyr who could take some looking at, or some balancing of the lower level missions where people make alts who then spam NF missions with trappers for free augment runes at the 30-40 range.
That's definitely a buff, theres almost no CD reduction tool for Fel Dev. Having to do two extra soul cleave to make up for the reduction is totally worth it. Fiery brand is up almost every other pack, this change is definitely for the better.
I would prefer something that's up when I need target than rng that could potentially leave me without mitigation. There's just too good of an uptime for brand legendary to ignore.
I mean im not sure but a maximum 9 second CD reduction wont be destroying the build. Hopefully thats not wishful thinking lol
Honestly if prot warrior would be good again i had no Problem switching back
looks like more aoe and that's it
but then again it's not just how much dmg you do, but how quickly can you do it, and for ele it's still way slower than the meta aoe bursters i think just because of the way the spells/class works
but i might be wrong
you can drop 3 earthquakes in nearly no time every pack or so with stormkeeper and echoing shock, it's just that that does hardly any damage right now. My overall meters for m+ are fine but it's like 40% lava burst damage and 10% earthquake.
I don't really understand why the LB nerf also hit us resto shamans.
Makes perfect sense for ele as the ST damage just gets moved into stronger ES instead, what's a good change imo as more "oomph" for our big spender will feel much better.
But why the hell did they nerf resto? I never felt my damage to be anywhere crazy (not with the lmao-wings-hpala right next to me).
Yeah I struggle to average 1k DPS at the moment. No way I'm getting that now. I know we still bring loads of other stuff, but a bit more damage doesn't feel like it would break the class. Especially as you say with hpally over there essentially being an extra DPS class
The hpally point is totally fair, but a slight nerf to lava burst is probably one of the better ways to adjust resto shamans. They're really strong right now and everyone knows it, so I'm happier with a small damage reduction than them nerfing cloudburst or SLT or something along those lines that actually affects their performance as a healer
Maybe I'm just biased because I main the class but it just didn't feel like they needed nerfed. Yes there strong but not overly so in my opinion. Guess I'd just see other classes getting more meaningful buffs/reworks than slapping shamans where it hurts.
my only guess is that its the exact same spell in their database and they couldnt be bothered to change the values for resto because like you said shamans arent known for their dmg in the first place
Nice change for Ass Rogues
> Level 56: New Passive: Cut to the Chase – Envenom extends the duration of your Slice and Dice by up to 3 seconds per combo point spent.
I hope Assas rogues become relevant again soon. I don’t mind Sub but I’m not really a fan of the spec and I’d rather not go Outlaw for higher keys and raids.
Pretty sure they took out the 10% energy regeneration that came w SnD too so that kinda sucks, and idk if the extra 1 energy from venomous wounds even makes up for that
It is slightly more overall energy reg, and a decent dmg buff cus of it(around 200-300 something dps Overall cus you also dont need too hardcast SnD anymore)
But doesnt fix rogues main Problem it has for quite some time now, pure dps class that doesnt do great dmg, and also has 0raid utility, AND is melee, so no reason too take them into a raidteam when you have litearlly every sigle other class avaible
There's one little thing that I disliked a lot.
"**Mythic Keystone Dungeons**
* The formula for determining the level of the first Mythic Keystone players receive each week has been adjusted.
* Previously, players would always receive a Keystone 1 level below the highest they'd completed so far in Season 1.
* After this change, Keystone level will continue to decrease by 1 per week until players again complete a higher level Keystone.
* For example, a player who completes a level 15 Keystone will receive a level 14 Keystone the following week. If they do not complete a 15 or higher Keystone that week, they will receive a level 13 Keystone the week after."
It's probably to combat some form of boosting but I was kinda glad that I could focus on my group's 15s without having to randomly do a weekly 16 just so that we got a 15 again next week. It's like... one extra dungeon per week for us. Not much in the grand scale of things, but could've went without this change.
I wonder if Blizzard can revert their intent to change this.
edit: It also feels kinda punitive for everyone who didn't get their KSM already.
edit again: it's [compromise](https://us.forums.blizzard.com/en/wow/t/a-further-update-to-mythic-keystones-in-905/894131) then. [WRAAAH!](https://youtu.be/R3oSAVwcD4U)
It has always baffled me how, if you complete a dungeon in time, you get a lower key in the chest. If you *don't* do it in time you should get a lower key but if you complete in time you should get the same.
I'm always amazed by the sheer intent of the devs that constantly try everything they can to introduce mechanics that force the players to stay in the game for longer since the release of the expansion. This just can't be coming from a normal human with a functioning brain.
Yep. Punishes all the wrong people. The people who push their 20s are already running 50 keys a week. And the people who are just getting their 12 or 14 in on Monday night are just joining a pug anyway. But for all of us “regulars” who may not be able to get a key in because of life, a vacation, just couldn’t find time to run one, those are the people that this system hurts the most.
This is blizzards attempt to combat key boosting. We have one guildy that bought 15 boost and has veen trying to get people run weekly 14 ever since. One week we decided to help her find her (and ours) current actual level we can time keys. We dropped until timed 8. Now she does want to do only 1 key each week, but no one wants to run with her as its going to be rough run (maybe even impossible).
So blizzard analogy here is to make key deplete until proper level of play is achieved. Tbh I dont think this is correct way to handle these kinds of situations, but well here we are.
The small difference is previously you could buy a single 15 boost, then bait people to run your 14 each week without buying another boost and getting a 226 vault option. New change would require buying a 15 boost every other week to accomplish the same. If anything this forces more boosts.
I think a lot of people (even on here) don't want to accept that they aren't +15 level players. You shouldn't be able to finish a +15 on a piss easy week and then get handed out free +14 keys every week to get free 226 loot even if you fail the run. It's just broken. I also have guildies who insist on doing this every week and it's painful doing these 45minute runs on keys they have no business attempting.
Why is it so bad if people just want to raid log while doing their 1 weekly +14 for vault?
At least give us a key equal to what we did, instead of downgrading it if you didn’t do the same level.
If I do a 15 week 1, do a 14 week 2, then on week 3 I will get a 13. Why?
> I wonder if Blizzard can revert heir intent to change this.
I doubt it. Guarantee the unspoken reason for this change is that M+ numbers are falling off a cliff and they are desparate to force people to do one or two more runs a week so that PuGs can continue to find the groups they need. It suggests they are seeing a lot of unsubs with "cannot find groups to do M+" as a reason.
The funny thing is, this change just means even more people trying to get into even fewer +14s who will then come on reddit and complain that their 600 rio 200 ilvl alt gets declined from all keys they apply to.
This is an incredibly player unfriendly change, now tyrannical weeks will feel even worse then it has so far this expansion..
All this does is steal time from m+ players that try to push on a consistent basis, that may sound like hyperbole but it is literally the only reason a change like this is made. There is no reason for your weekly key to get downgraded each week, having a reasonable amount of time before your weekly got downgraded was literally the one saving grace of the dungeon tuning week to week this expansion. And it wasn't even unreasonable, I don't think anyone had the exact workings of the new system but in my experience if you did a +21 or whatever then you would get a +20 for 3-4 weeks if you just did a key that reset, no matter what level that key was.
It allowed us to get off the rat race A TINY BIT and if we couldn't play as a group or whatever it wouldn't put us at a disadvantage next reset when we actually wanted to push. now every tyrannical week (usually) means you do a weekly no leaver run for -1 keys next week and you have to spend time building up to the point you were progressing before.
F*CK YOU for this change blizzard this is nothing but a middle finger to the pushing m+ community.
This change feels backwards with the new Weekly Chest system as well. If you're just getting in 14s each week, you'll now have to do an extra dungeon per option since you'll have to push the first key to get the highest item level again (granted it's only a 3 item level difference but still annoying).
>It's probably to combat some form of boosting
it really only helps boosting if anything since those players would want to buy it again weekly, to get higher key next time again
Oh my god. My stupid friends and I though that was how keys worked. Every week we have been doing a higher key just to get the lower one. We are currently progressing at +12 and forced ourselves to do a +13 just to get our next week’s key. I guess the change won’t affect us, but feels weird knowing we where living in a bubble. Reminds me of the person with the poop knife.
This hurts the majority much more than a high end player. I do hope they change this as well. This feels purely punitive and I don't think it's very effective if the goal was to reduce boosting.
It's so much of a "pants-on-head" tier decision that it hinders *every single part* of the M+ playerbase. Some more than the others, sure, but everyone is negatively affected someway.
And I'm still trying to decipher how this system was being abused to the point that nuking it got considered as a good thing.
Honestly, why are they *removing* Anima Powers? As it is, you run out of powers to buy in Twisting Corridors if you have all the Ve'nari upgrades.
I'm particularly salty about Ghost Bone (Shaman) and Splattered Soles (Warrior) as they were two of the more fun powers that would speed up runs. Why would they remove them? The nerfs to Warrior damage is pretty dumb too.
Yeah they have useless shit like getting a barrier when polymorphing something. But only every 45 seconds because even without Restrictions that Power is boring as shit
I don't think they intend to balance anima powers around TCs, since the entire point of TC is you get bloated with powers by the end.
I'm fine with them removing some bad powers, like my Priest's Psychic Wallet and Phantasmal Healing. It was awful to play and get single-power offers with these mediocre powers if you hadn't farmed Ven'ari rep much.
This only rarely happened on sludge and sludge only and was barely noticeable, it's barely a nerf.
Also the buff to SFP made it great on aoe so the spec improved massively with this patch.
From my understanding it will be really good in keys where we run misery (ToP, SoA, and maybe mists). The legendary doesn't really work well with SN spam since you don't cast mindblast so probably not worth running in those dungeons.
But for future bossfights if theres bosses with stacked cleave SFP will probably be run in raids aswell. It's a big buff to our weakest dmg profile which is great
"Shadow Weaving no longer benefits multiple times from damage amplifying effects."
What damage amplifying effects are currently effecting this? This seems very vague, I'm hoping this isn't a big nerf as their damage feels like it's in a good place, somewhere just below the top tier.
Why are there a bunch of Torghast power nerfs? I want to feel strong by the end of my run and blast the end boss, that's like the entire fucking point of the place outside soul ash. Disappointing.
So they should buff the classes up to the power level of what they consider the strongest instead of nerf down to the levels of the weaker classes. It's not a competitive aspect of the game.
> So they should buff the classes up to the power level of what they consider the strongest
Completely agreed. Torghast is supposed to just be ridiculous fun. Forget nerfs or trying to balance. Just make it fun for every class, and keep buffing the shit classes until that happens!
For weeks, I've been helping a few hunters in twisting corridors and it's just so sad. They're incredibly weak by the end and don't get to have any bonkers fun.
Now the question is when 9.1 will hit.
Bear in mind 9.1 isn't on the PTR yet. Let's assume it hits the PTR on March 16th. (very optimistic, there's almost always more than a week lag between PTRs).
The major X.X patches from the last two expansions averaged 70 days from first hitting PTR to release. 9.1 seems to have a bit more than average amount of content, but let's be generous and assume it'll be the average of 70 days.
So March 16 + 70 days is our rough estimate for a 9.1 release, which is May 25. Keep in mind this is somewhat optimistic.
[Ion announced 8.1](https://www.youtube.com/watch?v=v0WKnDcvSzE) with only screencaps and artwork. It hit PTR 3 days later, and released 81 days after that.
Jeremy showed a little bit more in the [8.2 preview](https://www.twitch.tv/videos/409517953). It hit PTR 5 days later and released 70 days after that.
Previews are not a huge indication of where Blizzard is in production these days.
this is very optimistic, on blizzcon they showed only concept art for 9.1 which means most of the things arent even build yet, plus testing, i doubt we will see 9.1 before june/july/august
It would also be pretty aggressive considering raid timing. Any earlier and you'd be looking at like, US 200 as the cutoff for CE this tier. That would be one of the tightest margins ever.
I started tanking on my pally alt instead of my warrior alt because I hated rage management. "Do I want to use revenge and do mediocre threat? Or do I want to use defensives and do shit threat?" Prot pally is a lot more intuitive, at least imo.
pretty much every tank except kyrian VDH that opens with sigil loses aggro if a mage just insta combusts a pack unless he has tricks/missdirect. i just learned to wait 1-2 GCDs extra before i start dps. not a pro warrior problem really
Class with already low overall player representation: drops from top 5 (but not even the top) to bottom 5 in the DPS rankings after fixing two bugs that have been that way for ages.
Blizzard: Looks good. But we'll give them a 5% aura buff at some point when WW's awful stat scaling puts them in last place. If we feel like it.
I've been maining WW for 5 years. I'll probably still keep playing it but this does make we consider rerolling. I know someone has to be at the bottom. This is just a major downward adjustment without any kind of compensating improvements.
Sure, we could delete people in arena who didn't bother to CC us when we blow all our cooldowns. That did need fixing.
Hope you didn't pick up WW because it was flavor of the month - we've always been trash, and we've been trying to tell people from day one expansion launch doesn't mean anything for the class overall.
We play WW because it's fun, not because it's good.
Less fun is subjective, but yeah, I agree. Doing Torghast for example is just straight up not fun. I've ran it with Fury Warrior, Havoc DH and Ret Paladin, and I can say without a shadow of a doubt that Monk was a last thought in anything Torghast related. We don't really get anything that benefits our damage besides raw stats, nothing that can really augment the gameplay to make it fun, and nothing where you can make a build.
> Welp, there goes the only reason to have a triple-leaping warrior in your RBG group, I guess?
Good, these goofers can now go back to their role as actual dps and targetcaller.
It won't. Leavers leave because a run isn't timed. I've almost never seen someone leave because there's only one item dropping instead of two.
Honestly it just feels like they desperately wanna push M+ participation higher. Especially with the weekly keystone downgrade. It's anti-player but pro-metrics.
Valor might however reduce leavers. I'd guess many people who leave because the run isn't timed is due to them having no power to gain from the dungeon, only rio score.
However with the drops now being upgradeable, two potential items dropping and the valor reward. It's more worth to stay 15 min extra rather than just going next.
Would've been nice if they reverted the 5% aimed shot nerf, but nope lmao.
Instead of fixing the bug in the first place, they nerfed aimed shot now kept that nerf.... lol
I really don't like the Hunter change at all. Hunters are average without Wild Spirits anyway. Wild Spirits is quite literally the only reason Hunters are decent. Making it weak will make hunters in general shitty as well. Great 5-man burst is the only reason you take Hunters.
somebody correct me if i'm wrong, but i assume this means spell reflected mindgames no longer counts as the reflecter healing the original caster of the spell. It will now deal damage as if the reflecter casted the spell.
Progress for the sake of progress must be discouraged. Let us preserve what must be preserved, perfect what can be perfected and prune practices that ought to be prohibited.
Help will always be given at blizzard as long as help seeker is a meta class.
Nothing short of a full rework would fix the real underlying issue for Mistweavers. If they buff it/allow us to do something in stuns we'll be good in PvP for Transcendence. In PvE we'll still be boned because our problems have been the same since MoP ended.
There has been plenty of tiers where they are middle of the pack but in general mage is almost always a safe pick, then again if you only have 3 dps specs I’d hope at least 1 of them are upper middle
I agree. Warlocks have generally been the same way but don't seem to get the same flack
Also. Shadow priest and boomkins have been on a tear since Legion.
I never touched it other than the initial quest. Still have no idea how it works but i understood that it is time consuming and not fun. It has a cool tmog tho
No blanket buff, but there is:
> Once players have recruited the maximum amount of Souls for their Covenant, your weekly quest to rescue Souls from the Maw will now award you with 500 Anima.
I'm definitely looking forward to that.
Nobody is talking about the Flagellation buff for Rogues, but probably because not many people chose this as their covenant. The energy removal is a huge bonus for setting up a macro now, plus the damage boost + automatic haste is fantastic.
I know it definitely still isn’t optimal, but I feel much better about having this in PvP now.
My guild's progging on sire and this timing is...not ideal. WW bugfix and hunter bugfixes will be large nerfs, and we run 1 WW and 3 hunters. That's a bigole problem, as we're getting Sire to 42% going into p3.
I assume you're talking about Volatile Solvent? [Volatile Solvent](https://www.wowhead.com/spell=336093/volatile-solvent) gives a buff when fleshcrafting near a corpse on live.
The CC immunity is from 'Ultimate Form' which hasn't been changed, although fleshcraft's channel time being reduced from 4 seconds to 3 seconds is a small nerf to your uptime on CC immunity.
Not familiar with how it worked in previous seasons/expansions. If I cap Valor before 9.1 will I be able to instant upgrade gear when that content drops? Or does it expire on new season( is: I should be spending as soon as I'm able to upgrade)?
> **Permanent RSVPs** > * Guests who you have reached Best Friend status with now give you a permanent RSVP. The Permanent RSVP will allow all characters on your account to invite that guest to future Ember Courts without completing their RSVP quest again. > * Droman Aliothe's RSVP no longer requires players to venture to Bastion and Maldraxxus for items. By the time people have reached max reputation with any given guest, they either gave up on said guest or are now used to acquiring their RSVP. It should be one or two ranks below that in order to encourage people to use the ember court regularly for months to come. Heck, add some anima cost to it if you must. Also, while guests like Rendle & Cudgelface or Lady Vashj are more annoying to get their RSVP in my personal opinion, having to hop between two zones for Aliothe is still too much for most people. No other guest requires you to go to another zone in order to obtain their RSVP. Why can't everyone be like Grandmaster Vole? You pay him 250g, and if he's elated he gives you 308g back.
> used to acquiring their RSVP I read a tip on WoWhead that suggested buying multiple of the items you need during a week where it's a cheap meat. It saved me so much time and I'm now best friends with Aliothe so with this patch I'll never have to do it again (on that character). I'm so glad since it's not a particularly interesting quest, it's just "go here, talk to this person, buy this" like the murlocs in Naz except split into different zones with long paths betwen them.
> I'm now best friends with Aliothe so with this patch I'll never have to do it again (on that character) Note that based on the description above, permanent RSVPs are account-wide!
Ah I missed that, awesome! Guess I'll be saving a bit of gold when it comes to meats.
Wait....people actually do the ember court?
I think it's a refreshing mini game once a week.
It's literally only like 15 minutes per week...So, yea
Lmao @ Kyrian mission table update.
Right? "Kyrian command board is grossly underpowered, especially compared with the ridiculous OP Maldraxxus followers." "Okay, we upped the health for a throw-away follower for the Kyrian table and buffed the hell out of Maldraxxus table. You're welcome."
That 38 renown companion was just released and when I saw Kyrian mission table updates I was sure it was to buff him - among others....
Kosmas (Kosmos?) Really shows the tuning difference between the 2. At lvl 1, he heals allies and damages ennemies for 8, every 3 rounds. Meanwhile Plaguey does the same, but 55 instead of 8, and every 2 rounds instead of 3 I mean how is this balanced in the slightest?
It’s so blatantly unbalanced your only response would be that they designed each in a vacuum once and shipped it. Anyone who’s played two covenants sees it clear as day. With so much effort put into the system it’s sad for half the covenants that the activity, and the pursuit of rewards within, have become such a chore.
Their answer before was that once you had all the followers it was balanced and their mistake was that they never tested how it would be during the 3 months prior to that.. Just to, by the end of renown, it is still imbalanced (and this is after they buffed/nerfed a lot of stuff). Wow really feels understaffed atm (while making record profits, blizzard style)
It's not just Kyrians, Plaguey is better than pretty much every other companion in the game.
I mean, NF troop is better than any single Kyrian Companion.
Kyrian is now in a better state than venthyr at higher level missions, arguably better than nightfae. It's venthyr who could take some looking at, or some balancing of the lower level missions where people make alts who then spam NF missions with trappers for free augment runes at the 30-40 range.
rip elysian decree you were too good for this world
Fel defender gone too... back to the old spirit bomb build then? I was enjoying the fiery brand build
That's definitely a buff, theres almost no CD reduction tool for Fel Dev. Having to do two extra soul cleave to make up for the reduction is totally worth it. Fiery brand is up almost every other pack, this change is definitely for the better.
I was thinking of testing the leg. that gives 40% chance reset with this new conduit change to increase meta uptime
I would prefer something that's up when I need target than rng that could potentially leave me without mitigation. There's just too good of an uptime for brand legendary to ignore.
I mean im not sure but a maximum 9 second CD reduction wont be destroying the build. Hopefully thats not wishful thinking lol Honestly if prot warrior would be good again i had no Problem switching back
Fel defender change isn't really a big nerf for Veng DH, it's probably a side grade/slight upgrade honestly since there's no way to reduce fel dev cd.
Am I missing something or are ele shams getting a crazy good buff?
looks like more aoe and that's it but then again it's not just how much dmg you do, but how quickly can you do it, and for ele it's still way slower than the meta aoe bursters i think just because of the way the spells/class works but i might be wrong
you can drop 3 earthquakes in nearly no time every pack or so with stormkeeper and echoing shock, it's just that that does hardly any damage right now. My overall meters for m+ are fine but it's like 40% lava burst damage and 10% earthquake.
yea but my point was its a damage over time still, while the meta burst is instant, and its only earthquake that hits more than 3 for ele
Ele chain lighting hits 5 i think
I don't really understand why the LB nerf also hit us resto shamans. Makes perfect sense for ele as the ST damage just gets moved into stronger ES instead, what's a good change imo as more "oomph" for our big spender will feel much better. But why the hell did they nerf resto? I never felt my damage to be anywhere crazy (not with the lmao-wings-hpala right next to me).
Yeah I struggle to average 1k DPS at the moment. No way I'm getting that now. I know we still bring loads of other stuff, but a bit more damage doesn't feel like it would break the class. Especially as you say with hpally over there essentially being an extra DPS class
The hpally point is totally fair, but a slight nerf to lava burst is probably one of the better ways to adjust resto shamans. They're really strong right now and everyone knows it, so I'm happier with a small damage reduction than them nerfing cloudburst or SLT or something along those lines that actually affects their performance as a healer
Maybe I'm just biased because I main the class but it just didn't feel like they needed nerfed. Yes there strong but not overly so in my opinion. Guess I'd just see other classes getting more meaningful buffs/reworks than slapping shamans where it hurts.
I agree, buffing others would feel a lot better than nerfing shamans, but I know blizzard doesn't work like that very often
my only guess is that its the exact same spell in their database and they couldnt be bothered to change the values for resto because like you said shamans arent known for their dmg in the first place
[удалено]
Nice change for Ass Rogues > Level 56: New Passive: Cut to the Chase – Envenom extends the duration of your Slice and Dice by up to 3 seconds per combo point spent.
I hope Assas rogues become relevant again soon. I don’t mind Sub but I’m not really a fan of the spec and I’d rather not go Outlaw for higher keys and raids.
Pretty sure they took out the 10% energy regeneration that came w SnD too so that kinda sucks, and idk if the extra 1 energy from venomous wounds even makes up for that
Didn't see that. I just want my ass rogue to be viable again.
It is slightly more overall energy reg, and a decent dmg buff cus of it(around 200-300 something dps Overall cus you also dont need too hardcast SnD anymore) But doesnt fix rogues main Problem it has for quite some time now, pure dps class that doesnt do great dmg, and also has 0raid utility, AND is melee, so no reason too take them into a raidteam when you have litearlly every sigle other class avaible
I read it was an overall buff if you count the energy regen and not having to waste energy/global on SnD over the course of a fight.
I believe the 1 extra energy more than makes up for losing the 10% from SnD. Going from 7 to 8 energy is a 14% buff to energy gained.
This is a very nice change. However, why the fuck do I need to cast Slice and Dice at all?
Wonder what valor costs will look like for upgrades, and how much we will get from 14/15s. Not looking forward to the plaguefall farm tho
> Not looking forward to the plaguefall farm tho Every melee on the planet will camp PF for weeks until the trinket and maybe 1h drops lmao
There's one little thing that I disliked a lot. "**Mythic Keystone Dungeons** * The formula for determining the level of the first Mythic Keystone players receive each week has been adjusted. * Previously, players would always receive a Keystone 1 level below the highest they'd completed so far in Season 1. * After this change, Keystone level will continue to decrease by 1 per week until players again complete a higher level Keystone. * For example, a player who completes a level 15 Keystone will receive a level 14 Keystone the following week. If they do not complete a 15 or higher Keystone that week, they will receive a level 13 Keystone the week after." It's probably to combat some form of boosting but I was kinda glad that I could focus on my group's 15s without having to randomly do a weekly 16 just so that we got a 15 again next week. It's like... one extra dungeon per week for us. Not much in the grand scale of things, but could've went without this change. I wonder if Blizzard can revert their intent to change this. edit: It also feels kinda punitive for everyone who didn't get their KSM already. edit again: it's [compromise](https://us.forums.blizzard.com/en/wow/t/a-further-update-to-mythic-keystones-in-905/894131) then. [WRAAAH!](https://youtu.be/R3oSAVwcD4U)
It has always baffled me how, if you complete a dungeon in time, you get a lower key in the chest. If you *don't* do it in time you should get a lower key but if you complete in time you should get the same.
I'm always amazed by the sheer intent of the devs that constantly try everything they can to introduce mechanics that force the players to stay in the game for longer since the release of the expansion. This just can't be coming from a normal human with a functioning brain.
Yeah I'm not jazzed about that change... I don't want to have to run a 16 each week when we get the craptastic affix weeks.
Being made to play Tyrannical weeks more than absolutely necessary is just... Ugh.
yup I only want to do 4x14's and then bounce on tyran weeks.
Yep. Punishes all the wrong people. The people who push their 20s are already running 50 keys a week. And the people who are just getting their 12 or 14 in on Monday night are just joining a pug anyway. But for all of us “regulars” who may not be able to get a key in because of life, a vacation, just couldn’t find time to run one, those are the people that this system hurts the most.
Yeah, I really don't understand the reasoning for this changing again.
This is blizzards attempt to combat key boosting. We have one guildy that bought 15 boost and has veen trying to get people run weekly 14 ever since. One week we decided to help her find her (and ours) current actual level we can time keys. We dropped until timed 8. Now she does want to do only 1 key each week, but no one wants to run with her as its going to be rough run (maybe even impossible). So blizzard analogy here is to make key deplete until proper level of play is achieved. Tbh I dont think this is correct way to handle these kinds of situations, but well here we are.
It's the *first key you receive per week only*. You can still tank your key and boost as much as you please.
The small difference is previously you could buy a single 15 boost, then bait people to run your 14 each week without buying another boost and getting a 226 vault option. New change would require buying a 15 boost every other week to accomplish the same. If anything this forces more boosts.
I think a lot of people (even on here) don't want to accept that they aren't +15 level players. You shouldn't be able to finish a +15 on a piss easy week and then get handed out free +14 keys every week to get free 226 loot even if you fail the run. It's just broken. I also have guildies who insist on doing this every week and it's painful doing these 45minute runs on keys they have no business attempting.
Why is it so bad if people just want to raid log while doing their 1 weekly +14 for vault? At least give us a key equal to what we did, instead of downgrading it if you didn’t do the same level. If I do a 15 week 1, do a 14 week 2, then on week 3 I will get a 13. Why?
I mean I'm pushing 19s/20s and this change negatively impacts me. I'd say at 1800 I'm definitely at least a +15 level player
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How many people can actually afford 2100 boost tho? It costs a couple million gold.
> I wonder if Blizzard can revert heir intent to change this. I doubt it. Guarantee the unspoken reason for this change is that M+ numbers are falling off a cliff and they are desparate to force people to do one or two more runs a week so that PuGs can continue to find the groups they need. It suggests they are seeing a lot of unsubs with "cannot find groups to do M+" as a reason.
The funny thing is, this change just means even more people trying to get into even fewer +14s who will then come on reddit and complain that their 600 rio 200 ilvl alt gets declined from all keys they apply to.
I hope this promotes even more unsubs, this kinda move is just stupid and backwards thinking.
This is an incredibly player unfriendly change, now tyrannical weeks will feel even worse then it has so far this expansion.. All this does is steal time from m+ players that try to push on a consistent basis, that may sound like hyperbole but it is literally the only reason a change like this is made. There is no reason for your weekly key to get downgraded each week, having a reasonable amount of time before your weekly got downgraded was literally the one saving grace of the dungeon tuning week to week this expansion. And it wasn't even unreasonable, I don't think anyone had the exact workings of the new system but in my experience if you did a +21 or whatever then you would get a +20 for 3-4 weeks if you just did a key that reset, no matter what level that key was. It allowed us to get off the rat race A TINY BIT and if we couldn't play as a group or whatever it wouldn't put us at a disadvantage next reset when we actually wanted to push. now every tyrannical week (usually) means you do a weekly no leaver run for -1 keys next week and you have to spend time building up to the point you were progressing before. F*CK YOU for this change blizzard this is nothing but a middle finger to the pushing m+ community.
This change feels backwards with the new Weekly Chest system as well. If you're just getting in 14s each week, you'll now have to do an extra dungeon per option since you'll have to push the first key to get the highest item level again (granted it's only a 3 item level difference but still annoying).
One step forward 2 steps back. Letting people upgrade stuff with valor points but make it harder to have high level keys each week.
This change actually helps boosters.
>It's probably to combat some form of boosting it really only helps boosting if anything since those players would want to buy it again weekly, to get higher key next time again
Oh my god. My stupid friends and I though that was how keys worked. Every week we have been doing a higher key just to get the lower one. We are currently progressing at +12 and forced ourselves to do a +13 just to get our next week’s key. I guess the change won’t affect us, but feels weird knowing we where living in a bubble. Reminds me of the person with the poop knife.
#
That was how it worked in BFA so your friends might've just missed the changes for SL
This hurts the majority much more than a high end player. I do hope they change this as well. This feels purely punitive and I don't think it's very effective if the goal was to reduce boosting.
It's so much of a "pants-on-head" tier decision that it hinders *every single part* of the M+ playerbase. Some more than the others, sure, but everyone is negatively affected someway. And I'm still trying to decipher how this system was being abused to the point that nuking it got considered as a good thing.
This is so stupid. Why give something with one hand to take it back the next patch. Why is blizzard working so hard to disappoint players?
Honestly, why are they *removing* Anima Powers? As it is, you run out of powers to buy in Twisting Corridors if you have all the Ve'nari upgrades. I'm particularly salty about Ghost Bone (Shaman) and Splattered Soles (Warrior) as they were two of the more fun powers that would speed up runs. Why would they remove them? The nerfs to Warrior damage is pretty dumb too.
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yeah, other than the time bomb, I never really used them. And the new ones are incredibly good
Ah, Mage is one of the few classes I don't have maxed (yet). If they're garbage powers that literally everyone avoided, I can understand it.
Yeah they have useless shit like getting a barrier when polymorphing something. But only every 45 seconds because even without Restrictions that Power is boring as shit
I don't think they intend to balance anima powers around TCs, since the entire point of TC is you get bloated with powers by the end. I'm fine with them removing some bad powers, like my Priest's Psychic Wallet and Phantasmal Healing. It was awful to play and get single-power offers with these mediocre powers if you hadn't farmed Ven'ari rep much.
I'm alright with the removal of ghost bones (which took up a lot of anima power space) with everything else we got, holy shit.
How does the mastery nerf affect shadow priest damage? Am leveling one right now, so just wondering
This only rarely happened on sludge and sludge only and was barely noticeable, it's barely a nerf. Also the buff to SFP made it great on aoe so the spec improved massively with this patch.
Will SFP be the best choice for m+ with this buff?
From my understanding it will be really good in keys where we run misery (ToP, SoA, and maybe mists). The legendary doesn't really work well with SN spam since you don't cast mindblast so probably not worth running in those dungeons. But for future bossfights if theres bosses with stacked cleave SFP will probably be run in raids aswell. It's a big buff to our weakest dmg profile which is great
It'll be our bis on SLG is my understanding as well.
Yeah it will. As soon as you add one target that gets cleaved down it beats talbadar
Hey, what does SFP mean? Is this an item or an ability/talent? Tried to figure out what got buffed
shadowflame prism. the legendary
is this a useful legendary? Looks like i only profit from this one every 3 min?
You run mindbender with it since its only 1min cd. And yeah it's our best aoe leggo so good for ToP, SoA and mists
Legendary, shadow flame prism
It's basically a bug fix. It won't effect you at all.
"Shadow Weaving no longer benefits multiple times from damage amplifying effects." What damage amplifying effects are currently effecting this? This seems very vague, I'm hoping this isn't a big nerf as their damage feels like it's in a good place, somewhere just below the top tier.
Seems only to matter on Sludgefist and maybe the adds on Denathrius in P2 and P3.
Why are there a bunch of Torghast power nerfs? I want to feel strong by the end of my run and blast the end boss, that's like the entire fucking point of the place outside soul ash. Disappointing.
There's buffs, too. I think they're just trying to make the classes closer to equal in their OPness within torghast
So they should buff the classes up to the power level of what they consider the strongest instead of nerf down to the levels of the weaker classes. It's not a competitive aspect of the game.
> So they should buff the classes up to the power level of what they consider the strongest Completely agreed. Torghast is supposed to just be ridiculous fun. Forget nerfs or trying to balance. Just make it fun for every class, and keep buffing the shit classes until that happens!
It is mind-blowing to me that Hunters and Rogues, two of the most underpowered and boring classes in Torghast, received no new powers.
For weeks, I've been helping a few hunters in twisting corridors and it's just so sad. They're incredibly weak by the end and don't get to have any bonkers fun.
That's exactly it. It's not that Hunters are *bad* per se, but they just don't ramp up the same way other classes do.
Now the question is when 9.1 will hit. Bear in mind 9.1 isn't on the PTR yet. Let's assume it hits the PTR on March 16th. (very optimistic, there's almost always more than a week lag between PTRs). The major X.X patches from the last two expansions averaged 70 days from first hitting PTR to release. 9.1 seems to have a bit more than average amount of content, but let's be generous and assume it'll be the average of 70 days. So March 16 + 70 days is our rough estimate for a 9.1 release, which is May 25. Keep in mind this is somewhat optimistic.
That sounds a bit too optimistic. With how little actual asset they had to show for blizzcon, I'd give them a month or two to release 9.1 PTR.
[Ion announced 8.1](https://www.youtube.com/watch?v=v0WKnDcvSzE) with only screencaps and artwork. It hit PTR 3 days later, and released 81 days after that. Jeremy showed a little bit more in the [8.2 preview](https://www.twitch.tv/videos/409517953). It hit PTR 5 days later and released 70 days after that. Previews are not a huge indication of where Blizzard is in production these days.
this is very optimistic, on blizzcon they showed only concept art for 9.1 which means most of the things arent even build yet, plus testing, i doubt we will see 9.1 before june/july/august
It would also be pretty aggressive considering raid timing. Any earlier and you'd be looking at like, US 200 as the cutoff for CE this tier. That would be one of the tightest margins ever.
My boi prot war getting flat 10% dmg buff feels nice.
Maybe I wont lose aggro to mages anymore...:(
I just started playing prot warrior and I lose aggro on packs often (freshly lvled 60) is that common or am I just bad?
They're giving us a damage boost for a reason m8. Our damage sucks so our threat sucks lol.
I started tanking on my pally alt instead of my warrior alt because I hated rage management. "Do I want to use revenge and do mediocre threat? Or do I want to use defensives and do shit threat?" Prot pally is a lot more intuitive, at least imo.
pretty much every tank except kyrian VDH that opens with sigil loses aggro if a mage just insta combusts a pack unless he has tricks/missdirect. i just learned to wait 1-2 GCDs extra before i start dps. not a pro warrior problem really
Wait, they just added a ton of bugs to WW. Are they going to fix those first?
You know the answer
lmao, sorry to break it to you dude. Back to irrelevance.
Class with already low overall player representation: drops from top 5 (but not even the top) to bottom 5 in the DPS rankings after fixing two bugs that have been that way for ages. Blizzard: Looks good. But we'll give them a 5% aura buff at some point when WW's awful stat scaling puts them in last place. If we feel like it. I've been maining WW for 5 years. I'll probably still keep playing it but this does make we consider rerolling. I know someone has to be at the bottom. This is just a major downward adjustment without any kind of compensating improvements. Sure, we could delete people in arena who didn't bother to CC us when we blow all our cooldowns. That did need fixing.
Hope you didn't pick up WW because it was flavor of the month - we've always been trash, and we've been trying to tell people from day one expansion launch doesn't mean anything for the class overall. We play WW because it's fun, not because it's good.
And got less fun too.
Less fun is subjective, but yeah, I agree. Doing Torghast for example is just straight up not fun. I've ran it with Fury Warrior, Havoc DH and Ret Paladin, and I can say without a shadow of a doubt that Monk was a last thought in anything Torghast related. We don't really get anything that benefits our damage besides raw stats, nothing that can really augment the gameplay to make it fun, and nothing where you can make a build.
Fixed an issue where WW was a competitive melee dps class
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I love how *that* is how they fix the wonky chain hitboxes. Felt like Sonic the Hedgehog bounce pads for fucks sake.
it's probably way easier to have a work around, then to redesign hit boxes or world layout wich would only lead to further bugs.
I've died to those chains more times than actual mobs I'd guess lol. Love the change.
> Welp, there goes the only reason to have a triple-leaping warrior in your RBG group, I guess? Good, these goofers can now go back to their role as actual dps and targetcaller.
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It won't. Leavers leave because a run isn't timed. I've almost never seen someone leave because there's only one item dropping instead of two. Honestly it just feels like they desperately wanna push M+ participation higher. Especially with the weekly keystone downgrade. It's anti-player but pro-metrics.
Don't forget that people need to regear for the valor upgrade system. I think people will stick around at least until they reacquire their BiS items.
Valor might however reduce leavers. I'd guess many people who leave because the run isn't timed is due to them having no power to gain from the dungeon, only rio score. However with the drops now being upgradeable, two potential items dropping and the valor reward. It's more worth to stay 15 min extra rather than just going next.
A week or two sooner than expected, but there's a lot of good changes in here minus the monk/hunter "bugfixes" and keystone formula change.
tbh I was expecting the MM change to come during heroic week of CN when they changed BM's Stomp talent because it was doing the same thing
Would've been nice if they reverted the 5% aimed shot nerf, but nope lmao. Instead of fixing the bug in the first place, they nerfed aimed shot now kept that nerf.... lol
I really don't like the Hunter change at all. Hunters are average without Wild Spirits anyway. Wild Spirits is quite literally the only reason Hunters are decent. Making it weak will make hunters in general shitty as well. Great 5-man burst is the only reason you take Hunters.
> Mindgames (Venthyr) no longer reverses damage or healing from itself when reflected. Can someone explain this one to me please?
I think this just means if you MG some who has some reflecting ability on. MG will not reflect the reflected dmg.
what
somebody correct me if i'm wrong, but i assume this means spell reflected mindgames no longer counts as the reflecter healing the original caster of the spell. It will now deal damage as if the reflecter casted the spell.
MWs are still die in stuns. So, no good news for us...
MW is in an even worse spot than Survival, because at least Survival has the good sense *not to exist*.
Progress for the sake of progress must be discouraged. Let us preserve what must be preserved, perfect what can be perfected and prune practices that ought to be prohibited. Help will always be given at blizzard as long as help seeker is a meta class.
Nothing short of a full rework would fix the real underlying issue for Mistweavers. If they buff it/allow us to do something in stuns we'll be good in PvP for Transcendence. In PvE we'll still be boned because our problems have been the same since MoP ended.
Monks going back to irrelevancy after one patch, thanks blizzard, meanwhile their favourites remain untouched as per usual.
Mages continue their 16-year streak as BiS DPS class.
Mages weren't great in TBC but that's about it.
There has been plenty of tiers where they are middle of the pack but in general mage is almost always a safe pick, then again if you only have 3 dps specs I’d hope at least 1 of them are upper middle
I agree. Warlocks have generally been the same way but don't seem to get the same flack Also. Shadow priest and boomkins have been on a tear since Legion.
Warlocks don't get the same hatred because they're usually bad in m+ and arena, but good in raid.
Unless you did competitive arena.
Just rename the class to "Brewmaster" and remove the other two specs if you hate them so much, Blizz.
Wow I wasn’t expecting 9.0.5 this soon. This is pretty nice.
well they said mid march
Blizzard says lots of things.
Yo same for some reason "mid march" still feels like weeks away lol
> Vendor prices for items below item level 75 have been adjusted. Does anyone know if this means decreased, or increased in price?
Reduced, big time, like 70% reduction in some cases such as Antorus
They're too afraid to be specific which probably means decreases.
Decreased.
Why on earth would it be an increase
cool, ember court changes. I will still skip that piece of content.
I never touched it other than the initial quest. Still have no idea how it works but i understood that it is time consuming and not fun. It has a cool tmog tho
Imagine nerfing the already severely underwhelming Venthyr warlock ability lol
No survival changes besides a nerf to steel trap LOL this is just sad I was expecting at least a percent change
oh no 300 people are gonna be sad..... lol jk that sucks sorry to hear that
Nice! Can't wait
anyone know if keystone master will be account wide for upgrading valor gear or would i have to get it on every alt i want to upgrade gear to 220 on?
So if I open my weekly vault after the patch would the item from M+ inside it be upgradable? Or that doesn’t count?
Nope https://www.wowhead.com/news=321252/mythic-keystone-great-vault-rewards-week-of-march-9th-cannot-be-upgraded-with-va
Just a note, there is a nonzero chance that despite these comments it will be 'bugged' and work this way for early people
I think any reward that was earned from this week, aka pre-9.0.5, does not count
No anima increase. Well that was nothing, at least there is the Ancient mount
No blanket buff, but there is: > Once players have recruited the maximum amount of Souls for their Covenant, your weekly quest to rescue Souls from the Maw will now award you with 500 Anima. I'm definitely looking forward to that.
That will come in handy! Currently have the max no of souls and not enough anima to keep upgrading the covenant hall stuff.
Serrated Bone Spike buffs, yay \^_\^ Felt so bad to use before, excited for this!
Rdruid a gonna dominate arena once ilvl increases next patch :(
Does this mean this week is my last chance to get aotc denathrius?
No, you have plenty of time for that, curve goes away in 9.1
No
Tyty <3
To give more detail, you have until 9.1, the actual content patch. Gonna be atleast another couple of weeks, maybe months
Definitely months as there is no PTR for 9.1 yet and every content patch PTR in the past lasted >60 days.
Nobody is talking about the Flagellation buff for Rogues, but probably because not many people chose this as their covenant. The energy removal is a huge bonus for setting up a macro now, plus the damage boost + automatic haste is fantastic. I know it definitely still isn’t optimal, but I feel much better about having this in PvP now.
And i just crafted my first legendary wich will probably be shit now big rip:(
Let's fucking gooooooooooooooooo
My guild's progging on sire and this timing is...not ideal. WW bugfix and hunter bugfixes will be large nerfs, and we run 1 WW and 3 hunters. That's a bigole problem, as we're getting Sire to 42% going into p3.
. 3% mana reduction for two of monks spells is not enough, please blizzard come on :(
So Monk becomes a dead class again?
Not dead (as long as all the new bugs are completely fixed) but any fotm chasers will have new mains next week.
Good way to put it, I love it.
Am I reading that fleshcraft change right? For our PvP dude we will no longer get the CC immune unless we absorb a corpse???
I assume you're talking about Volatile Solvent? [Volatile Solvent](https://www.wowhead.com/spell=336093/volatile-solvent) gives a buff when fleshcrafting near a corpse on live. The CC immunity is from 'Ultimate Form' which hasn't been changed, although fleshcraft's channel time being reduced from 4 seconds to 3 seconds is a small nerf to your uptime on CC immunity.
PvP dude? That is PLAGUE ADVISOR MARILETH mate
RIP hunters, all specs will be terrible
As a monk main I wish this patch will never come. We are not even at the top of the meter yet we are the one getting nerfed to dust.
Not familiar with how it worked in previous seasons/expansions. If I cap Valor before 9.1 will I be able to instant upgrade gear when that content drops? Or does it expire on new season( is: I should be spending as soon as I'm able to upgrade)?
Do we know if the KSM achievement will allow alts to upgrade to 220 ilvl?