World of Warcraft: Current Year

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Brikker

Trump's Staff
6,040
4,336
Game is trolling me. Just got another legendary on my DH. Two in two days (for a total of 4). Cinidaria belt =/
 

Sumdain x

Trakanon Raider
1,549
483
its not terrible its just not one of the ones you specifically want.

its going to sim really high, don't trust it. cinidaria sims weird because it assumes you're the only person hitting a mob so you get the first 10% of a bosses life in extra damage from the belt.
 
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Dalien

Registered Hodor
2,169
1,980
Patch 7.1.5 (2017-01-10): Returned as a World Quest and now the first 50 players will receive the Master Angler of Azeroth achievement and prizes

I guess it's tagged as a world quest? It still runs at 2pm PST on Sundays. But everything I've read says the rewards go to the first 50 players.

Ah you're right I forgot they made that change. Even easier then!
 

a c i d.f l y

ಠ_ಠ
<Silver Donator>
20,060
99,459
I'm shocked and amazed that Blizzard support restored my items in less than 24 hours.

20180123_150523.jpg
 

Grundge

Trakanon Raider
15
23
Lol yea, been on forums long time just never got to posting. Only reason I know of these forums was I played on Veeshan server back in the day and I remember FoH guild. Was a cool server until the asians took over.

Anyway personally I liked WoD crafting. It didn't take too much effort and the shit you crafted was actually useful.

I abhor the crafting scheme in legion where it's a total pain in the ass and when you are finally done it is total useless garbage because by then you have gotten gear that completely outshines it.

Though I do like crafting fun stuff like toys like blingtron and stuff but then again not a fan of stupid long grinds. Devs never seem to find the perfect balance. Either shit is stupid easy or crazy hard.
 

Brikker

Trump's Staff
6,040
4,336
its not terrible its just not one of the ones you specifically want.

its going to sim really high, don't trust it. cinidaria sims weird because it assumes you're the only person hitting a mob so you get the first 10% of a bosses life in extra damage from the belt.

Even simming it on a 10min/single target fight, the Prydaz/Delusions out-DPS the delusions/cinidaria =/
 

a c i d.f l y

ಠ_ಠ
<Silver Donator>
20,060
99,459
Lol yea, been on forums long time just never got to posting. Only reason I know of these forums was I played on Veeshan server back in the day and I remember FoH guild. Was a cool server until the asians took over.

Anyway personally I liked WoD crafting. It didn't take too much effort and the shit you crafted was actually useful.

I abhor the crafting scheme in legion where it's a total pain in the ass and when you are finally done it is total useless garbage because by then you have gotten gear that completely outshines it.

Though I do like crafting fun stuff like toys like blingtron and stuff but then again not a fan of stupid long grinds. Devs never seem to find the perfect balance. Either shit is stupid easy or crazy hard.

Crafting hasn't been useful since TBC, where leather casting players would wear mooncloth shit because it was better than T5. Which was a different kind of fucked.
 

a c i d.f l y

ಠ_ಠ
<Silver Donator>
20,060
99,459
Speaking of which, primal sargerite is the biggest piece of shit copout for crafting. It's bullshit they limited it to one random piece per class, usually in a slot predominantly held by a legendary.
 

Khane

Got something right about marriage
19,789
13,298
So I used that GW2 UI with DynamicCam on a character I was leveling last night and it makes the game feel completely different. That DynamicCam mod especially. It's like target locking in Bloodborne.
 
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Porkchop

Mr. Poopybutthole
<Bronze Donator>
1,212
1,006
So I used that GW2 UI with DynamicCam on a character I was leveling last night and it makes the game feel completely different. That DynamicCam mod especially. It's like target locking in Bloodborne.

Agreed, it's really nice. Did it effect your FPS at all? It tanked mine down to like 25. I probably just need a new rig.
 

McQueen

Ahn'Qiraj Raider
3,116
5,441
Halp. I have too many trinkets on my prot warrior and don't know what to use. 915 Diima's, 915 Eye, 910 Dinner Bell, Immortality Deck, 915+910 haste stick, 915+910 vers stick, 910 mastery stick w/ socket, and an 875 Arcanocrystal w/ socket.
 

BoozeCube

Von Clippowicz
<Prior Amod>
47,466
278,592
Most tanking trinkets are pretty shitty in general.. I often use dps trinkets but with what you listed I would say the Immortality Deck and Arcno would give you the overall best bang for your buck. The Dilima's are actually a little better than darkmoon deck if you are doing a raid but given it looks like you mainly LFR I would go with the flat passive bonus.

Also the Arcano is gonna be a boost to both defensive and dps increase.
 
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Sumdain x

Trakanon Raider
1,549
483
whats your haste/master/vers at?

if your haste isn't 30% without the trinket i would suggest using one of the haste sticks. for melee heavy fights pure survival diimas + arcano probably wins out.

for dps go with haste sticks, diimas if you are consistently hitting 3+ targets with the proc.

for tanking i wear diimas + pantheon most times, and 940 vers stick + pantheon over times.
 
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Sumdain x

Trakanon Raider
1,549
483
i would suggest using a haste stick at that point, my warrior (i rarely play him) is around 32% haste, 33% mastery, 19% vers depending on the items i use. typically i wear a chrono shard (940) and riftworld codex (935) when im dps'ing as prot.
 
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BoozeCube

Von Clippowicz
<Prior Amod>
47,466
278,592
The development of World of Warcraft: Battle for Azeroth is well underway, and we want to share some insights into our philosophies and approach to class design for the expansion. While the launch of Legion brought lots of change to all of Warcraft’s classes, Battle for Azeroth will more closely resemble the example set by Legion’s patch content: targeted iteration based on player feedback and data.

The intro cinematic of Battle for Azeroth revealed at BlizzCon 2017 has an underlying theme that resonates deeply with the class design team: “Remember what makes us strong.” With that in mind, our goals for the next expansion are to promote what makes each class unique, focus on making group gameplay the best that it can be, and continue our efforts to improve combat visuals and effects. While we believe some specializations will need substantial iteration to achieve these goals, others will not, and our target is greater stability across the board.

Class Uniqueness and Utility
One area we’re trying to focus on across all classes is to better emphasize what makes each class unique and provide greater distinction among their various capabilities, especially when it comes to utility—tools that fall outside of core role functions like damage, healing, or mitigation. Part of what makes you feel excitement and pride in your class is pulling off a heroic moment and feeling the appreciation of your group when individually contributing to a shared success. That feeling is eroded when so many classes bring similar abilities, and you feel you’re rarely providing something distinctive. More differentiation in this area will create situations where another class can do something that you can’t, but you will similarly bring tools to the table that your allies lack.

That contrast causes members of a team to be more dependent on each other to succeed, and encourages different group compositions to approach encounters in different ways.

Pursuing this goal will likely involve adding some new abilities (or re-adding previously removed abilities) to give classes a more unique signature where needed. It will also likely involve reining in the availability of certain utility types, especially those that are so widespread that they rarely provide meaningful contrast between classes. As a notable example, Area of Effect (AoE) stuns, some of most powerful utility that exists, are so abundant that most groups have at least one or two. As a result, decision-making around that tool is often less about when it would be best used, and more about avoiding overlap with other AoE stuns. Not only does this sometimes drown out the importance of other crowd control in dungeons, but it means that a class bringing an AoE stun to a group is not the major strategy-defining asset that it should be. Our goal is that whatever powerful kind of utility a class brings, it’s something that group will be happy to have added to their toolbox as they approach a challenge.

The goal of contrast between the abilities of different specializations is not limited to utility. We’re also looking at different specializations’ strengths and weaknesses in their “main role”—damage dealing (or DPS), healing, or tanking—and making sure everyone has something to get excited about and an opportunity to shine. Some DPS specializations are “bursty,” doing fast damage; some live for attrition, wearing away their target. Some specializations prefer to isolate and drill into a single threat, while others revel in blowing up huge packs of monsters. Much of this plays out naturally due to the varying sets of damaging abilities, but we are working more intently than in the past to ensure an appropriate variety and spread of DPS strengths and weaknesses. Likewise, healers and tanks should have a bit more identity through their unique healing and mitigation profiles.

Another part of this approach involves working with our content design teams to collaborate on a world where quests, dungeons, and raids create opportunities for all different types of class strengths to shine. If we’re arming classes with distinct tools that provide powerful answers to different situations, it’s important that the game’s content provides a broad array of challenges that play into those different tools.

Talent System Refinements
The overall talent system will remain largely unchanged, but we will be refining our approach. One of the major challenges in setting up talent rows is that they serve two conflicting desires: choices within a row should be meaningfully varied, but also should not feel like they are simply a test of which is best in a particular setting.

If a row has three similar area-damage talents, your decision can feel like it boils down to a complex math problem. If a row mixes area-damage and single-target talents, you’ll likely feel you should change talents to suit the content you’re doing, which also rarely feels like a choice. The most successful talent rows are those with options that have a generally consistent role in your toolkit, but have very different delivery and mechanics, allowing players to thoughtfully customize their identity and complexity.

One other lesson we’ve already begun implementing in Legion patches is being careful with the effect that talents have on “pacing”—how frequently you get to press your buttons, and how often you generate resources and cooldowns. Of course, many talents affect the pacing of a rotation, and this will continue to be the case, as these are some of the talents with the most noticeable and fun feel to them. But if you have access to multiple talents that slow down or speed up your rotation, players can end up outside the bounds of what feels good to play (for example, by being resource starved or flooded). As we review talents going forward, we will try to avoid this by having strong resource-generating talents compete with each other, and better limiting the pacing change allowable from any single talent.

Artifacts Here and Gone
One particular challenge for the class design team throughout Legion was handling the introduction and eventual removal of Artifacts. The idea was exciting: design a large set of bonuses with the intention that they would be contained within an expansion, allowing us to make them flashier, more complex, and more numerous than we’d been able to in a specialization’s permanent set of core abilities. But the process of parting with Artifacts produces a complex set of decisions about how to adjust the base classes to play well in their absence.

The largest issue is where the pacing of a spec’s rotation was heavily affected by Artifacts. In that case, removing the Artifact may result in a rotation that’s too slow, or has too much open time where the core buttons aren’t available. In the process of reviewing and updating each specialization for Battle for Azeroth, we want to make sure all of them are paced appropriately after the removal of Artifacts. In some cases, we may do things like increase resource generation or reduce cooldowns to fill in some of the newly opened space.

For traits that go beyond simple numerical changes and have their own identity—such as active abilities or the powerful and noticeable procs—we are on the lookout across all specs for a small selection of traits that are worth turning into permanent parts of a class. The bar is high for a trait to become permanent. It’s an intended part of the experience of a system like Artifacts that the bonuses are layered on top of the core functionality of your class. You get to explore those bonuses thoroughly, but eventually move on from them. That leaves space in the permanent classes for new special bonuses from other systems in the future, as we’ll soon be exploring with Azerite Armor. That said, various specs will likely see one or two familiar traits from Artifacts showing up in their talent trees in Battle for Azeroth.

These are the broad philosophies that are guiding our design in Battle for Azeroth, and we were deliberately light on sharing specific examples of change, which are still in a state of flux at this stage. We welcome a community discussion on the principles we’ve outlined, and look forward to delving into detailed and specific changes as we move forward with our beta testing in the near future.


Well it sounds like they are about to swing the pendulum again. Bring the player not the class.. oops all classes feel the same better go the other direction again... oops we fucked up and only 1/2 the specs are worth a shit sorry buttfuckers better polish up that Holy spec Paladins.

It's no surprise they painted themselves into a corner with the artifact shit some specs like firemage I don't know how they would play without phoenix flames. Other classes and specs it really wouldn't be a big deal it will be interesting to see how that pans out. I know every xpac they promise not to go apeshit on changing the classes but I imagine we're gonna be more jarring changes than they are letting on. It also sounds like they are not nearly as far along with this shit as they would like to be but that's purely speculation.
 
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