7.2.5 PTR Feedback

4h FEEDBACK: Tomb of Sargeras Raid Trinkets Please post any feedback you may have regarding the trinkets that will drop in Tomb of Sargeras in this thread. The trinkets will be for sale in Dalaran from Tombataur as soon as a hotfix is applied. All of the Nighthold trinkets are also for sale to allow for better side by side comparison. The tuning on these trinkets at time of posting is in the right general area, but outliers may exist and are subject to future tuning.Lore29 4h
9h PTR Development Notes - Build 24163 Hi everyone! There’s a few things to call out for this PTR update: First, we’re continuing iteration on 7.2.5 class changes, and this build has some pretty substantial changes for a couple of specs. Arms Warriors in particular have a lot of updates and revisions, and both Marksmanship and Beast Mastery Hunters have several changes to their Honor Talents. We’re also continuing to iterate on Tier 20 set bonuses, and have added several new Legendary items in this build. Once the PTR is up (or shortly thereafter), you should be able to find the new Legendaries on Flaskataur in Dalaran if you’d like to give them a try. We’ve turned on the Darkmoon Faire for this week as there’s a new band in town! The concert event starts every hour on the half hour. We’d like to get some testing and feedback, so please let us know what you think! This build also has a tweak to Mythic Keystone difficulty. Specifically, the amount of health and damage that enemy creatures get from each additional difficulty level is increasing from 8% health and damage to 10% per keystone level. When we increased the overall difficulty of Mythic+ dungeons in 7.2, we didn't fully account for the increase in power that players would get from their new Artifact Traits. That hasn't been a major problem just yet, but once the Tomb of Sargeras raid opens and the maximum item level from drops increases, everyone’s going to get a LOT stronger in a hurry, which will quickly compound the issue. We're making this change to ensure that things don’t get too out of hand at the top end of the spectrum. Lastly, we’d like to do another Skirmish with the Blues this week to gather some data on where PvP balance currently sits on the PTR to assist with PvP tuning. We’re scheduling this for Friday, May 26 from 2 PM to 4 PM Pacific time (11 PM to 1 AM CEST). Any data we can get at this stage will be extremely helpful, so we hope you’ll join us. Thanks again everyone, and happy testing!Lore6 9h
12h Upcoming Mythic Keystone Changes We’ve been thrilled to see how positively players have responded to Mythic Keystone dungeons since Legion’s release. However, there are a couple areas in which our original design for the system hasn’t quite matched up with how things have worked out in practice. In an upcoming 7.2.5 PTR build, we’re going to try out a couple of changes to how Keystone runs work. The first big change is that we’re getting rid of the depletion mechanic. We’d originally imagined that getting ahold of a Keystone would be more of a barrier than it is, but in reality, there are so many players participating that it’s generally not too difficult to find someone with a Keystone you’d like to run. In that environment, depleting a Keystone is more of an annoyance than anything else – especially when it happens for reasons outside of your control (such as a player disconnecting). Instead, we’re going to try the following: Completing the run on time will have the same results it currently does in 7.2: you’ll get a new Keystone for a random dungeon that’s 1-3 levels higher than the one you just completed, based on how quickly you finished. If you complete the dungeon but don’t make the timer, you’ll get a Keystone for a random dungeon that’s 1 level lower than the one you just used. If you don’t complete the dungeon at all, you’ll have a Keystone for the same dungeon that’s one level lower than the one you just used. The other thing we’re looking to change is the way that rewards are given at the end of a run. Currently, when you complete a run that upgrades your Keystone by 2 or 3 levels, you’re also given a 2nd or 3rd chest. This is because, when we believed that Keystones would be rare, we didn’t want you to miss out on any of the loot you might have collected from the runs you were “skipping.” However, because of this, players tend to look for lower-level Keystones that they can easily stomp through, instead of higher-level Keystones that are appropriately challenging for their gear and skill. That, in turn, affects who they’re willing to invite. AOE damage output is preferred over everything else, because the only concern is how quickly you can clear through easy trash packs. And gear requirements tend to outpace what actually drops: if you could find upgrades in a Mythic 6, you’ll have a hard time finding a group, because the Mythic 6 groups are full of players who are capable of clearing 10+ and are just looking for an easy 3-chest. With that in mind, here’s the changes we’re planning to test: You no longer receive additional chests at the end of a run for completing it quickly. When you finish a Mythic+ dungeon, the chest at the end will contain two items and an appropriate amount of Artifact Power. If you beat the timer, regardless of how quickly, there will be a third item in the chest. Keystones can still upgrade by 2 or 3 steps, so you can quickly get to a difficulty level appropriate for you. Our overall goal with these changes is to incentivize groups to take on dungeons where they know they’re likely to see upgrades, instead of preferring keys that are far too easy for them. Once the Tomb of Sargeras raid is available on Mythic difficulty, we’ll also increase the maximum rewards from Mythic Keystone runs to level 15.Lore285 12h
12h Raid Testing Schedule - May 25-26 On Thursday and Friday, May 25-26, we will be conducting Mythic raid testing of Tomb of Sargeras bosses. Thursday, May 25 Goroth - Mythic Tomb of Sargeras 13:00 PST (16:00 EST, 22:00 CEST) Demonic Inquisition - Mythic Tomb of Sargeras 14:00 PST (17:00 EST, 23:00 CEST) Friday, May 26 Sisters of the Moon - Mythic Tomb of Sargeras 13:00 PST (16:00 EST, 22:00 CEST) Mistress Sassz'ine - Mythic Tomb of Sargeras 14:00 PST (17:00 EST, 23:00 CEST) After testing concludes on Friday, we plan to open Raid Finder Tomb of Sargeras over the weekend. As always, this testing schedule is very fluid and subject to the realities of a PTR environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback. Q: How do I get into the raid zone? A: In Dalaran, Orgrimmar, or Stormwind, you may speak to Nexus-Lord Donjon Rade Sr. in order to teleport into the raid zone while it is open for testing. (The option to teleport into a zone will not be available when the zone is not open for testing.) Q: What character should I use to test the raid? A: Whichever you prefer. We will be scaling players' effective level to 110 for raid testing, and their item level to an appropriate threshold for the encounter(s) being tested. For 7.2 raid testing, we'll be granting players all the new 7.2 artifact traits IF players have done the quest to reveal those new traits. Complete the Broken Shore intro experience in order to access this quest. Q: How long does testing last? A: The primary purpose of testing is to give us the information we need to balance the encounters, evaluate how mechanics are playing out in practice, and identify bugs. Once we're satisfied that we've received that information for a given boss, we'll be shutting down testing. Usually this takes anywhere from 45 minutes to 2 hours, but there are no guarantees.Skordyn1 12h
5d FEEDBACK: The Deaths of Chromie Thanks for testing the Deaths of Chromie scenario on the 7.2.5 PTR! In this thread, we'd love to hear your feedback. Please share any thoughts here. Thanks!Lore7 5d
19 Jan PTR Feedback Forum Guidelines Guidelines In addition to the forum Code of Conduct (https://eu.battle.net/forums/en/code-of-conduct/), here are some common courtesy guidelines to follow. While these do technically fall within the bounds of the Code of Conduct, these cover more specific examples of common errors that will lead to thread deletions or posting privileges being revoked. The World of Warcraft forums are for discussion of topics directly related to World of Warcraft. The forums here are specifically to discuss the game and related topics. Any topics not related to World of Warcraft, Battle.net, or Blizzard Entertainment are subject to deletion. Don't post in all capital letters, use a misleading title, excessive punctuation, and/or non-standard symbols, etc. While everyone wants their posts read, we ask you to refrain from using these types of tactics in order to bring more people to your thread. Let your post stand on its own merit. Threads violating this guideline are subject to deletion. Using the words "Blizzard," "Blue," or any community team members' names in a thread topic is frowned upon. Everyone would like Blizzard to read and acknowledge his or her post, and we understand that; however, use of such words in the subject line does not help that come to pass. Please make your thread title relevant to the post subject. Threads violating this guideline are subject to deletion. Posting "First" or IBTL ("in before lock") constitutes as spamming. You will be suspended if you create a post that is intended to call out that you achieved a specific reply number in a thread. This is considered spamming. Posting IBTL ("in before the lock") is not helpful, and if you feel a thread should be moderated please use the rating button to do so. Do not "bump" posts. The act of posting simply to bump a thread is considered spamming. This also includes bumping very old threads for no reason (called "necro bumping" or "necroing"). Petition posts are frowned upon. These are discussion forums and, as such, we ask that you hold discussions. Creating a thread to ask for replies as votes is not a discussion. Threads violating this guideline are subject to deletion. Do not post about locked or deleted threads. Posts that are moderated have a reason behind the moderation. It's up to you to read the forum Code of Conduct and these guidelines to determine what you did wrong, learn from your mistake, and attempt to post again without breaking any rules. There is also cool down period we institute during times of high forum traffic. If you are violating policy during one of these times due to frustration, you will be given a three-hour cool down suspension. This does not get logged on your record and is simply in place to keep the forums readable and civil. Serious violations will still have the appropriate action taken against them as documented in the Code of Conduct, and we do keep track of these cool down periods separately—if one is found to be repeatedly violating policy, appropriate action will be taken. Aerythlea0 19 Jan
19 Jan Welcome. Please Read! Welcome to the 7.2.5 PTR Feedback forum! This forum is here to provide you with a friendly environment where you can discuss Patch 7.2.5, which is on the PTR, with your fellow World of Warcraft players, and give feedback on changes currently in testing. Community forums work best when participants treat their fellow posters with respect and courtesy, so we ask that you take the time to read through the forum Code of Conduct (http://eu.battle.net/en/community/conduct) and guidelines (https://eu.battle.net/forums/en/wow/topic/17614763495) before posting. Important Reminders: Search The search function at the top of the World of Warcraft community site is extremely effective and robust. Before you create a new forum topic, please be use it to search for similar topics, blog posts, or web pages that may contain the answer for which you are looking. Making a new thread on an existing subject can result in your thread being deleted or, if you continue to re-post the same content, the loss of your forum privileges for spamming. Rating The forum rating system can be used to promote positive discussion, demote unhelpful comments, and even report posts that violate the forum Code of Conduct. By hovering over a post you'll be presented with several options, including a "thumbs up" (Like) and a "thumbs down" (Dislike) icon. Clicking the "thumbs up" icon will rate the post up. If enough people like a post, it will gain a Highly Rated status and appear at the top of related search results. Highly Rated posts will also have a highlighted background. Clicking the "thumbs down" icon will expand a drop-down menu which will include "Dislike," "Trolling, "Spam" and "Report" options. "Dislike" will rate the post down. If enough people dislike a post, it will be darkened, and with a lot of dislikes it will be hidden completely. You can also quickly report a post as trolling or spam, or use the report function to fill out a more comprehensive description of a violation. Please note that you can only rate each post once. Use your power wisely to help foster a positive and helpful forum community. Have fun posting on these forums, and good luck with your adventures on the Broken Isles! Aerythlea0 19 Jan
1h Holy Paladins - Too much Dawn Recently looking at the various PTR changes in 7.2.5 for Holy Paladins, as well as the ones already present in 7.2, I gotta say, is this a bit too much Dawn? Gold Trait - Increased healing after Light of Dawn. T20 set - Light of Dawn decreased cooldown, Beacon of Light transfer after Light of Dawn. Topless Tower (new legendary) - Light of Dawn has a chance to give Avenging Wrath (not even touching this one too much). Legendary ring - Divine Purpose, that again, impacts Light of Dawn. From what I've seen in ToS, this does come somewhat handy in the raid. Tons of stacking, heavy AoE damage, even if sometimes disperse. The issue to me is, why so much synergy around a single spell, one that isn't even remotely the strongest in our kit? Holy paladins have always been known for their strong single target, weak AoE, but instead of lifting this niche a bit in 7.2.5, developers seem to want the opposite. One thing would be to encourage more thought out, frequent and meaningful use of Light of Dawn, which the T20 set (which I'm a fan of), would already provide, but its something else to dedicate the wholeness of patch changes to a single spell, specially after the negative feedback Sacred Dawn got after 7.2 (and negative impact, if I might add). Blizzard seems to be trying to correct the Gold Trait mistake by adding more and more mechanics surrounding LoD. Why not just a minor rework to Sacred Dawn and Stoicism, keep the T20, and give us legendaries that aid and boost our niche in the healing roster?Joicy0 1h
3h Warlocks need a greater "rework" Give the utility back to Grim of Sacrifice - I.e Interrupt when Sacrificing Fel Hunter Dispel when sacrificing Imp Knock Back when sacrificing Succubus Temporary Health when sacrificing Void Walker Separate Health-Stone and Soul Well Health Stones to the following; Create Greater Health Stone - Doesn't Share CD with Potion and resets during Combat. Can only be used by the Warlock. Soul Well now creates "Lesser Health Stones - Which work how the current Health-stone system works. Demonic Circle to be baseline and back to 2 buttons Shadowburn to deal 250% more damage on target below 25% to make it a worthwhile talent to take over Backdraft Cataclysm to generate 5 Soul Shards when successfully cast on 3 or more targets to make it on par with Fire and Brimstone. Channel Demonfire to no longer require Immolate to be used on the target to prevent this silly bug where even when the target has immolate, you still cannot use it. Lionsword7 3h
4h 7.2.5 PTR: Elemental Shaman Dear Blizzard, Please. Please change the shaman T20 set bonuses. You listened to shadow priest, you listened to monks (windwalker? Heard this from guildies). The elemental shaman community is also asking for a change, we have many post explaining why, to list some of the better ones: https://eu.battle.net/forums/en/wow/topic/17615373800 https://us.battle.net/forums/en/wow/topic/20753846038 My personal reasons why I would like to see the T20 bonuses (which yield more fire elemental uptime) changed: * It is only good in council style fights, in other raid encounters we already have 2 elementals uses, and as time progresses, and gear goes up, fight lengths will go down, we won't get more uses. * In dungeons, it is a joke: for low level mythics, bosses die too fast for fire elemental to do its full damage, in higher mythics, we already have fire elemental up for all bosses. T20 is almost no bonus in dungeons, which is where elementals shine in PvE. * Fire elemental is a very unsatisfying and boring ‘press-and-forget’ ability. Note that this is our only baseline cooldown. It takes a full minute to do its full damage and provides no change in gameplay. Please don’t put any more of my damage in this skill, I would roll a beastmaster if I wanted pets to deal damage. In a perfect world I would love to see this ability removed and have Ascendance as a baseline dps cooldown. There are many new T20 bonuses proposed in the forum post linked above, my favourite one would be in lines of: 2p: increase flame shock crit chance by X% 4p: when flame shock crits, you have a Y% to get a charge of the Stormkeeper buff (not the artifact ability, just 1 charge of the buff it provides) Where X and Y could be tuned for balancing. Now that the crying for a new T20 (again) has been done, let's give some feedback on the new legendary ring. The problem with it is not that it give ‘Echo of the Elements’ (which should be baseline, but that is for another discussion) for free, the problem is that nothing else in this tier is really usefull: * Storm elemental is undertuned damage wise and has the same problem as Fire elemental: ‘Press-and-forget’, only we now have to press it twice as often. * Liquid Magma Totem is only useful in fights with periodic add spawns, AND the adds need to live for some time. So this was useful on scorpiron, spellbade and tichondrius progression, less now the raids combined breathing out kills all adds. If the adds had to be moved, liquid magma totem lost value. Also, we already have more than enough AoE damage and really really lack single target damage (again, for another discussion) Instead I propose to move the free talent to either the level 15 tier, or the level 60 tier. In the level 15 tier we have Totem Mastery, which is the go-to talent for nearly all PvE. Having this for free opens up: * Path of flame, for easy flame shock spreading and more lava burst damage * Earthen Rage, some pure single target extra damage Right now, the best talent in level 60 tier for PvE is Ancestral Swiftness, which is a flat 6% haste bonus (yes this is as boring as it sounds for a talent). Getting this for free opens up the choice between: * Aftershock, more sustained damage both single target and AoE, as maelstorm spender refund some maelstrom * Elemental Mastery, a new cooldown for some more burst damage. If the legendary ring would give any talent in either the level 15 or level 60 row, some new interesting choices could be made depending on what the fight requires. Finally, I would like to point out 2 minor problems that frustrate the living dwarf jezus out of me: * The trait Shamanistic Healing, at ilvl 910 with 4M HP, this heals me for 200k if I fall below 35%, this can proc every 24 seconds. For a 4/4 trait, this really needs a buff, just give us what enhancement shamans have for example: ‘using astral shift (our only defensive cooldown) also heals you for 40% of your max HP over 15 seconds’. Right now, this feels as 4 wasted traits, and a lot of wasted artifact power. * The fact that Lava burst checks if flame shock is up on cast, and not on hit. This little QoL change has been asked for many times by the elemental community and would be really appreciated seeing as our only change on ptr right now is a nerf to T19 4p (so as soon as ToS opens, we will get nerfed) and a buff to earth elemental… (I mean, this is useful if you want to do the mage tower challenge). If you read this whole post, I would like to thank you for your time. Sincerely, a slowly getting desperate elemental shaman.Sihmba6 4h
4h Will Black Temple TW be a one time thing? Just what the title says, Will it be a one time thing like MC or on a rotation with the TBC TW every few months. I'm freaking out because i can't seem to get the main Warglave in time! Please answear. TyDòrå2 4h
5h 100-110 Heirloom scaling very badly 100 Heirloom are 605 = weaker then legion greens you can get at 98 105 Heirlooms are only 705 = way too low 110 Heirloom are 800 = okay Right now the difference between a heirloom and a green is massive, traditionally heirlooms been similar to blues of the appropriate level. At 100, greens are 680, and dungeons drop 700 blues. Imo they should be 700 at 100, and go up 10 itemlevels 710 at 101 750 at 105 780 at 108 800 at 110 etc.Rashkani0 5h
6h So many builds, Balance Druid is untouched There's been so many builds lately. Only thing Balance has got is a change to ED, hotfix and two new legendaries which everyone else got. Seriously, what's going on. We're been calling out dead talents and much more since the start of Legion.Alempa0 6h
7h Fury Warrior Execute Originally posted by Archimtiros on the US forums https://us.battle.net/forums/en/wow/topic/20754995932 It's getting later in the PTR cycle and we've seen a slew of QoL and rotation improvements to most classes, while Fury has received no changes. Although it may have been performing very well throughout Nighthold, the spec is still plagued by numerous gameplay issues, many of which have been repeated since before launch; frankly, most of them have to do with Execute. 1. Enrage uptime tanks during Execute. You cannot spend rage on Rampage while also using Execute. Right now, this problem is mitigated by using Furious Slash with the T19 2 and 4p bonus, but this doesn't work with Tier 20. Bloodthirst has far too low a chance to crit on it's own, and Furious Slash takes doesn't provide a large enough buff without T19. Massacre is the only thing that makes this work (also the only way to make use of Odyn's Champion during Execute), but it's a weak talent choice due to doing nothing outside of Execute, just like Carnage is weak due to doing nothing during Execute. 2. Juggernaut is self-destructive. It's either great on long fights, or worthless on short ones. This creates a wide disparity in power, which shrinks as fights naturally get shorter over time. Power creep aside, 6s isn't nearly long enough to keep the buff up and deal with any kind of fight mechanic (movement/adds) which severely devalues the trait. It simply requires too many things to go perfectly right, for a trait that's only active for 20% of an encounter, at best. 3. Tier 20 hurts the Execute rotation. T19 allows Furious Slash in between Bloodthirst and Execute to give Bloodthirst a decent chance to crit. T20 reinforces using Bloodthirst and Raging Blow.... so Furious Slash gets left out. It's already the weakest point in the rotation, now made weaker. TLDR: Execute isn't strong enough to outweigh the significant drop in Enrage uptime. Bloodthirst has an abysmal base crit chance (15-20%). Furious Slash (Taste for Blood) adds an abysmal crit chance without T19 (+15% = ~35%/50%/65%/80%/95%, with ~3.5s between each cast/stack. In other words, it takes ~7s just to get a ~50% chance to crit, to get a buff that will only last 4s. Massacre reduces the problem, but isn't a reliable or impactful enough when it's only active for 20% of a fight. T20 pushes Furious Slash out of the rotation. There simply aren't enough GCDs during the Juggernaut buff duration to use BT, RB, FS, and Execute. Juggernaut takes too long to stack and falls off far too quickly; this in turn cripples Execute dps, especially as fights get shorter over time. The Execute phase is, quite simply, a mess. It doesn't need a redesign, just a simple "when the target is below 20% health only" buff which does something to help the phase work better (BT has a double chance to crit, Execute/RB does something?); or make Massacre more competitive (Does something above 20%, merge with Carnage?). Edit: Understandably "give us free crit" is not necessarily a good solution, as that would likely contribute to devaluing the stat. Rather, this post is meant to highlight the gameplay issue that stems from the unreliability of getting a crit during the Execute phase and its trickle-down effect in devaluing Mastery during that phase.Arcádia20 7h
7h Sub rog - just "THANKS YOU" i think i'm the only who who love the new sub mechanics, but its so damn cool! using DfA + SoD let you hit so hard! hope you will release the patch as soon as possibleee!! good job boysm good job!Axos5 7h
8h Chaos Theory http://ptr.wowdb.com/items/151798-chaos-theory <-- Equip: Blade Dance has a 15% chance to grant you Chaos Blades for 6 sec. More blade dance stuff? Can we have not an RNG based legendary, and have something similar to the hunter's legendary http://ptr.wowdb.com/items/151803-celerity-of-the-windrunners <-- We already have the ring that is giving us the first blood talent. Maybe the legendary about felblade.. like "Felblade grants you 5% haste for 5 seconds" or 5% mastery or such It's honestly going to be better than that tbh. - I've made a similar topic on the DH forum, but currently giving feedback on this part, with more feedback -Tahamine0 8h
8h 7.2.5 Predictions & Worries About Legendaries Sources discussed in the thread: http://ptr.wowhead.com/news=264578/7-2-5-ptr-build-24163-data-updates-new-legendaries-arms-warrior-changes-tier-20- http://ptr.wowhead.com/news=264186/legendary-rings-healing-items-and-upgrades-in-patch-7-2-5 TL;DR: Allowing targeting of legendaries is now vital (doesn't mean the game dies without it, it's not an absolute), given how many they are, 3 legendaries *possibly* in late 7.2.5 or 7.3, more legendaries to come. Introduction (skip): Thank you, Blizz, for making thoughtful changes and listening to us with new set bonuses and what-not, it goes to show that our feedback, even if not tied with a blue post, is heard. While I don't agree with some of your changes, I can see why you did them and how they play as a whole and can only hope people will try to give you structured feedback on them in the future, regardless of how they feel personally. But that Broken Shore doe-e-e-e-e. Either way, good job overall, thanks for allowing me to enjoy such a nice game. What we know so far: - They've added new legendaries to the PTR, class-specific ones. - They've added new ring legendaries specific for each class What I speculate about the 7.2 legendaries: - Their drop-rate has certainly increased. I'm getting a legendary every 2 weeks without doing much content on my main DK and the same goes for my other chars. What we can say: Certainly the number of legendaries is way higher than on release, amounting to about ~12 for each class with the latest build of PTR as of May 24th. This is all great, but unfortunately, it creates an insane trip for new characters / new-comers and leaves absolutely no room for a senseful gear up of any new chars, therefore, it creates a feeling of "why do I even do this?" if you didn't get the "right ones". In short: Not being able to target legendaries, given how many of them there are will now be an even bigger problems. So, My predictions: - I think they'll simply increase drop-rate for them, so people can get up to speed even faster. - I think they'll allow 3 legendaries come 7.2.5 late or Argus, when new ones are to be added, with a strong tie to the lore for this "As we approach the ultimate evil, we need more power." My suggestions to the dev team: Legendaries are the carrot on the stick and for many, it's a way to keep going. Unfortunately, I feel the balance between give vs. receive is awfully off in terms of this. Mainly 'cause if you got your first 4-5 legendaries and they're all not as good as you'd hope for, while if you raid HC, it's not an issue, it still feels dreadful, atleast to me and the people I know, therefore, please allow a system to target them. - Therefore, allow for targeting of legendaries, but add in the surprise element, in the sense that if we get a "Legendary Essence" that we can exchange for any legendary we want, therefore, when you see it pop up on the screen, you'll be screaming and shouting, but in the same time, the happiness is lasting and gives a sense of completion. (Grading legendaries where the better ones cost more is a very painful situation, because this implies the dev team has their own ranks which might not correspond with what the community is thinking, say, if the Giants Ring for DH is now the best, from logs, perhaps the dev team finds the wrist the best and has a higher price, therefore, don't touch this, just a flat item as exchange should be fine.) - Understand that you guys have a certain goal of balancing legendaries, HENCE, people won't stop after their "BiS", legendaries are getting more and more balanced. You've done an amazing job with the resto druid, where now, almost all legendaries are good and you can swap safely *cough* hands *cough*. I feel that, while some classes are off the charts with how different legendaries are between each other (DKs, Pallys, DHs) in terms of output, some more changes will bring them closer to each other.Skeewy0 8h
8h 7.2.5 Assassination Rogue [PvP] This Feedback is for Instanced PvP Only (Stat Templates). NOT PvE or World PvP. The current live state of Assassination Rogues in Instanced PvP is utterly pathetic. The damage is mediocre & far below many other DPS classes. The 60% agility reduction in PvP is really too much and it's been like this for the entire Season 3. While on the other hand, Unholy DKs, Warriors and Demon Hunters run rampart doing thrice our damage even with Vendetta up. The devs seriously need to look into this. I'll say this again, the only thing that made Assassination Rogues OP in the past was 'Wound Poison'. The nerf to wound poison was sufficient, but you guys went further and nerfed the overall Agility + Poison bomb damage too. Please Rework assassination rogues in PvP & give us back our damage.Xaero101 8h
8h Player positioning lag in PvP Any plans on fixing this? Players are moving in stuns for up to 2 seconds and being out of range while they are not on the screen making it unplayable especially for melee. Few examples: https://clips.twitch.tv/PleasantLongDurianPastaThat https://gfycat.com/PaltrySereneGrayfox https://gfycat.com/LoathsomeFrankGrosbeak https://gfycat.com/BewitchedDifficultFirecrest https://gfycat.com/FinishedIncomparableAsiaticgreaterfreshwaterclam ?Maloumnik1 8h
9h 7.2.5 WW Monk Feedback This is a thread for EU monks to post their thoughts regarding ptr changes on WW specialization. Please always bear in mind that this is only the beggining of the PTR. That said lets get started.The nerf on FoF makes absolutely no sense to me. This ability is one of our primary sources of damage both in AOE but in ST as well. Nerfing it by 20% really hits hard ST dps while we are on the very low end of things as it is displayed here by boss damage on bosses: https://www.warcraftlogs.com/statistics/11#aggregate=amount&metric=bossdps Furthermore, if someone goes through the rankings for boss damage 1 by 1 in some bosses situation looks even more grim for example on spellblade alluriel, a fight that monks do good, our boss dmg is just 4th of the bottom. That said someone could assume our AOE is OP. This not the case though as displayed here: https://www.warcraftlogs.com/statistics/11#aggregate=amount On a raid with significant amount of cleave and AOE during boss fights WW monk is still sitting in middle of the pack and will continue slipping due to bad scaling. Again going through the logs even deeper things look even worse than displayed from the overall chart, one can find WW monks within top 3 dps only at Tichondrius a fight which is actually complete logs padding with guilds holding bloods forever until they decide to AOE them and thats the only reason we are performing well at that fight(plus bat phase). To sum up i will post this: https://www.warcraftlogs.com/statistics/11#aggregate=amount&timespan=1000 Our power seems to have actually dropped since 7.2 so we did receive some nerf,i think that has to do with the removal of the paragon trait, amd as we progressing we seem to be a flatline regarding power progression. That is excactly what monk is atm looking forward, a complete lifeless flat line, contradicting everying a MMORPG should be, offering no feeling of progression. This spec needs some love, it is designed in such a fun way but its not fun when you are bottom of the barrel. Over the next 2 weeks i really expect us to hit rock bottom as other classes will progress more through their artifacts and ilvl. Finally, i will barely comment on it because it makes no sense but why nerf RJW target tapping? Also for more info please refer to babylonius' post on peak of serenity: http://www.peakofserenity.com/2017/04/13/windwalkers-7-2-5-ptr-april-13/Almonk102 9h
14h Help me to choose plate in 7.2.5 Hello. As a plate class player I wonder which one should I choose. I like to play them all and already got 2 of them on 110 lvl and now im leveling warrior. I mostly play on pve and rather pvp. Need some feedback on retri, unholy and arms. Single target, aoe etc. Which of them looks better in 7.2.5? I heard bad news about retri palGrommax4 14h
20h Bring back to Rdruids Dream of Cenarius Hey as title says i would like to see Dream of Cenarius to became a new talent in last row insted of Moment of Clarity. Why i think like that is simple answer: I never found situation to use Moment of Clarity in PVE or PVP, and im kinda sure there would be situations where Dream of Cenarius would be usefull, and for pvp part it can be fun to have that kind of talent. Link what Dream of Cenarius is: http://www.wowhead.com/spell=158504/dream-of-cenarius Ty for reading and sry for bad english.Bearacköbama0 20h
20h Amulets 7.2.5 9 bosses and only 2 necks from Tomb of Sargeras?I think its too little.Compared with the Nighthold 4 necks from ten bosses.Впуховик1 20h
20h Mistweaver toughts legion and beyond. Greetings! My name is Hokke and I have played a mistweaver since the beginning of MoP. One could say I´m a monk "junkie". I always lurk around the community and I love my class. I have been raiding as a mistweaver on a mythic level for a very long time now, and I figured I´d share my sentiments about the specialization in its current state. English is not my first language so bare with me. As every mistweaver that have been around for some time should know the mistweaver has been far from stable in its design. From the very launch of WoW until now I have never seen a healer changed this much. Changes to utility, changes to philosophy, changes to identity. Some of these changes are warranted while some feel very strange. Let's start with a couple of changes throughout the years that I feel was warranted: 1. Changing the fun albeit ridiculous synergy between jab and uplift. This synergy was ridiculous, to say the least, giving you top notch healing at the expense of very little mana. 2. Changing our mastery from the healing orbs to the current one. While gusts of mist is a boring solution for a mastery it works. No longer do you have to tell your sleeping teammates to run to your orbs. 3. The removal of the mana-tea mechanic. Some people enjoyed managing their stacks of mana-tea, it gave us a good reason to fistweave as well, but all in all, I think it gated our spells with massive mana costs and compared to most classes we got less throughput per mana spent. 4. The reasonable nerf to MoP revival that did far too much healing for how versatile it was. It reminded me of a weird reset button to use when people screwed up on mechanics. Changes I don't feel was warranted: 1. The changes to fistweaving in legion: I understand that you were scared about making a true 50/50 healer, after all that was your reasoning behind making discipline priests as a pilot specialization. My heart actually sank a little in my chest as I read that fistweaving was all but removed with legion. You sold us the idea in MoP, a healer that also could add a bit of extra DPS while healing the group. In WoD you gave us a separate stance for fistweaving, a thing most mistweavers were pretty upset about at the time. And now in legion, you removed it, adding some talents to compensate for the loss of the old playstyle. It feels very unrewarding to fistweave in legion, especially when you have talents that are outright mandatory in the same slots as the fistweaving ones, providing far more healing and sustain. 2. Changing Soothing Mist to a passive: Soothing Mist is a great deal of our identity as a mistweaver, channeling mist into our allies to heal them. Soothing Mist was also a very good tool for enabling smooth usage of our other spells, giving you instant effuses and enveloping mists. In my eyes, this mechanic was very fun and unique and had that mistweaver quirk to it. Changing it to a passive made it annoying and clunky to use. From my own perspective, I almost feel as if the talent Mist Wrap is mandatory to use, removing some of the clunky aspects of the passive soothing mist. 3. Removing Uplift and its mechanics: I think this is a no brainer. The uplift mechanic was unique and had a very good niché. It gave you superior spread healing but it had the requirement of applying renewing mists to the targets first. It promoted preparation and good knowledge of the fights before hand. Vivify feels like a barebones cleave heal without the "oomph" to support it. 4. Lack of Utility: Mistweavers have always lacked utility. Before legion our utility was the ability to do damage and heal at the same time. Clearly barebones but it worked. In legion we lost that utility and to be honest, there´s currently nothing we can bring to a raid to aid in any other way raw throughput. It should be clear by now that mistweavers in legion are suffering. Lack of utility, efficiency, clunky playstyle and a loss of identity plagues the mistweaver in its current state. It feels like the legion mistweaver borrowed too much from other healers while forgetting what made them special in the first place. These are my thoughts and perhaps a little heads up for blizzard if they read this. We love your game and we love this class, we just want it to shine. Hokke <3 (once again I´m very sorry for the poor grammar and spelling, I hope its readable.)Malmström6 20h
21h RIP WW Monk So WW monk is arguably one of the worst DPS specs there is and more or less one of the hardest to play. In what world does that make sense, why does a spec that is harder to play than for example mage, do less damage. A LOT less damage. A mage literally pressed 5 abilities during the boss and did a ton more damage than me, while i have around 15 ablities in my rotation. It would be ok if WW's were insanely dominant in AOE since our single target is extremely bad anyway, but no. Mages, Hunters, Ellies etc. stomp WW's in AOE and in single target. Now, since WW is complete garbage, what does blizzard decide to do ? NERF them... I sorta understand the SCK nerf and i appreciate the overall damage buff but the FoF nerf is completely insane ! And also i heard that our legendary ring adds the Chi Orb talent, now i dont know if that's legit but if it is, then ohh boy one more reason to reroll. RIP the most fun and challenging spec in the game.Savitarx42 21h
1d 7.2.5 Arms Warrior Feedback Hi everyone, As one of the few people actually playing Arms (and ONLY Arms) in high-end content at the moment I thought I might give some feedback as to some of the changes we've received on the PTR. For a while now I think Arms has been considered an RNG spec and I like the steps taken to reduce that factor. The cooldown reduction on Colossus Smash is very much welcomed by all. The other gripe I think people have with the spec at the moment is Focused Rage and our reliance on it. I like that you have made a move to try and stop the dynasty this build has had in Legion but currently it still doesn't feel like you've quite got there yet. I'll address this a little later. Continued Below.Skeng44 1d
1d DH dps help need some help plz. im itl 910 but my dps suck.Darkmatter3 1d
1d 7.2.5 Shadowstrike... My favourite part of playing subtelty rogue is the fact that you teleport behind your target every time you attack with shadowstrike. It fits with the whole master of shadows theme that subtelty has going for it. It makes no sense at all to remove the teleport only because people don't know how/when to use it. By removing the shadowstrike teleport you are removing what makes subtelty stand out... Could you make it a toggle at the very least, so that if you want the teleport you can keep it and if you don't want it you can turn it off? A new glyph or talent could be added perhaps?Psykes47 1d
1d Protection Warrior Changes???????? I am currently hoping for buffs/nerfs/changes on protection warrior,cause the only real "love" we ve gotten from blizz is a nerf to revenge.If this go this way there is literally no mean for anyone to go for protection warrior.Yea his playstyle is nice,his mage tower artifact is nice,but overall he is average to everything there is.Probably the Average Joe of tanks and he cant outshine any of the other tanks.You need leggos to heal rather than dks,dhs got better movement and heal than you,druid has better mitigations buttons,paladin is overall good with few to none side effects and monks brews are better than IP after the nerfs.A mediocre tank depending on leggos to be above average cause blizz has gotten bored to make him worth a penny.Dont get me wrong,i love my prot warr and i am not going for world first mythic raid or some weird !@#$ but even our golden trait that is supposed to be our best trait,druids have it as a second trait NOT even their gold.We are getting mocked by blizzard and it is high time that this mockery needs to be stopped.Allyslicer0 1d
1d 7.2.5 Enhancement Changes This Feedback is not focusing on the performance of the spec when it comes to damage and so on, Instead I'll Focus on the gameplay of the Spec and try to give my feedback to how I think we can improve on a already fun spec. All my opinions down below comes from playing on the PTR for some hours and I also have some ideas I have been thinking about for a while. The Boulderfist talent is now baked into Rockbiter making it baseline for Enhancement I feel that this change is the best change so far, not to mention that it plays really nicely with the hothand talent. Enhancement without this talent feels like a cluster!@#$ to play, which I and every person I know there plays the spec dislikes. Overall I like this change a lot. Tempest Talent Rework I feel a little sad to see the rework of this talent, I really liked it, but I can also see why it's getting reworked. I must admit that I also like the reworked version of this talent, it helps with solving one of the main problems with Enhancement which is the randomness the spec has by making you get the stormbringer proc more often. Acendance Talent Rework Acendance is in a really weird spot right now, ever since the talent was added into the game back in Mist of Pandaria it has always been an empowerment or enhancement, if you will, to the Stormstrike ability which worked back when Stormstrike had a short cooldown with no way of resetting the cooldown, but now stormstrike is a lot stronger with a longer cooldown with a way to reset it's cooldown (Stormbringer). This means that the effects Acendance gives to stormstrike could never be too strong, because what if you are lucky and get procs back to back then it would be too powerful, but yet again if you have average or few procs for duration of the cooldown it will feel lackluster, which is not a feeling you should have about you "Big" cooldown. The new Acendance still has the same problem, but to a smaller degree. I personally think that Acendance should not be tied to Stormstrike, but if it needs to there could be done some things to it. Since wind strikes is a new spell in a way, you could remove it's interaction with Stormbringer (which will remove the randomness) and then accordingly make it empower Stormstrike as much as it needed to make the talent viable and also feel good to use, maybe even make wind strikes do nature damage like Stormblast did with the original Acendance. This way Stormstrike could be on the 4 sec cooldown for the duration of Acendance, with a big empowerment behind it and randomness can't make the spell too powerful. Moving the Landslide talent to the level 15 Row I think this change is good since it will give a meaningful choice to the player (if you don't look at numbers) since there will three "types" of spells. A cooldown (Windsong), a Proc (Hothand) and a buff to keep up (landslide). The class plays very differently depending on what talent you pick in this row which is good.Camcam9 1d
1d Elemental shaman state (ToS) The current problem with elemental is that it is ''forced'' in an AoE niche that is not relevant for most encounters, while having quite weak single target damage. Compared for example to affliction locks, who have both strong single target and AoE damage, so obviously there is a way to not force a class to a particular encounter type. And of course Echo of The Elements on the new legendary ring only forces us further to AoE, since Storm Elemental is just not viable. To me it seems the new elemental ring has Echo of The Elements not because there was a thought process behind the decision, but because it was easier for the developers to code the item, probably it was something along the lines of ''give talent X on row Y'' which changes per spec. I assume so because the restoration focus is towards Riptide which benefits from Echo of the Elements, so elemental talent is just a byproduct of that and not a thought process to help the spec. All in all elemental on the ptr currently has fallen considerably behind other classes compared to live, and it looks like nothing will be done for it before the release.Uglysham3 1d
1d Demonology 7.2.5 Hello. I am here to adress the unfairness how the Warlockspecs are treated atm on the PTR. Demonology Warlocks have been treated badly since the beginning of the ADDON. The Damage was never bad but since the beginning the Playstyle has been critizised. But Blizzard was reluctant to begin work on it. Now it is one of the classes with the lowest parses in Warcraftlogs. It is STILL Dependant of Haste and now Mastery and this with Haste>Mastery and then screw it. If there is no Hase AND Mastery on the Item the Demonology Warlock CAN'T PUT THAT ITEM ON. It is minmaxing i know but a Demolock with lower than 30% Haste and 40% Mastery is screwed. meanwhile Highest DPS Affliction gets a lot of attention. Destro it's well deserved Rework. Affli recieved it in 7.1.5. Beat it and REWORK DEMO Take please a look at the class. It is not fun to play at the moment and now with the new Golden Artifact trait it has become even worse. RE - WORK - DEMOGashluck3 1d
2d Druid bug unfixed during the last 7 months. I and other players have literally reported a bug related to Guardian druids. It has to do with restoration affinity Ysera's gift tooltip saying it heals 1.5% max hp every 5 sec while in reality it heals for 3%. This has been the case since October 2016. It's been reported numerous times as in-game bug report as well as forums without any change to the tooltip being fixed whatsover. I know it's surely not a game breaking issue but can we at least get a response to that?Bornog5 2d
2d There is no need for Furious Slash So after playing Fury a while now. With Inner Rage ofc (should be baseline) I really feel that Furious slash has no place to be here. If Inner Rage is made baseline then there is no reason to have Furious slash, there isnt that much downtime on a Fury Warrior and to have 1 second breath possibly 1.5 seconds is fine. Solution? Make Inner Rage baseline, remove Furious Slash and simply buff Bloodthirst crit chance by 20/30%. Not only will this fix Bloodthirst more, it will also add a more fluent gameplay rather than spamming everything.Bauza1 2d
2d Destruction Warlock Hello all; So, I just tried destro on the PTR, the gameplay is alot better, I dont have to rely on RNG anymore, the shard reg. is fine, you get enough, and sometimes you are even able to do 3-4 CBs in row, its not that much less if you compare it to live, but after we lose our 4x T19 our reg might become a problem, after all thats a huge loss cd+charge, and I feel that RoF is still useless, its not the dmg, but shard cost, and maybe its time to redisgn RoF, reduce its damge, make it to reg. shards, and give it a CD, I think that RoF is just not working on live and on PTR, and that would boost our aoe a little, and fix the T19 problem.Dinoza7 2d
2d 7.5.2 Toxic blade Feedback Rogue so it seams, that TB is a dps loss about 200k or more, no more burst damage, burst damage is gone on life server 2.8mil crits on PTR server 1.7mil Crtis My class is nerf in pvp by 70% to AGI Live servers My class is nerf in pve by some say 40% PTR servers i really want to ask blizzard, Why do i want to keep paying Real life money ? you alsays say blizzard know whats best for the players. as i see it now. The options i have its just quit. i have a mage and a DH gear level 885 ish. but there is a long way from 885 to 907 BIS and haveing all Leggos and Artfact level 52 And DH is a better vision of a rogue but leveling from Artfact level 36 and gear and all Leggos, you most be jokeing Legion was the best exppack, but all this RNG and nerfing to some classers are a joke, i really dont think you people, at blizzard are raiding. so now i need to level my Sub spec again to raid mythic ? to do my part i was never a sub rogue sorry blizzard you failed me let me down i know its a PTR but i dont get my hopes up.. thank youQuickstain0 2d
2d The Solution to Mythic+ Just thought I should post it as it's own thread too. Have to do 3 Posts. China Wall is to big for this, 3rd post will have both TL/DR s Part 1 The Solution to Mythic+ (and every Problem Blizzard wants to solve with their changes): Dear Blizzard, you already have the answer to all your problems with Mythic+. "Where?" you may ask. Just think about from where you got the idea for Mythic+, there lies the answer. "Diablo?" YES. You're right! Diablo it is! The Answer: Since you could go infinite with the changes you plan (No Depleted Keys anymore, just Upgrade and Downgrade (which you can "exploit" to go infinite)), WHY do we even need those anymore? "So we can keep it fresh and you get a new Random Dungeon after each of your Runs!" you may say ... but ... do we need the "Level" on these Keystones then? Why not just do it like this: You get a Keystone with a Random Dungeon, without a Level, after completing it in a certain time yoo STILL get a Keystone, with a Random Dungeon, WITHOUT a Level... BUT you can skip a few levels depending on how fast you were (same like now on live and still like on the PTR). "But, where are the Levels?!??" you may ask. And the answer is ... When you go into a Dungeon, put your Keystone in the thing that starts the run, YOU CAN CHOOSE THE LEVEL! Just like in Diablo. If you for example start with a Mythic Keystone at the lowest level (that would be 2) and rush through it and it would upgrade to a +5, you unlock the +5 option at the start. And so on. So the highest M+ Level you could start would be the highest Level you have done +1 +2 or +3 level (or +0 if you haven't done it in time) depending on your time. (You can still go higher if someone else starts it, same like in Diablo (and now if you join a group with a +20, but your highest before was +17 or sth like that) What would that accomplish? - You still have a Keystone that will generate a Random Dungeon (to keep it fresh ;)) - Ppl can just go to the M+ Level they should do much easier (no Up-Downgrade cheese) - Easier to find groups for the Level you want to go (instead of looking for the right Dungeon AND the right level in the tool) - You can keep track of your progress much easier and it feels meaningful if you are able to open a high Level :) - And maybe some stuff I am not aware of right now xP 1 Problem that would still exist (and even will with your changes) would be, that ppl could fish for a Dungeon they like by doing a easy version of it and getting another key, until they get a Key they like to do on a higher difficulty, but as said, that would be even the case with your changes, since you can downgrade it and upgrade it to get other Dungeons. That change would make the whole Keystone Level stuff much easier and less complicated. You can simply do the Level you want. There would be no more Boosting groups, since they can go with their own 5 man, instead of 4 man and if you are looking for a +6 Group because that would be the level you would get Upgrades from and you are able to do in time, you can just do them and queue for them as the Ilvl req. wont be 900+ since 900+ geared ppl wont do them anymore (more why they don't do them anymore below the wall of text, or maybe somehwere in it, find waldo style :)), and you get your grp and so on blablabla ... TL/DR for the Keystone Level: Do it like in Diablo, when you start the run in a Dungeon (The Keystone Dungeon is random, without a level) you can simply choose the Level you want to run based on the highest you already cleared +1+2+3 or +0 depending on the time you needed. Part 2 Comming ... SoonJinxéd3 2d
2d Monk Follower Catch-up It seems we have no way to quickly catch up on our follower's armor, like other classes do with their armor dealers in their class hall. Will this change? Hope so!Hualei2 2d
2d Tank damage Hey all, On PTR which tank(s) are currently pulling the highest single target/aoe damage? I normally test this myself, but I am currently having issues with downloads on this computer. I would appreciate it if someone could test this for me. Thank you!Tzù3 2d
2d MONK : No Dammage Nerf about FOF Hello , so apparently the damage nerf for the FOF isn't implanted in PTR and the new aura boost is it , meaning for 7.2.5 we got a good chance that we have the same return !!!. Someone can confirm that wow devs has never implanted changing without a test?Nirvanea1 2d
3d Warlock - make Sacrifice viable again! Hello, Following PTR and testing a bit I see quite a few talent shuffles and improvements, even something like Reverse Entropy was given a small bump (which is quite not enough at least in PvE as it directly competes with basically same benefit for all spells at cost of GCD which is spent on the move anyway, so free). One thing is still however remaining in a bad state - Grimoire of Sacrifice. Its damage is not competitive in any feasible PvE scenario, please do address it. To be honest MoP/WoD version of Sacrifice was simply amazing and I would love to see that back - simple % damage increase in Single Target, some utility and importantly not having to tug a pet around - there are some of us who just don't like this for various reasons, such as Not having to worry about the bugger body pulling stuff in Dungeons/Raids Keeping you in combat with something you did not see/target The feeling of personal power being diluted with extra damage source, especially in case of Destruction where we want every ounce of power in big satisfying nukes Over so many years we used Sacrifice in PvE and it was not a problem and neither lore-wise Warlocks are far from being mandatory demon summoners, that was merely an aspect there, but really neither Gul'dan nor other Warlocks were particularly invested into demon summoning specifically, but often did sacrifice whatever was around them for personal power. Back to WoW, some players like pets and some don't, I don't see why you can't go ahead and provide both with viable option to play Warlock the way they like - i.e. making Sacrifice a viable way to play. So Sacrifice is both a legacy for warlocks and perfectly fits class fantasy, bring it back in its glory and gameplay goodness.Zandare0 3d
3d Feedback on Subtlety Rogue in 7.2.5 Subtlety is massively improved on the PTR and it's very much appreciated. Have had a blast so far despite the lag on the PTR. Here are my thoughts on things that I think could be improved: Premeditation Premeditation should be baseline. I want to play Death from Above, I have had more than enough of having powerful passives forced on me this expansion. I fear that Shadowstrike only generating 1 combo point will simply be too weak and we will once again be forced to pick the boring passive, just like with Master of Shadows previously. Deep Shadows I love the talent, but it should increase damage while in any type of Stealth (like Master of Subtlety and Thief's Bargain), not just in Shadow Dance. I think you should be rewarded for restealths when you play a Subtlety Rogue. It feels bad to open with Subterfuge or use a Vanish and still hit like a wet noodle. The talent is basically the Legion version of Find Weakness, but it doesn't work with Stealth. Another thing I was thinking of is making it work for a few seconds after leaving Stealth, like Master of Subtlety does and Find Weakness used to. Without the extended window, opening from Stealth wouldn't feel impactful (if Deep Shadows worked with Stealth), and I've noticed it can be quite clunky to fit Death from Above into the Shadow Dance window. I'm basically trying to get Find Weakness back. It was an incredible mechanic that allowed you to do big damage at any time as long as you were able to find your way into Stealth in some way. It made the spec feel very unscripted and rewarding. Crippling Poison In the original blue post, you mentioned you were considering returning Crippling Poison to Subtlety. I want to bring this up again because I feel attaching our slow to Nightblade is quite clunky, and it shows a lot more now that we don't have the Shadowstrike teleport anymore. I understand if you want to keep poisons exclusive to Assassination, but if you added something functionally similar with a shadow theme that'd be fantastic. Focused Shurikens This mechanic will become a huge problem in PvP if left like this. With Deep Shadows, we are already able to put out big Eviscerates during Shadow Dance, and a Death from Above with 5 stacks of Focused Shurikens will do way too much damage. I also really do not want to have to gather 5 stacks of this buff before I burst in PvP. Energy Regen Concerns Subtlety is currently designed around being in Shadow Dance basically all the time, and the spec's energy regen makes this very apparent. Subtlety simply plays horribly outside of Stealth on the PTR because you don't have any energy. Our two main sources of energy are Energetic Stabbing and Relentless Strikes. Energetic Stabbing just doesn't work outside of Stealth and Relentless Strikes is less effective because combo point generation is a lot slower. A suggestion to address this is to put Backstab on Energetic Stabbing. Another is to reduce the energy cost of Backstab. Thanks for reading!Retier64 3d
3d PTR WEEKLY CHEST GAVE ME LEGENDARY QUEST What is that? is that something to do with the new legendary rings? i opened the weekly chest on ptr and it showed me an orange quest. edit: here is the quest http://imgur.com/a/6drwjGlaivedancer19 3d
3d Fire mages, we've made the wrong decision Before Legion, Blizz said : ... And yet we are, 7 months after 7.0 and some specs are left behind ( feral, fire mages, outlaw ). Fire mages was very good @release, but clearly not OP like everyone thinks. I'm not going to argue about it, another mage did a thread about it ( https://us.battle.net/forums/en/wow/topic/20752276010 ) ( The OP class during EN was ShadOP Priest ( not fire ), thanks to Surrender to Madness. Top guild used 5-6 Shadow for most of their first kill. ) Fire was the only viable mage spec back in EN, and thats why most of the mages were playing fire. Fire was not OP, Arcane and Frost were terribad. It was early Legion, without investment, so everyone picked the only good spec. It was pure logic. But instead of balancing mages by buffing Arcane and Frost, you just destroyed Fire, because trade chat was complaining about fire mages opness. During the November PTR test, you decided to completly WRECK the spec after several NOT NEEDED nerfs. Most of the mage community said : ... Foolishness, Nighthold is a pure disgrace for fire mages. Our T19 is one of the worst of the game and pure RNG ( T19 feral is the worst, one of the worst spec of the game ATM ). And the raid is mainly composed of ST fights with DPS-check ( Mythic ). Guess what, fire mage is the worst spec @Boss damage. During progression, some fire mages of the biggest guild of the game are BENCHED or forced to SWITCH to frost because they can't bring enough DPS. It was clear, we were getting punished because frost and arcane were terrible during EN. So fire must struggle during NH like Frost and Arcane during EN. No problem, we can be patient during one tier, its just 5 months of being the worst spec of the game, no big deal. So we were patient, we posted feedbacks on the CLASS DEV FORUM without any answer. NP we were patient. And 7.2 came out. Another disillusionment. Our new traits are MEANINGLESS and USELESS. You gave us the WORST traits among all specs. A trait that buff the raid ? WTF ? We don't want to be a buffbot. Our GOLDEN TRAIT ? Exactly 0 DPS INCREASE ST. Only usefull for mass PULLING during trash and low m+ ( where we already are good ). It was really hard to take that one, even more when I saw some golden traits from other specs ( Havoc DH for example ). To finish, the last stroke... the 7.2.5 PTR. Blizz is not going to focus on fire mages : https://eu.battle.net/forums/en/wow/topic/17615461583?page=1#1 we are, once again, getting TOTALLY IGNORED. If you rolled fire mage, and didn't switch to frost yet, you've made the wrong decision, I've made the wrong decision. We've wasted our time investing in this spec, gathering legendaries, getting better and better. Mythic NH : https://www.warcraftlogs.com/statistics/11/ Heroic NH : https://www.warcraftlogs.com/statistics/11/#difficulty=4Mildread37 3d
3d Affliction Warlock 7.2.5 Blizzard is wrong with the upcoming changes on Affliction warlock. Malefic Grasp isnt the reason why warlock is strong in 7.2 it was also here in 7.1.5. The only reason why warlock is strong because of the Major Trait: Wrath of Consumption, and the changes on reap souls, have a look at the Nighthold, how many adds are in the fights? Alot, so you can get alot of reap souls and almost permanent Wrath of Consumption and reap souls active, wich is a 30% damage increase with reap souls combined. I don't think there is any affliction warlock at blizzard playing, so they just change something that isnt the problem with our DPS...Celestîa5 3d
4d NEW 7.2.5 LEGENDARIES Hello wow community and wow devs, Can you tell us how the new legendaries( the class specific rings , the legendaries for the healing specs etc) will be obtained? Thank youHardtobeat19 4d
4d Monk fist weapons Hello! I propse two changes, preferably both: Give us the option to constantly show our fist weapons out of combat like guardian druids. Allow us to transmogrify fist weapons to other one handed weapons. I've heard arguments about different attack animations, but that doesn't really hold up since you can transmog guns to bows and vice versa. This expansion is centered around our weapons, please let us at least show them off and see them out of combat. It's not fun when you work hard to unlock the challenge weapon appearance, or the balance of power appearance, or what have you, only to have it hidden the vast majority of the time.Dorokov0 4d
4d Level 100 Character Trial Option Broken? So when I make a character on the PTR I have 2 options, to start at level 1 or a level 100. When I pick the 100 option and create the character it says "Processing... Character Boost" forever. If I try making a new character or do anything else while the thing is processing it just makes that character a level 1 instead. What am I doing wrong here, or is it just bugged?Impülse1 4d
4d Blood DK 7.2.5 Im just gonna compile all the threads made so far about blood DK, since there is nothing new to add im just creating this thread to keep it alive. Clear, Concise Blood Death Knight Feedback https://us.battle.net/forums/en/wow/topic/20753425602 BDK 4th Gold Pushing Blood Wrong Direction? https://us.battle.net/forums/en/wow/topic/20754125373 Death Knights and Class Fantasy https://us.battle.net/forums/en/wow/topic/20753708058?page=1 Blood DK Feedback (long, concise, insight?) https://eu.battle.net/forums/en/wow/topic/17615055171 Souldrinker bug blood death knight https://eu.battle.net/forums/en/wow/topic/17615282996 Edit - 7.2.5 Blood Death Knight Feedback https://us.battle.net/forums/en/wow/topic/20753955597 On the new PTR notes for 7.2.5 Death Knight Death Strike damage increased by 10%. Heart Strike damage increased by 10%.Looks like on the 7.2.5 PTR our 2/4P got changed as well, much, much better. A significant improvement. (2)set: Bloodboil grants you Gravewarden for 10 sec, increasing your Versatility by 2,500. (4)set: While Gravewarden is active the cost of your Death Strike is reduced by 5 runic power. Edit 2: NEW Heart of Ice - Death Strike extends the duration of Icebound Fortitude by 2 sec. Tier 2 Talent, in place of Soulgorge Soulgorge removed. Edit 3: New Legendary ring added '' Soul of the Deathlord '' > When equipped we gain the talent Foul Bulwark, which grants us the option Rune Tap, which should've been given to use base line instead of RNG legendary. Thread 1 was capped of the Clear, Concise Blood DK Feedback. So here is P2. https://us.battle.net/forums/en/wow/topic/20754469253Shéele24 4d
4d 7.2.5 unholy Death knights please buff the spec alot at the moment we hit like a wet noodle dps is RNG and if you wanna have the minimum dps you need BiS Legendaries. The spec feels lack luster and dps is bad im 895 not Bis Legendaries and i can barely hit 550-600k. i saw some changes comming our way and went over those agian those changes are not a increase it will just stay the same.Postura14 4d