Battle for Azeroth Items and Classes

Nov 14 Shadow Needs UTILITY to be Viable. How are we going on SIX MONTHS as a quantifiable "joke" spec? Even if shadow was competitive with FOTM spec warlocks and mages in damage (it's not, and won't be), there would still be zero reason to bring us. If we continue to be in-line with balance and elemental in damage, again zero reason to bring us. Of the pitiful utility we do offer, holy and disc bring it anyway. Sure, shadow has a few super niche spells but it's not regularly useful stuff like immunities, lock portals, soothe, lust, mobility, damage CD's, healthstones, mana rejen, etc. Hell, we don't even have a consistent form of CC. It's pitiful.Zubdub23 Nov 14
Nov 14 8.1 in 5 weeks but work has barely started This is very troubling. The 8.1 patch is supposed to be December 11th? Class work has barely begun. Most issues are still not addressed, and the only changes that have been made are tiny nibble-around-the-edges bits that won't change a damn thing. Time to burn the midnight oil, Blizzard. Clock's ticking and you have 5 weeks left to fix the gross errors you've made this expansion in class design. Take a look at your MDI for starters. The same specs over and over again. And if you say "well, we don't design around that", what are you designing around? Because those same problems extend into wider M+ and into raiding. It's systemic.Tewa25 Nov 14
Nov 14 This "expansion" is a joke No new abilities. No new talents. BS redesign in regards to tank defensives and GCD. It's like you guys didnt even try. My friend who was excited about warfronts hasn't logged on in a long time because his fantasy concept of it was so far removed from your hashed down actualization of it. You made this expansion about Horde V Alliance, but many horde have warmode on and few Alliance do. You reworked cooldowns around GCD because I guess someone thought that was a good idea? It's a mess in reality. Yeah have unsubbed. Have 3 days to post this kind of stuff. You don't deserve a cent more of my money. I would like a refund but I fear that goes against your shareholder wishes so such would be impossible. Here's my theory: "Let's dumb down most elements of the game so we can easily transition into the mobile market." Honestly prove me wrong, but if 8.1 is any indication that's just not a realistic outcome. Cya.Catchmyleafs12 Nov 14
Nov 14 Shadow Priest Changes in 8.1 The next PTR build includes some changes to Shadow Priest with the following goals: Make Voidform matter more, make staying in Voidform longer matter more, and give the player more agency over extending its duration Improve Shadow’s defensive power and utility Make Voidform Matter More Moving into Battle for Azeroth, we consciously reduced the maximum power of Voidforms, for the purpose of evening out Shadow’s heavily backloaded Voidform cycle damage. This had some positive impacts, which many of you are aware of – mainly this greatly reduced the harsh penalty for dropping out of Voidform early – a common occurrence in any content outside of raids, including dungeons or questing. That said, we think we went a little too far with peeling power off of Voidform, which has resulted in Voidform not feeling impactful enough, and with not enough reason to work to extend it. We are easing this change back a bit: Voidform increases spell damage by 20% (up from 10%) Insanity drain increase per second in Voidform reduced by 15% Void Bolt Insanity generation increased by 25% Dispersion Dispersion’s damage reduction has been increased to 75% (up from 60%). We agree that because it comes with the penalty of not being able to cast spells, it deserves to be stronger. Additionally, it now increases movement speed by 50%. A new talent Intangibility replaces Mania (which was similar to and far less popular than Body and Soul), and reduces Dispersion’s cooldown by 25% and causes it to heal you for 50% of your maximum health over its duration. Shadowform’s Physical Damage Reduction Shadowform's 10% physical damage reduction was intended to feel like a bonus to Shadowform, but instead felt like a penalty to Voidform, since you lose that defensive benefit going into Voidform. We’re replacing this bonus from Shadowform with the Focused Will passive (which the other two Priest specs already have), causing melee abilities and attacks to reduce all damage taken by 15% for 8 sec. Hallucinations Hallucinations (the PvP talent) is becoming a baseline passive, and allows your successful Dispel Magic, Mass Dispel, Purify Disease, Vampiric Embrace, and Power Word: Shield casts to generate 6 Insanity (same amount per cast as your filler, Mind Flay). This give you more freedom to use your on-global cooldown utility buttons, especially in Voidform, without incurring as much damage loss, since Insanity is constantly draining. Other talent adjustments worth mentioning: Mind Bomb and Psychic Scream now take 40% longer to break from damage. Void Torrent generates 30 Insanity over its duration and deals 20% increased damage. Additionally, no longer requires Voidform to cast, so you can choose to use it on a priority damage target at any time. Lingering Insanity fades every 3 sec instead of every 2 sec. Surrender to Madness cooldown reduced by 33% and penalty duration reduced by 50%.Seph640 Nov 14
Nov 14 Blizzard, people DO want to play other specs After seeing responses on the Q&A, it seems like Blizzard doesn't understand why people play the spec they do. We're not playing FOTM because it's our favorite, we're doing it because the others are bad. We would gladly swap specs. There are plenty of people who WANT to play Shadow, Elemental, Demonology, Marksmanship, etc. but since they're just so far behind the FOTM specs, we don't want to be a burden on our raid group. So I just want to be sure it's clear, we're not avoiding those specs because we don't like them, we're avoiding them because Blizzard made them bad. If you're not playing with friends, you're not getting a raid spot as a "bad" spec. If you are, then playing a bad spec is like being the only one who wants Chinese food and making all your friends go for Chinese when they want Mexican. EDIT: It all fits with Blizzard's overarching theme too, now that I stop to think about it. Alliance have mostly given up on warmode...must mean Alliance just don't like warmode. Horde dominate competitive PvE and PvP...must mean good players like to play Horde. Diablo's numbers are fairly low while people play mobile games all the time...must mean people want a mobile Diablo game. Leaving some specs out in the cold makes perfect sense now in the grand scheme of everything Blizzard's been doing as of late. They look at numbers and make decisions based on what will appeal to the largest number of players.Moriarty21 Nov 14
Nov 14 I miss MoP Ret I miss 6 sec Judgment CD and being GCD locked. I really, really miss Long Arm. Why not make it a talent in place of Cavalier that replaces Divine Steed? Why can't we glyph Divine Steed to give it the Speed of Light graphic? I miss Blessing of Sac. I don't like the Retribution passive. Supplication was better as a minor perk. I miss Selfless Healer not sucking. MoP WoG should be a talent choice in place of Justicar's Vengeance. BfA Hammer of Wrath isn't fun. Can Divine Protection replace Eye for an Eye in our talent tree? I don't like Legion / BfA greater blessings. I miss my raid buffs.Churchmouse22 Nov 14
Nov 14 Havoc DH #1 pick for M+ immune to nerfs Can't have them nerfing DH. Reverted nerf to their ridiculously strong AOE because they have to be ridiculously strong, not just really strong. Can't be nerfing the prized class of BlizzardDeacar68 Nov 14
Nov 14 WP: How would you approach class design? You just got hired and told you would handle class design completely. You are the only person that makes changes to PvE class design. The buck stops with you. So with all the classes and the specs in each type of gameplay scenario, what do you do? How do you approach it and what is your philosophy? How do you go about adding new classes? Also remember its evolutionary. You start at a basepoint philosophy, a road map for new classes and incoming data that may require tweaks. How often do you change classes? Once a week? Two weeks? Also you have split personality disorder, and your other personality does PvP.Zythane29 Nov 14
Nov 13 One way to balance all classes and specs. Eliminate all the variables. Damage/healing abilities: Make them all the same, With the same item level gear pieces, everyone has the exact same output. Every spec has 4-5 spells with different names that do exactly the same thing. Add in a few self buffs that need to be kept up. Gear: No stats, only item level, which boosts throughput by a fixed percentage for each ilevel point. Talents: Eliminate them, Too many variables. Playstyle: Remove it's effects. Put all spells on a castsequence. You hit them 1,2,3,4 repeat. Or, automate it to eliminate timing variations: One key to start the sequence, another to stop it.Fugubar13 Nov 13
Nov 13 How to Fix Item Targeting I don't know about most people in this "ILvl is King" meta, but I still enjoy farming dungeons for gear, even at the mythic+ level. Take for instance, I have been squeezing into any and all +4 or higher Tol Dagor runs I can for a chance at a second warglaive. And while I know the loot casino at the end has not been in my favor, nor has Raider.IO, (that another cluster @#$& all in itself) I do know it will eventually drop for me. But what about this as, at least, something to promote the target farming, as well as getting people to do more than just doing thier one +10 for the week and waiting for loot. What if your weekly cache only dropped items from the loot tables of instanced content you actually ran? You would still have to deal with the loot casino that is the weekly cache, but by targeting which dungeons you wanted loot from, you are closing the gap of how wide that table is.Xsesshomaru1 Nov 13
Nov 13 Told Shadow and Shamans to wait till 8.1.. Then you did nothing but numerical tuning that could have been done via hotfix 2 months ago, that people on this forum could have come up with in 10 minutes. The class design is so bad at this point, that I almost wonder if there's some conspiracy involved. There's no way that after having 14 years of past experience and feedback, they can be this bad, so out of touch with what the players actually want. I'm not exaggerating at all, it's so mind mindbogglingly bad that it's almost as if it is being done on purpose. Am I the only one that has had this thought?Thorhammer49 Nov 13
Nov 13 What I want to see for Frost Death Knight New: Call of the Damned: Increases haste of all raid and party members within 100 yards by 10% for 1 hour. (We should be stronger, slower and more durable than mages, warlocks and rogues. If we catch them, then they die, unless they outplay us). Increase Obliterate damage by 30% Increase Frost Strike damage by 20% Reduce Breath of Sindragosa damage by 20% Horn of Winter baseline with a 30 second cooldown. Off the GCD. Soul Reaper baseline. Pillar of Frost: Removed. Empowered Rune Weapon- Empower your rune weapon, gaining 20% haste and generating 1 Rune and 5 Runic Power instantly and every 2 sec for 20 sec. Death’s Advance: Passive 10% movement speed added. (For all Death Knights). Talents: Level 56 Inexorable Assault- Obliterate does an additional (30% of attack power) as Frost damage. Level 57 New: Winds of Northrend: Your Horn of Winter gains two charges but has its cooldown increased by 15 secs. Level 58 Death’s Reach. Removed from talent selection. Returned to baseline. New: Winter is Coming: Enemies struck by Remorseless Winter five times are stunned for 4 seconds. Asphyxiate: Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 8 sec. Against players, this ability stuns for 4 secs. Level 60 Glacial Advance replaces Frozen Pulse Level 75 Wraith Walk removed. (Removing root effects added to Death’s Advance). New: Unbreakable Armor: Coats the Death Knight’s armor in a thick sheet of ice, increasing armor by 25% and increasing parry by 30%. 1.5 Minute Cooldown. Costs one Rune. Level 90 New: Might of the Frozen Wastes: Wielding a two-handed weapon increases Obliterate damage by 50%, and all melee attacks by 35%. Level 100 Obliteration: Instant: For the next 12 sec, every Frost Strike, Glacial Advance and Howling Blast hit triggers Killing Machine, and Obliterate costs 1 less Rune. 2-Minute Cooldown. Remove Icecap New: The Will of Frostmourne: While Empower Rune Weapon is active, your special attacks trap a soul in your rune weapon. When Empower Rune Weapon Fades, your rune weapon discharges the souls at your current target, dealing (5% of Attack Power) damage per soul. --------------------------------------------------------------------------------------------------------------- So why these changes? Firstly, Obliterate is our main source of damage and spending runes, we need more runes to pump out more Obliterates to pump out more damage. A perfect cycle. How do we get more runes or how do we get more Obliterates out? Well, adding Soul Reaper will increase our uptime by providing more runes, so will Horn of Winter. Speaking of Horn of Winter, I like this new iteration, because it provides a free Obliterate and Frost Strike. I also want it more often and to not interfere with our main rotation, thus 30 second cooldown and baseline. We need RUNES! I want to start this next sentence by saying, “I like Breath of Sindragosa.” I don’t like it being our main source of damage every 2 minutes. It doesn’t flow well with me, which is why I would nerf it by 20% and buff Obliterate and Frost Strike. These are our spenders and they need to do more damage. I don’t want Breath to be nerfed to uselessness, but I don’t want it to be something that gimps my damage after I go all out. Also, I liked Obliteration during Legion and felt that the nerfs to it were unnecessary, thus my iteration reverted it back. Call of the Damned is a good bonus to bring to a raid. Every class should bring a unique raid buff. Haste should be Death Knights since we need it for our runes. Death’s Advance is a great ability, it just needed passive 10% movement speed back and removing root effects. Death Knight’s, to me, are the Jason Voorhees of WoW. Slow, dangerous and lethal. Just one ability to get us moving is good enough for me. (As long as we are putting out more damage than classes with movement). Why remove Pillar of Frost? Well, it’s annoying really. The GCD changes killed this ability for me and I would like to compress as much as I can. Thus, I replaced it with HoW and Soul Reaper. Plus the Will of Frostmourne does basically the same thing, except with more fantasy and less strength. Strength is too valuable right now to keep it in a bottle. Every Death Knight knows why I changed Inexorable Assault to the way I did. Might of the Frozen Wastes is a cool call back. Plus, I love 2 handers for Frost Death Knight. Sue me. With more rune generation being added, I thought Frozen Pulse was a waste.Vitálus76 Nov 13
Nov 13 RNG x RNG and the loot sytem I really like the game story and the new art, not a giant fan of some of simplification of the classes and GCD, but both of those are not nearly as bad the disappointing feel of the loot system. The forging system makes loot feel disappointing when it doesn't proc. If you need a mechanic to help players catch up or over gear content use the crafting system and have some kind of crafting item drop in Mythics and Raids. This is only worse when you have a low drop chance item is then also affected by the low forging system chance, which then makes the item drop feel useless because it didn't forge up 15+ levels. The other terrible part of my experience so far in BFA was, craft helm (yay my first piece of 340 gear) less than 2 hours played time later I get a 340 helm drop...... wait almost a week to finally get a second piece of 340+ azerite gear. in this period I got 4 or 6 more 340 helms (I got so many of the same items in a row, 4 cloaks in a row then a bunch of boots, etc).... and the weapon drop was painful, and having it be un-forged was again disappointing, especially watching the rogue in our group get two 390+ weapons in two days and the warrior DK and Ret Paly share two handers among them. (I don't like the idea of melee hunter and I don't enjoy it) The Loot system being so RNG is what caused me to un-sub, I much preferred when gear was harder to get but more static and felt like it meant something.Sturrg0 Nov 13
Nov 13 Fixing Guardian Druid for 8.1 ----------Guardian---------- Bears should feel powerful to play, without having to rely on tricks like movement speed increases to make them valuable tanks. As someone that has been a bear since late Vanilla when I switched from my prot warrior..... I'd be happy to play this spec. ----------Spells---------- Mangle - Mangle the target for [75% of Attack Power] Physical damage. Deals 20% additional damage against bleeding targets. Generates 8 Rage. 6 sec CD. Thrash - Strikes all nearby enemies, dealing [10% of Attack Power) Bleed damage and an additional [40% of Attack Power] Bleed damage over 15 sec. When applied from Bear Form, this effect can stack up to 3 times. Thrash slows targets by 30% while active. Generates 6 Rage. 6 sec CD. Pulverize - A devastating blow, that can only be cast on targets that have 2 or more stacks of Thrash, to deal [125% of Attack Power] Physical damage, and reduces all damage you take by 8% for 12 sec. 8 sec CD. Lacerate - Lacerates the enemy target, dealing [20% of Attack Power] Bleed damage and an additional [15% of Attack Power] Bleed damage per second for 6 sec. Periodic damage from Lacerate generates 2 Rage per tic. 3 sec CD. Faerie Fire - Faeries surround the target dealing [100% of Spell Power] Arcane damage over 16 sec, preventing stealth and invisibility. Deals [15% of Attack Power] Arcane damage instantly when cast from Bear Form. 12 sec CD. Swipe - Swipe nearby enemies, inflicting [25% of Attack Power] Physical damage. Maul - Maul the target for [110% of Attack Power] Physical damage. Costs 30 Rage. Ironfur - Increases armor by 75% of your Agility for 7 sec. Multiple uses of this ability may overlap. 0.5 sec CD. Costs 50 Rage. Frenzied Regeneration - Heals you for 21% of maximum health over 3 sec. 2 charges. 36 sec recharge, reduced by haste. Costs 10 Rage. Berserk - Go into a rage, dealing 20% more damage. While active, Mangle has a 50% reduced CD and hits up to 3 targets. Lasts 15 sec. 3 min CD. Savage Defense - When you critically strike with an attack that generates Rage, you gain 50% additional Rage. Gore - Thrash, Swipe, Faerie Fire, Lacerate and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage. Mark of the Wild - Increases the friendly target's Versatility by 3% for 1 hour. If target is in your party or raid, all party and raid members will be affected. Mastery - Nature's Guardian - Increases your maximum health and healing taken by 4.0%. Also increases your attack power by 8.0%. Unaltered Spells: Growl, Barkskin, Survival Instincts, Incapacitating Roar, Stampeding Roar, Rebirth, Skull Bash, Prowl, Entangling Roots, Regrowth, Dash, Hibernate, Soothe, Remove Corruption, Feline Grace, Feline Swiftness, Nuturing Instinct, Cat Form, Bear Form, Thick Hide, Lightning Reflexes.Gumble34 Nov 13
Nov 13 BfA Class design, intentional? I'm not here to "Doomsay" or shout "THE SKY IS FALLING"!. I am truly wondering if this expansion is designed to bring WoW to an end? Hear me out, Blizzard previously stated they want to get out of the MMO market (when they canceled, Titan). Now, they announce a new direction focusing on the Mobile Gaming market. How would you end WoW if you were Blizzard while trying to keep as much of your fanbase intact as possible? You find a willing scapegoat, and you bleed subs down as far as they can go without it ever appearing intentional. The fans blame Ion, WoW goes into maintenance mode because Blizzard announces they can't recover financially from the failures and lost monies due to the collapse of WoW during the BfA expansion. The end result is, Blizzard no longer has to sink a massive amount of it's company resources into a dying, MMO Market while retaining as many fans as possible. In closing. I find it impossible to believe the class design team is this incompetent. A new company filled 100% with interns could do much better than this. Something smells rotten in Denmark.Victor30 Nov 13
Nov 13 Ret sucks compared to some other specs Playing ret pally right now is honestly really annoying. It feels like the class developers don't even play the game. The main reason ret sucks is because we bring nothing unique to the table. Right now ret pally is just a basic melee class that doesn't do as much damage as others. Outside of basic numbers being lower than other classes (especially in AOE DPS) the core class mechanics and utilities are basic. Ret pally is pretty much a bad version of a demon hunter. LITERALLY!!!!! I don't exaggerate when i say literally. Lets compare the two classes. Demons hunters have a 10 yard kick while the ret one is melee and yet they are on the same CD (i don't think any melee should have a range kick). I see people always saying that ret has the best defensive in game with bubble, however bubble is a 5 min CD, 3.5 min if u talent into it. Demon hunters on the other hand can spec into netherwalk which is an immunity on a 2 min CD. Shield of vengeance for ret is on a 2 min CD while blur for a demon hunter is on a 1 min CD. When it comes to damage output Demon Hunter destroys ret in any situation well more like even on pure single target but the problem is there aren't many pure single target situations which makes Demon hunter better in most cases. When it comes to mobility demon hunters are king so lets not even talk about that. While one might say ret can bring BOP to the table which can be very usefull in some cases i say Demon Hunter brings Darkness which is better in most. When it comes to CC ret has a single target stun on a 1 min CD (unless they talent to reduce it) while demon hunter has a basic AOE stun on a 40 sec CD. Even when looking at basic core rotation ret gets the short stick. to maximize DPS ret has to talent into inquisition, hammer of wrath, and wake of ashes which brings the core single target rotation to 7 buttons while the Demon hunter Core rotation is 5 and the worst part is Demon hunter AOE is baseline in their single target spells so they don't even have to worry about a different rotation during AOE. My point is anything a ret pally can do a Demon Hunters can do better. So whats the point of having ret in the game? The fact that these two classes exist in the same game shows me that class developers either don't play this game at all, or they are deliberately trying to make some classes better in every way. Ret needs to be fixed or other classes like Demon Hunters need to get nerfed in many ways.Killerfen41 Nov 13
Nov 13 Paladin Strength of Mounted Speed Heart of the Crusader looks extremely lackluster when compared to what it once was (Crusader Aura). It also doesn't stack with other effects, which allows other players to use items and guild perks to trivialize what is supposed to be a strength of the class. While buffing the speed increase would probably be a bad idea, I think a solid change would be to adjust Heart of the Crusader so that it also allows the Paladin to mount up with no cast time. It's a small change that wouldn't have a tremendous effect on gameplay, but is enough of an adjust that players would feel the difference when playing their Paladin. It would also help to alleviate some minor QoL issues for the bigger Paladin races with large mounts by allowing the Paladin to dismount, run past whatever low-hanging obstacle may be in their way, and get back to their mounted speed without the delay of cast time.Photonfervor0 Nov 13
Nov 13 Rogues May as well delete all other melee dps. I mean they seem to bring everything that every other dps has and lets face it they are always strong. I get that not all classes will b e strong at everything but THIS IS WHAT PEOPLE HAVE TO BEAT OUT TO FIND A SPOT. They avoid admitting this a is a problem by saying only the top players in the competitions do this but monkey see monkey do really applies to this stuff. It's very obvious that the specs/classes are not even close if they were close you would see a variation at least but you don'tMartei24 Nov 13
Nov 13 Healers 8.1 Disc getting nerf but still probably still be disc/druid/monk on top of everything. But when it comes to gameplay mythic+ and (less) PvP rbg what does healer have different to offer? Trying to make up my mind. What healer are harder to play and can make a difference in the group (oh i wanna be with THAT guy, kind of deal) Tldr: I want to differentiate healers and know which one would suit the situationCatonsteroid6 Nov 13
Nov 13 claws of shirvallah With legion bear forms, I understood why adding this in as a cosmetic option in legion was a bad idea. I waited until bfa to make a thread asking for these great forms to have some kind of glyph like return Many of us started our druids because of this form and miss it a lot ThanksEolite8 Nov 13
Nov 13 What about Fire Mages? So what is coming for us firemages in 8.1 I hope for some big changes back to some kind of we had in legion with our artifacts. That was fun to play but currently the firemage feels boring and slow for me. Dragonbreath as example is not giving me a epic feeling that it is some might weapon against enemys currently it feels more like a warm fart. What about to raise the range again to legion state with our artifact and that it would always do a crit. Living Bomb, again doesn't feel mighty should do a lot more damage. Speed.. the Firemage feels currently slow to play. What about to bring back the feature that you get a speedbuff if you interrupt or stunn a enemy, that was really fun to have. And we could need some overall buffs to crit and in our damage.Deex3 Nov 13
Nov 13 Holy Paladin healing Is there any blue comment about the removal of double sac and if our healing output will be compensated for its removal? If divine favor is the answer will it have purge protection? As of right everything we have can be spell stolen/purged. Please please just answer so I can move on to a different class. Also what are the current dev thoughts on our mastery? Are they thinking it’s fine? The answer to this question will also make me either stay or move on to a different class.Aesthetic0 Nov 13
Nov 13 What exactly are "Class Devs" Genuine question. I'm curious how the "teams" are structured over at WoW/Blizzard HQ. Is there a dedicated group of 5 to 6 employees whose 9 to 5 job is to run simulations, experiment with new talents and abilities, tweak numbers, test different builds, and analyze each spec's performance in all facets in gameplay (raids, mythic+, arena, BG's, etc)? Or do you haul in people from other departments every week or two to discuss the classes they're currently playing? I hate to be rude, but if it's the former then I think Blizzard either needs to do a serious audit of how they spend their time, or re-evaluate the orders they're giving them. All players seem to agree that with the exception of the artwork, music, and maybe Uldir, everything in BfA seems like a discount version of what we had in Legion. All classes are more or less exactly as they were in Legion except pruned beyond belief, and rotations are no more than skeletons of what we spent the last two years doing. Take the recent changes to Enh Shaman. They, along with Ele and SPriests were told months ago that these Class Devs "didn't have time" to complete the necessary changes before 8.0, and that the changes they required would be so extensive that they couldn't possibly be implemented via a mere hotfix, but would have to wait until a future patch. This obviously led players to believe that these Devs had big changes planned for the specs, and led to much anticipation about what they had in store. And what was the result of months and months of supposed behind the scenes work? Numbers tuning. Nothing more. Damage buffs are nice and all, but none of the concerns players had been bringing up since beta were even remotely addressed. These changes COULD and SHOULD have been implemented WEEKS ago. How the Class Devs even let it get to the point where a 40% damage buff on certain abilities is utterly beyond me. Why simply buffing unused talents had to wait an entire patch is truly baffling. The community is already under the impression that the Class Dev team spends their workdays PvP'ing on their rogues. If you want to keep people subbed, you might want to address this. /End RantAstrae28 Nov 13
Nov 13 Why Blizzard won't fix the class Issue They can't... I was reading through the Enhancement shaman changes and I finally realized something. Blizzard knows that the classes are not fun and they know that there needs to be massive changes to specs like shadow, enhancement, and many others and they probably agree with at least 50% of the things that we all keep posting in the forums. Their issue is that it's not one or two specs that are boring and mechanically broken, it's almost all of them. That means there are 30+ specs that need talent reworks, rotations changed, new spells and abilities implemented among many other changes just to make them fun and interesting again. They can't fix shadow priests because then they would have to fix shaman, and then hunters would want the same treatment and so on down the line. They have made such a huge mistake with class design in BFA that it's a mistake that can't be fixed mid expansion! They can't admit the mistake either (which is why we have complete silence and no feedback on this front) other than some number adjustments to shadow priest, demo locks and enhance shamans. At this point it is just better (for them) to act like the issue doesn't exist and just push forward with new content updates, and minor changes and hope that they can make it through this expansion with out major subscription drops and then they can announce sweeping class changes in about a year to correct the "BFA issue". I would be willing to bet my account that around the time the next expansion is announced that Ion will talk about how they learned that classes need to be more dynamic and interesting and that they pruned too many abilities and blah, blah blah in BFA and they are fixing it. I would also be willing to bet that they are already working on class/spec reworks right now, but that we won't hear a peep about it because there are just too many to work on and no reasonable way to decide which class gets fixed first and which has to wait. Therefore everyone has to wait till the next expansion.Annaphora32 Nov 13
Nov 13 Please Change: WW Tab Targeting Aoe As the title states, please change WW’s tab targeting aoe. It doesn’t feel super rewarding to sit there and tab 5+ mobs and then do a sling crane kick. It just honestly feels tedious, and not like I’m performing some expert rotation. My change, have fists of fury apply the mark of the crane buff so you can fist into spinning crane kick. Would make WW aoe much more streamlined, and I wouldn’t have to sit there tabbing every minion, which is sort of annoying.Whitcomovich1 Nov 13
Nov 13 Why should melees be like mongos? God damn devs, why? Why if you choose fight with melee weapons you are feeling like braindead keyboard crusher. We need some utilities too. Just look at warrior or dk. Look at their spells. Strike > strike > charge > strike strike > grip > strike > strike > BUFF, self improvement > more improvement > strike > strike > kick Give us back our class identity spells, Mass reflect, Intercept, Simulacrum at base, Strangulate etc... What're our niches?Rhadamanph0 Nov 13
Nov 13 Feral: Bloodtalons ...Still not addressed despite the blue post stating intentions. It either needs to be redesigned or removed completely as it's mechanics are not good for the modern game, where utility is lost on another maintenance buff that is on the GCD alongside the need to coordinate it's application on Rip and Rake. I appreciate that it may be enjoyable for a number of players, it also does not feel good for those to disagree with it's playstyle. When this degree of polarisation is behind a talent, we get issues in how it's tuned, how the spec is presented to others, causing a stigma. I guess it can be improved by simply making it yet another ability (off the GCD) that is procced from PS. Which adds to a bloat where it's just another TF to maintain. As a spitball idea, you could synergise the interaction into TF, and would very much recommend a similar mechanic from Rogue's Elaborate Planning where CP spenders increase TF's damage bonus by X% for Xsec. I would like to see this interaction baseline to rectify issues we've had in the past, where talents had defined instead of augmented the principle mechanics behind a spec, which had caused the issues and stigmas from Legion up to now. Edit to clarify, and to focus on the issues behind Bloodtalons: ...In the developer's words, Bloodtalons (a maintenance buff) is frequently applied by wasting a utility proc on yourself in Regrowth. Furthermore, this instant cast Regrowth which applies the buff is on the GCD. So, we have a frequently used maintenance buff which triggers the GCD on application, and restricts the player from using PS in a utility setting.Rockford4 Nov 13
Nov 13 Chain Heal changes in the PTR The changes to Resto Shama in the PTR is CHAIN HEAL CENTRIC. State of raid healing classes in the PTR: - Disc has a 5% nerf on their atonement. - Holy and MW remains the same. - Note that Holy got a 4% FLAT HEALING BUFF A FEW DAYS AGO at the cost of +5% mana cost on Binding Heal (their spammable raid healing spell that heals 2 targets + the priest). - Tranquility nerfed. Some healing transferred to Wild Growth buff. Italics = OLD BOLD = NEW - Chain Heal Heals the friendly target for [ 105% [ 140% of Spell Power ], then jumps to heal the most injured nearby party or raid members. Healing is reduced by 15% after each jump. Heals 3 total targets then jumps to 2 most injured nearby allies. Healing is reduced by 30% with each jump. Shaman - Restoration Spec. Shaman - Restoration Spec. 25% of Base Mana. 40 yd range. 2.5 sec cast. - High Tide Chain Heal bounces to 1 additional targets, and its falloff with each bounce is reduced by half Every X mana you spend brings a High Tide, making your next 2 Chain Heals heal for an additional 20% and not reduce with each jump. Edit: X=40,000 as of oct 24 TLDR; - Chain heal buffed roughly 33% - High Tide talent no longer increases chain heal bounce. - High Tide still a passive. Removes fall off penalty of Chain Heal and increases your next 2 Chain Heals by an additional 20% (after spending 30k mana, lasts 15 seconds)Paoweesh107 Nov 13
Nov 12 Quality of life class design I could not think of a better title for this post. Disclaimer: incoming rant! I have been a long time WoW player, I started playing in BC, and I truly do love this game and I have loads of fantastic memories playing it. But BFA has done something to me no other expansion could do, and that is to cause me to not enjoy myself while I'm online. For me personally, I could forgive the azerite armor fiasco, the boring repetitiveness of world quests, but I cannot find myself wanting to log in because my class is not fun to play. There are dozens upon dozens of threads specifically about retribution and holy paladins, so I'm not going to cover what I believe to be all the issues, as those threads are allllll visible, just waiting for someone or anyone at blizzard to take a look. What I am here to talk about is the inequality between specs and how absolutely frustrated I am just trying to get through my preferred content (which is raiding and mythic +). The example I'm going to use is none other than Havoc Demon Hunters. This is mind boggling to me. As a demon hunter you have access to so many tools, and you are useful in all forms of content, and all the while you are just literally !@#$ting damage. Damage just shoots out of you as if you have "BIG DEEPS AURA" on at all times. So here's my gripe! My niche when I'm playing Retribution is "single target damage". How is it that other classes can do just as much single target damage, and absolutely destroy my aoe damage? And nevermind cleave damage, 'cause I don't have any! "But wait Sarg, you can BoP the peoples and you can use the words of glory!" What does that matter when a demon hunter can nonchalantly jump into the fray, aoe stun, and then spew fel on everything til it's dead? I'm just beyond frustrated, oh, and do not even get me started on how I feel about Holy, which is my main spec. Because if I start getting into how I feel about that spec, this thread will have to be deleted. So the point is, now that my specs are absolutely bare bones and play as if a 16 year old high school intern designed them...what's the point? Why not just shelve my decade of work on this class and play Havoc, which is clearly a fully-functioning spec that also performs well? I mean Blizzard, at this point, how loyal do you expect your fans to be? And this is just my point of view as a Paladin. Never mind the several other specs that desperately need a re-work. At the risk of sounding dramatic, this is an absolute effing disaster. I could go on and on and on about this! I just don't understand how you possibly could have thought class design as it is was alright enough to ship with the expansion. And to end my tirade, FOR THE LOVE OF GOD, CAN ONE, JUST ONE, BLUE POSTER PLEASE SAY SOMETHING ABOUT PALADINS. SOMETHING, ANYTHING. /endrantSargis4 Nov 12
Nov 12 Tank Design Problem: Talent Diversity This started out as a mini-project to see how diverse the talent rows were of Vengeance DH. After examining all the classes, the problem seems to be deeply systemic, and any talent row that offers no situational diversity, should be looked at by the developers, as an opportunity to improve our classes. Here is the data: *This data is pulled from Warcraftlogs.com, aggregate scores from Uldir raids, over the past 2 weeks"* "In order to be shown in the graph and table below, the talent must have been used in at least 5% of parses. " Before the data - I want to express that I think TALENT IMBALANCE is a large factor in the slump BFA is having from its playerbase. We have said it time and time again, we would like the classes fixed. This means streamlining rotation, abilities (that were pruned), and perhaps most importantly balancing our talents. Looking over the tank talents taken below, I thought it was just a Vengeance problem where many of our talent rows only had one viable choice. But seeing the data, many of the classes are in a similar situation. Now granted, none of the tanks are as pigeonholed as Vengeance, whom only has choices in 2/7 of their talent rows currently. But if there is a talent that is being taken 95%+ of the time, the other talents should be buffed to make them at least situationally competitive. Anyway, here is the talent data I compiled from Warcraft logs. Vengeance Demon Hunter Talent Row 1 - Abyssal Strike (95.68%) - Agonizing flames (not shown, less than 5%), Razor Spikes (not shown, less than 5%) Talent Row 2 - Fallout (92.57%) - Feast of souls (5.86%), Burning Alive (not shown, less than 5%) Talent Row 3 - Flame Crash (96.17%) - Charred Flesh (not shown, less than 5%), Felblade (not shown, less than 5%) Talent Row 4 - Fracture (92.49%) - Feed the Demon (6.98%), Soul Rending (not shown, less than 5%) Talent Row 5 - Sigil of Chains (81.16%) - Concentrated Sigils (12.07%), Quickened Sigils (6.72%) Talent Row 6 - Spirit Bomb (92.04%) - Gluttony (6.21%), Fel Devestation (not shown, less than 5%) Talent Row 7 - Last Resort (86.37%) - Soul Barrier (10.54%), Void Reaver (not shown, less than 5%) As you can see, there is a problem in Vengeance's talent tree, when there are 5/7 rows with over 90% representation. The point of talent trees is to offer flexibility, and diversity to our character. However this is not happening, thus signalling a problem that should be address by class developers. Here are the other tanks for comparison: Blood Death Knight Talent Row 1 - Blood Drinker (74.78%) - Heartbreaker (19.67%), Rune Strike (5.44%) Talent Row 2 - Hemostasis (98.21%) - Rapid Decomposition (not shown, less than 5%), Consumption (not shown, less than 5%) Talent Row 3 - Ossuary (89.21%) - Foul Bulwark (5.91), Tombstone(not shown, less than 5%) Talent Row 4 - Will of the Necropolis (80.25%) - Rune Tap (16.83%), Anti-Magic Barrier (not shown, less than 5%) Talent Row 5 - Wraith Walk (46.05%) - Grip of the Dead (42.52%), Tightening Grasp (11.34%) Talent Row 6 - Blood Worms (98.98%) - Mark of Blood (not shown, less than 5%), Voracious (not shown, less than 5%) Talent Row 7 - Red Thirst (43.34%) - Purgatory (29.65%), Bonestorm (26.91%) 3/7 talent rows without diversityBigdiggles9 Nov 12
Nov 12 Holy Paladins Need Attention Blizzard Please take a look at Holy Paladins, Blizzard! The Mastery needs to be changed! The vast majority of Holy Paladins despise this punishing secondary stat! Revert to the WoD mastery for the time being or something. (% of healing creates an absorb shield on the target) There are so many GREAT suggestions for Holy Paladin mastery ideas on the paladin forums. All these posts/ideas fall on deaf ears. After the mastery is FIXED. Take a look at the boring gameplay! You've taken away our holy power, word of glory, holy radiance, GUTTED the aura of sacrifice talent, taken away the artifact ability, and GAVE US WHAT IN RETURN? Azerite Armor? No, no, no... Playing a 120 Holy Paladin legit feels like you're still level 80 in terms of your rotation and abilities. I understand they wanted to make us simple, but simple does not mean boring. Bringing back holy power and word of glory alone would make the gameplay 1000x better than what it currently is. Stop ignoring us Blizzard! We are unhappy! >=0Edaleh0 Nov 12
Nov 12 Holy Paladin Mastery Can we please change the Holy Paladin Mastery? I see this as the #1 complaint by Holy Paladins and I couldn't agree more. I understand the idea behind it but it feels punishing instead of rewarding and in many fights is almost impossible to utilise effectively.Logia2 Nov 12
Nov 12 Feral - Utility Identity The changes for feral in 8.1 are so far very nice. They are much appreciated. However, I hope the discussion on feral can continue. Ferals suffer, as do many other specs, from utility identity. What I mean is, the utility they bring is either better covered by other specs or just not useful. Feral has both. Our significant utility in Bres and typhoon is covered much better by our other dps spec- balance - who brings Innervate and treants on top of it. Feral brings stampeeding roar, a group movement speed. This is really lackluster, it's nice, but isn't anything significant. So what could help? Well, we see leader of the pack making a return, but as a PvP talent. We could maybe get that baseline, and leave the healing aspect as a PvP talent. Feral Farie Fire could make a return (add a different modifier to it). Nature's vigil? Even simply giving feral Innervate baseline. Feral isn't in a terrible spot, and really should be better off come 8.1. However, the perception of "I wish they were balance" will continue to thrive unless our numbers are just tuned high, or we can bring identity to the group. Please don't close the book on feral just yet.Strongbad8 Nov 12
Nov 12 A way to make allied races more fun I would be much happier grinding out the new races with classes I've already maxed out at some point, if they had quest lines associated with them. One idea is to make it sort of like a time walking event, where every ten levels we get more story as to how the race ended up where it was before joining the horde. That would be kind of similar to how monks go back to the monastery every ten levels to explore their heritage. This would also be a little less intensive than trying to instruct an entire story line from 20-110. You could even tie in racial abilities as rewards for completing these quests, rather than having them available during character creation, to give them added impact. That, or piecemeal the heritage armor out at end of each set of quests.Tholomaios0 Nov 12
Nov 12 GCD on healing CDs/utility just makes me not want to press them, not think about using them btw take vampiric embrace off the GCD already, it's already worthless enough without it.Felryn2 Nov 12
Nov 12 Did Construct Overcharger Get a Buff? Heard some rumblings it got fixed so it stacks twice as high. can anyone confirm?Varsity10 Nov 12
Nov 12 Should Blizzard experiment with Shaman? I think that Blizzard should try a new strategy with Shaman. I think they should gather feedback directly from the top, reputable Shaman players, voices and representatives, and implement every one of the recommendations they make. I think it would be interesting to see how it would all play out and how the community would respond when they're in total control of their destiny. Would there still be incessant whining? Or would Shamans be happy once and for all?PlayerKZVLQH11 Nov 12
Nov 12 Best hunter idea So in Legion the Mm bows all had quivers attached and it looked awesome! Although it was a shame it was limited to the Mm spec, I suggest that u make a quiver to be held in off hand. It can either have stats or completely no stats and be purely transmog just like the tabard/shirt. It could even be used by some other classes! I mean look at Sylvannas in Org she wears her quiver and holds a sword. Sorry if this is posted in wrong place I couldn’t find a suggestion forum.Hanadah0 Nov 12
Nov 12 Class Options Limited for Xpac Subsystems Keep in mind I'm enjoying the expansion -- despite its flaws. It's the first expansion since Pandaria that I have given an honest chance at keeping my sub. That said, while Blizzard has embraced the simpler talent system in an effort to streamline things over the years, I've seen debates about whether or not the new talent systems are streamlined and better. Some will agree that the old talent systems were clunky; they led to cookie cutter builds, ineffective specs, and awkward class identity. Despite that argument, balance has always been imperfect, even with these simpler classes, less choices for weapons, less points to spend, and less stats. Even now, people are relatively upset with the B.F.A class balance, and it has been among the simplest ever, both in play and options. Yet, is it that simple? Since Warlords of Draenor, we've seen an influx of sub-systems in general (to make this an effective theme park MMO). The coaster doesn't stop at class design, though. Class customization has been moved toward the following, item-based sub-systems: Artifacts (deprecated) and Azerite armor. I guess my primary concern is that, even with the old talents and designs being flawed, would it be bad decision to find a half-way point between the old systems (more weapon choices, larger trees) and the new trees? I find it contradictory that classes were made simpler with less stats, less weapon options, and trees simplified (streamlined), only for class "features", "choice", and "power" to be baked into expansion-specific gear and upgrades that exist as sub-systems classes are dependent on anyway. Mind you, I'm not even asking for trees to necessarily be "Crit Chance increased by 1% per 'x' points". I just wonder if there is a happier medium that can be reached, perhaps for the next expansion. Summary and Questions Class Flexibility and customization (including item stats) were seemingly sacrificed for balance and a streamlined experience, however, choices have been implemented back in via expansion-specific sub-systems like Artifacts and Azerite Gear. This isn't just for progression's sake as these features enhance the class in ways talent trees would have normally if they had more options. Could/Should Blizzard focus less on these sub-systems and bake some of those creative and fun choices back into the class itself, rather than RNG and items that are lost at the end of an xpac? Can they find a happy medium between old and current trees? Are sub-systems as a whole becoming a problem? I'm curious of the thoughts and feedback.Cloudmoore0 Nov 12
Nov 12 [Feedback] Destruction Warlock PvP. Hey guys. Let me introduce myself: I'm R1 EU player on Destruction Warlock with 3k current rating. Here I want to post why Destru is weak and not fun to play on arena. 1. Bad defensives design. Our main defensive ability (Unending Resolve) is offensive one at the same time. That's why it has 3min cd. But it gives us only 40% damage reduction, which is weak with this cd. The way it can be fixed is to separate damage taken reduction and interrupt immunity on 2 different abilities. For example, 1.5min cd on damage reduction and 2min on interrupt immunity. Gates using cd is too long. We have only one baseline ability for a quick change of position and it has 2min cd. As well as it gives you +40yard range from target, every class can close this distance with their mobility abilities, which have shorter cd time. Ways it can be fixed (only one to fix): 1)Reduce cd on using gates. 2) Make affliction PvP talent "Gateway Mastery" baseline in PvP for ALL Warlock specs. Nether Ward has too long cd. It has the same duration as Warrior's Spell Reflect and Shaman's Grounding totem, but has much more cd time and can be Removed with Magic dispell. Ways it can be fixed(only one for fix): 1) Increase duration back to 5sec and make it Undispellable. 2)Reduce cd to 25sec. New Talent Demon Armor is bad. There only some melee specs in the game, the damage of which can be reduced by armor. This talent won't change anything, because all melees have abilities to ignore armor stat. The way this talent can be fixed is: change armor stat bonus to passive physical damage taken reduction. Destruction Warlock mastery damage reduction can be reduced by Mortal strike effects. Idk is it bug or no, but our mastery stat rank as healing. They way it can be fixed: make it work like versatility stat.2. Lack of choise in talent tree. Soul Fire isn't worth to use it. There is no situation where you can use this talent because: 1)It does little damage. 2)It has long cd. 3) Other talents are more fun to play. Ways to fix it: 1)Increase damage it does. 2)Increase Soul Fragment generation by this talent. Burning Rush isn't fun to play. The design of this talent is pretty interesting, but the way it works isn't good enough. It gives you only 50% moving speed increase without freedom effect. But since we're not so tanky atm, you lose so much hp while using it. The way it can be fixed for making it viable in PvP: increase movespeed to 75%-100% with freedom effect (immuned to snares, so you will always move with speed increase effect). Damage outside Grimoire of Supremacy is low. Destruction is playable on arena only because of this talent, because your burst is focused on using it. It's not fun when your burst Chaos Bolt does 60k+ damage, but outside of Infernal it does 24k-30k. The way it can be fixed: Increase baseline Chaos Bolt damage in PvP and reduce bonus damage from this talent.Let's have a look on PvP talents. Cremation. It was good in Legion, but now 3% pure HP damage can't have place in our talents tree. This talent should be reworked, may be it would be good as early Legion version( does 10% target's hp damage, but removes Immolate). Essense Drain. Destruction Warlocks don't use Drain Life in their rotation, so this talent can't be used. It can be removed and replaced by new talents.General issues. Immobility and lack of snares. You've added snare to Succubus, and it's really good, but i can't use it vs every comp, because I need Spell lock ability from my Fel Hunter more often. Destruction is a burst based spec. And it's not fun when you use your Burst and everyone is running away, while you're snared, rooted etc. It would be nice to have slow from Conflagrate back. Only one Azerite trait to use. Destruction warlock is playable on arena only because of one trait called "Flashpoint". Other traits are not that good and don't affect your gameplay.Thank you guys for reading, hopefully developers will notice this topic. P.S: Sorry for bad English, this isn't my native language :)Dreamnyasha6 Nov 12
Nov 12 Heart of Azeroth Neck Update November is pretty much content less. Can we get the alt upgrades sooner? Not sure what is preventing us from getting the systems updates sooner than 8.1. 8.1 will bring a bunch of quests and things to do I get that but is there a reason as to why we cannot get the Alt Buffs in November while we wait for 8.1? Everyone I know is making alts but we are all under powered due to the neck piece. Also while you are at this update the Mission Table Money Rewards. They are worthless.Saphhie2 Nov 12
Nov 12 Galecallers boon a myth? 27 mythic+ runs later and i have only ever seen ZERO of this trinket drop.Mercader2 Nov 12
Nov 11 Reputation Gear I would like to see something implemented that made rep gear attainable account wide. This would be mainly to help with gearing alts. Why do i say this? Because most like myself even though only casual, when we hit exalted with a reputation are not concerned with the gear that they have any longer due to out gearing it. What would be nice is possibly the vendor selling a token that once an alt reached either friendly/honored, could then use to purchase the gear they wanted w/o having to be exalted with that faction.Sarkli1 Nov 11
Nov 11 Ret changes in 8.1? My BM hunter with 10 less ilvl can keep up in dps. Can you give us something? Anything to boost dmg would be really nice.Petmæster2 Nov 11
Nov 11 When you'll ask yourself, what'd killed WoW ... I'll come and whisper in your ears: "Class design, bithc"Rhadamanph46 Nov 11
Nov 11 Holy Paladin Throughput So I've been playing a holy paladin as my main since Legion and have been playing different paladin specs since BC. I have AOTC in Uldir and have completed +10s(some in time, some not). Up until the last few days I felt that holy really needed some help in raids but are great in 5 mans. The changes in BFA have made us feel clunky, boring and generally out of place in a raid environment. However I felt that it would be hard to balance us because of our strength in healing 5 mans with BoV etc. I honestly felt that paladins were probably one of the strongest, if not THE strongest 5 man healer based on my experiences in 5 mans and what the healing rankings have been on youtube etc. This week I started to focus on my priest as a backup plan for our raid team in the event that we need more throughput for a heavy AoE fight. When I stepped into mythic plus on my lesser geared priest on which I have very little experience healing it was a rude awakening. The throughput of holy priest feels like it out weighs the utility of a holy paladin. If you spec SW on a pally you can burst a group up twice with BoV within the CD and if you spec AC you can sustain mana for longer boss fights in high keys but holy priest feels like it just never has to blow a CD. Just heal and everything is good. At this point I am really questioning weather or not I want to follow the trend of paladin healers swapping mains. I know the utility it brings in a raid setting is extremely useful but the reality is the changes have made it less fun and less rewarding to play. I understand that we were OP in legion but this gutting has been over the top. I feel I am only hanging on to this toon because of the nostalgia and really hope Blizzard does something about it but for now I just feel defeated every time I log on my main.Lightrath8 Nov 11
Nov 11 Class design is the worst part of BfA And it gets the least amount of communication. The WORST part gets the LEAST amount of communication. How does that make any sense?Winkypants15 Nov 11
Nov 11 Elemental Shaman Identity Crisis I love Ele to death, but recently it's been impossible to discover what our "new" spec identity is suppose to be. Can anyone pinpoint why you'd ever want a shaman over something like a Mage or Warlock. Elemental has always been a high mobility caster, yet has been turned into another turret caster with nothing special going for it besides for it being "the only lightning caster". Even taking the lightning caster philosophy, LB hits for the same damage as a melee auto attack.Vegito2 Nov 11
Nov 11 Class Identity, Strengths & Weakness At the base, I like this approach. A very glaring problem is you look at Demon Hunters or Rogues, and all the competing options don't bring anything to the table (mostly) that those classes can't. Two main points I'd like to bring up here. 1. There needs to be more strengths among the different classes. Utility could be an excellent option to shore up. Not only are utility abilities exciting, but they can enhance toolkits without directly having an impact on rotations or the balance of damage 2. Movement restriction is a garbage weakness. This applies to Death Knights, Paladins, and most ranged classes. I think one of the biggest reasons MoP is remembered so fondly is because all classes had reasonable movement abilities/options. Whether that was direct movement abilities, or abilities that could be used while moving. It's fine for some classes to move better than others, but that should only be used as a strengthening aspect. I think using it to go the other way and making a class heavily movement restricted feels pretty bad. **I think it also limits how different classes can engage with modern mechanics. Dances, quick response, constant mechanics, whatever. I think reacting and engaging with mechanics is fun, AS LONG AS IT DOESN'T REMOVE YOUR ABILITY TO CONTRIBUTEVarrow27 Nov 11
Nov 11 Queen's Decree Can you guys add this animation back to healing stream totem instead of its current faerie blue healing splash?Myras1 Nov 11