Warlords of Draenor

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Shareel
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Re: Warlords of Draenor

Post by Shareel »

Mylo wrote:kein grubenraid mehr? juhuu
Doch Mylo. Die Raidquests (z.B. Grube) bleiben Raidquest. Nur die Solo-/Gruppen-Quest kann man nicht mehr im Raid machen.
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Gefjun
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Re: Warlords of Draenor

Post by Gefjun »

Shareel wrote:
Mylo wrote:kein grubenraid mehr? juhuu
Doch Mylo. Die Raidquests (z.B. Grube) bleiben Raidquest. Nur die Solo-/Gruppen-Quest kann man nicht mehr im Raid machen.
Nope, es sind genau diese eigentlichen Gruppenquests (die Apexis-Dailies z.B.) damit gemeint:
In patch 6.1 players in a raid group will once again no longer be eligible for quest credit, except for specially-designated Raid quests, so Apexis Dailies will no longer be completable while in a raid group. We are continuing to explore ways of allowing players who want to engage in solo or small-group questing while in a raid group (for example, while waiting for a Highmaul raid to form, or in a Rated Battleground queue), without also allowing raid groups to trivially complete quests that were never designed with groups of that size in mind.
"specially-designated Raid quests" ist in dem Fall beispielsweise ein Großteil der Legendary-Questline.
For tanks, having fun generally entails actively getting punched in the face. They're weird like that.
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Shareel
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Re: Warlords of Draenor

Post by Shareel »

Oki, ich dachte die waren explizit als Raid-Quest geflagt. Waren aber nur Gruppe.
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Gefjun
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Re: Warlords of Draenor

Post by Gefjun »

Known Issues:

*When someone else adds you as their in-game friend, you'll receive log-off notifications from them even if they aren't your friend.
Aha! Zmokey, das Rätsel ist gelöst :D
For tanks, having fun generally entails actively getting punched in the face. They're weird like that.
Zmokey
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Re: Warlords of Draenor

Post by Zmokey »

Hm das aber unsinnig. Nur weil mich jemand kennt klingelts jedesmal bei mir an der Tür wenn die Person bei sich zu hause die Tür aufmacht. Ich wusst gar nicht das meine Überwachungstools mittlerweile so weit entwickelt sind.
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Shareel
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Re: Warlords of Draenor

Post by Shareel »

We are preparing to deploy a hotfix next week that will increase the item level of all raid drops from all difficulties of the Blackrock Foundry raid.

The main purpose of this change is to ensure that killing new bosses in the Blackrock Foundry raid feels appropriately rewarding. We are finding that groups coming out of a couple of months in Highmaul could often have an average item level that was just barely shy of the loot dropped by the appropriate difficulty in Foundry. A core part of the experience of progressing through a new raid tier lies in the sense that even if you didn't manage to kill a particular boss this week, the upgrades your raid group gathered along the way will make things smoother and improve your chances the following week.

This change will be retroactive, affecting existing items that players may have in their possession. Thus, instead of an item level range of 650/665/680/695 for Raid Finder/Normal/Heroic/Mythic Foundry, the loot awarded will now be item level 655/670/685/700 respectively. At the same time, we will be increasing the item level of the new highest-tier crafted and Apexis vendor items by 5, in order to keep their power unchanged relative to the Foundry raid itemization.

A few comments in response to some posts so far.

First, I wouldn't read much into the use of the word "tier" in the post - it's being used as a synonym for "zone" in this case. The point stands regardless: When you go through a series of learning attempts and wipes to defeat a new boss for the first time, you expect a commensurate reward for doing so. Many players coming out of 2 months in Highmaul were in a situation of having to work to learn and defeat new bosses that dropped loot of roughly the same quality as what they already were wearing. That isn't satisfying and doesn't allow for much power progression.

Second, the primary point of this change is not to nerf Foundry encounters. If that were the goal, it would have been much simpler to simply nerf the encounters, and we'd taken a more surgical approach to specific encounters. The aim is strictly to improve the reward side of the difficulty:reward ratio.

To use an example, consider a guild that primarily does Normal mode content and eventually progresses into Heroic. This guild may have been 6/7N Highmaul by early January; they ventured into Heroic and killed 2-3 bosses there, and then went back and finished off Mar'gok on Normal. Along the way, they also got some item level 670 loot from garrison mission caches. Now, Foundry comes out. Just because this group killed a couple of Heroic Highmaul bosses after two months in the zone doesn't suddenly make them a Heroic guild - they will, appropriately, begin in Normal Foundry. But their average item level with mostly 655 items (some 661 warforged), and some 670 items from Heroic Highmaul, is likely around 661 or 662 as a raid group. And that simply doesn't leave much room for meaningful reward. And replacing a 670 non-set piece with a 665 set piece is likely a power upgrade, but also does not feel particularly satisfying. You can change the difficulties in the example above, and we see the exact same situation with Heroic guilds coming into Heroic Foundry with an average item level in the 675+ range, which again didn't leave much room for improvement.

(Note that this logic really does not apply to Mythic Foundry, but once we're buffing loot from the other difficulties, we must also adjust Mythic in order to keep Mythic drops feeling like an appropriate upgrade over Heroic. Mythic Foundry is still plenty challenging and ranks among the overall hardest raid zones we've designed - an extra few item levels is not going to change that.)

Edit: And yes, the actual stats on the items are of course increasing along with the item level. The point is to improve the actual reward, not smoke and mirrors creating the illusion of one.
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Cov
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Re: Warlords of Draenor

Post by Cov »

Seltsame Entscheidung und seltsamer Zeitpunkt. Aber 5 ilvl mehr - hooray.
Ich fand es gab eh schon kaum noch einen Grund nach Highmaul zu gehen, die Blackrock-Sachen sind zuminest für den mistweaver und für den Jäger viel mit besseren secondary-Stats ausgerüstet. Und jetzt gibts nichtmal mehr einen Grund noch mythic-Bosse in Highmaul auch nur auf die mittelfristige todo-Liste zu setzen.
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Mylo
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Re: Warlords of Draenor

Post by Mylo »

Mythic ist zwar weit entfernt, steht aber hoffentlich immer noch auf der ToDo, nicht wegen dem Loot, sondern einfach, weil es das gibt ;) Ich fand die ilvl bei den beiden Raids wirklich verwirrend nah beieinander.
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Shareel
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Re: Warlords of Draenor

Post by Shareel »

The hotfix has been fully applied to both tier and non-tier Foundry items. Thank you all for your patience!

Reminder: We have an Item Restoration page here on our website you're welcome to use. Details here: https://battle.net/support/restoration
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Sluckz
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Re: Warlords of Draenor

Post by Sluckz »

6.2 Content :)

Aspect of the Fox removed. Hurra!
Confidence surges, as the Enemy crumbles.
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Cov
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Re: Warlords of Draenor

Post by Cov »

Serpent Sting no longer deals an initial "tick" of damage when the periodic effect is first applied.
Bye bye Multistrike-SV-Hunter.
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Shareel
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Re: Warlords of Draenor

Post by Shareel »

Bei den meisten Klassen gibts bei A was dazu und bei B was weg. Mal schauen wie sich's ausgeht. Beim Hunter gibts MM & BM nen Buff. SV muss man mal sehen wie sich die Mastery Änderung anfühlt.

Der Ele Shamy Nerf geht mir diesmal zum Glück am A**** vorbei. Wäre Bashy noch mein Main würd ich mich fragen "Wozu das dann?"
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Gefjun
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Re: Warlords of Draenor

Post by Gefjun »

Shareel wrote:Bei den meisten Klassen gibts bei A was dazu und bei B was weg. Mal schauen wie sich's ausgeht. Beim Hunter gibts MM & BM nen Buff. SV muss man mal sehen wie sich die Mastery Änderung anfühlt.

Der Ele Shamy Nerf geht mir diesmal zum Glück am A**** vorbei. Wäre Bashy noch mein Main würd ich mich fragen "Wozu das dann?"

Die Zahlen sind bisher doch noch vollkommen aus der Luft gegriffen. Und wieso Ele-Schamis generft werden? Schau dir mal ein paar entsprechende Logs an, dann weißt du wieso ;)
For tanks, having fun generally entails actively getting punched in the face. They're weird like that.
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Mizukichan
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Re: Warlords of Draenor

Post by Mizukichan »

Hotfixes vom 13. April:

The health and damage scaling of aspects of several encounters on Normal and Heroic difficulties have been adjusted to make them less punishing for smaller raid groups, to account for reduced availability of external cooldowns and the larger relative portion of the group that must deal with certain mechanics. Overall, these changes should make the encounters easier for groups with closer to 10 raiders, while having little noticeable effect for groups with closer to 30 players.

Kromog
  • Stone Breath now deals up to 20% less damage on Normal and Heroic difficulties.
The Blast Furnace
  • Foreman Feldspar, Security Guards, Bellows Operators, Firecallers, and Engineers now have up to 15% less health on Normal and Heroic difficulties.
Blackhand
  • The damage over time dealt by the Impaled effect has been reduced by up to 30% on Normal and Heroic difficulties.
  • Blackhand now has up to 10% less health on Normal and Heroic difficulties.
Last edited by Mizukichan on Wed Apr 15, 2015 9:24 pm, edited 1 time in total.
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Gefjun
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Re: Warlords of Draenor

Post by Gefjun »

up to
:!:
For tanks, having fun generally entails actively getting punched in the face. They're weird like that.
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