Season of Discovery Hotfixes - May 8

THANK YOU!!! I’m so glad you fixed this! BTE is still bugged in the combat log because it doesn’t show any indication of why it failed- neither stun resist nor miss show up

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STV event is terribly laggy. Please fix it.

The grass is always greener to this Cow.

Why is frost mage being so neglected?
With how frost plays, I understand why it’s not performing in gnomer. You can buff ice lance by a substantial amount and I guarantee it will still not see a place in the pve meta.

Frost has always been the cookie cutter pvp build. Show it some love…

Buff ice barrier, lower the cooldown on ice block (dispersion 2 minute cooldown, gives mana back, usable while mounted but block is a 5 minute cooldown?)

Increase ice lance damage by at least 50%. Can’t think of a single scenario where you’d go ice lance over living bomb in pvp.

On another note, I give some kudos to the team. There have been substantial changes happening every week and I appreciate the attention to feedback. I can’t imagine balancing sod being an easy task.

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  • Hunter
    • Chimera Shot no longer extends the duration of Wyvern Sting’s periodic damage.
      • Developers’ notes: That interaction was never intended.
        Chimera Shot
        You deal 100% weapon damage, refreshing the current Sting on your target and triggering an effect.

Seems to be working exactly as intended. Only thing missing would be an extra effect for using it to refresh your wyvern sting. Not sure what the issue is here.

February 27, 2024

WoW Classic: Season of Discovery

  • High-Yield Radiation Bomb adjusted:
    • Its slow effect can now be removed with snare removal effects.
    • Its damage-over-time is now correctly Nature damage and a Poison effect (was Magical).
    • The initial damage of the bomb now works on enemies that are typically immune to slows.
    • The initial damage of the bomb will now always go off when it hits.
  • The increased armor value of certain mechanical bosses in Gnomeregan has been reduced slightly.
    • Developers’ notes: The higher armor values on certain mechanical enemies in Gnomeregan was correct and intended, but we will adjust the armor on Crowd Pummeler 9-60 and Mekingeer Thermaplugg slightly to provide up to a 10% increase in physical damage received, depending on modifiers present. We also checked the Mechanical Managerie, and it is using the correct armor values.
  • Druid
    • Lifebloom mana cost reduced by 50%.
      • Developers’ notes: Lifebloom refunds half its new base mana cost per stack when it expires or is dispelled. This part has always functioned in this way, and we’ve seen a bit of confusion around how the mana return portion of Lifebloom functions.
    • Living Seed now heals for 50% of the critical heal that planted the seed (was 30%). This heal now blooms from non-periodic healing received, in addition to any damage taken.
    • Nourish mana cost reduced by 27%.
    • Moonkin Form now also reduces the mana cost of Moonfire by 50% and increases Moonfire periodic damage by 50%. Sunfire also benefits from this change.
    • Moonkins can now cast non-healing Restoration spells without cancelling their shapeshift. This includes: Remove Curse, Remove Poison, Abolish Poison, Innervate, Rebirth, Revive, Mark of the Wild, and Gift of the Wild.
    • Fury of Stormrage improved: when this rune makes Healing Touch instant, it now also makes it castable in all shapeshift forms.
    • Lacerate critical strikes can now trigger Primal Fury.
    • Nourish is now instant cast when Fury of Stormrage is active. Nourish no longer breaks Moonkin form when Fury of Stormrage is used to cast an instant version of the spell.
  • Hunter
    • Dual Wield Specialization no longer grants a 30% damage bonus to Raptor Strike for wielding two weapons of the same type.
  • Mage
    • Chronostatic Preservation no longer checks for a target within range or line of sight on the first cast. Its tooltip states that it has an Unlimited range, andthe first part of the ability now does, but the unleashed heal has a range of 40 yards (46 yards talented), which is unchanged.
  • Paladin
    • Crusader Strike now deals Holy damage instead of Physical damage, ignoring armor, and is now affected by Holy damage prevention. Crusader Strike is still considered a melee attack, and not a spell.
    • Seal of Martyrdom can no longer trigger Art of War, and will no longer be triggered by Frost Oil or other weapon procs.
  • Rogue
    • Redirect no longer triggers or is affected by the global cooldown, and its own cooldown has been reduced to 10 seconds.
      • Developers’ notes: when Redirect is combined in a macro with other Combo Point related abilities, it often does not function as expected. We recommend not including it in such macros.
    • Main Gauche now generates 3 combo points on your target and base Energy cost reduced to 15.
    • Just a Flesh Wound threat bonus increased such that Rogue tanks will generate approximately 30% more threat.
  • Shaman
    • Two-Handed Mastery rune now also provides 10% increased Attack Power and 10% increased chance to hit with spells after hitting a target with a two-handed weapon.
    • Shamanistic Rage rune now grants 5% of the Shaman’s maximum mana per
      second, instead of a value scaling from Attack Power, Spell Power, or Healing Power.
    • Spirit of the Alpha rune now grants the casting Shaman 20% increased Attack Power if they cast the spell on a target other than themselves.
    • Earth Shield mana cost reduced by 67%, and charges increased from 3 to 9. The base amount healed now properly scales with level and is about 50% higher than previously at level 40.
    • Power Surge tooltip revised to clarify functionality. This rune periodically grants mana every 5 seconds, equal to 15% of the Shaman’s intellect. Some potential timing issues that could have sometimes made it give less mana than intended have been fixed.
    • Ancestral Guidance cooldown reduced to 1 minute (was 2 minutes).
  • Warrior
    • Rallying Cry now correctly benefits the Warrior’s entire raid (was: the Warrior’s party only).

Could you clarify this? I, and other people, were under the impression that the interaction between Seal of Martyrdom and Art of War would remain unchanged.

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Interesting druid buffs. Good to see moonkin getting some love

No one uses it anyways ranged is trash who cares. Devs nerfed all specs into the ground. Atleast warriors are amazing with healers.

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wait, so which is it?

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Hi there.

I have a complain about the rogue class.

I using two daggers which can apply a poison to the target, and using Deadly brew too, and when i make a SAP spell on a mob, these poisons are proccing to the target and i lose my SAP. Can we change this somehow, because its really annoying!

thank you,

Wnca

I Would like to see hunters get 10%hit buff for duel wield rune like Shaman.
Also as a fix for such low range dmg. I would like shoots and or pet to be affected by wild strikes or wind fury

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Hunters need all scaling nerfs reversed to be relevant. - Chimaera increased to 200% cool down reduced to 3 seconds, aimshot instant.(Just like these dog trash boomies hitting one button for 1500 damage instantly) sniper training as a 3 second 25% crit. that would bring them from f tier to D tier. Melee hunters could use both 10% hit 10% damage, 3% mana returned on crits.

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Im super confused about this too and theres been no response so far. Likelyhood is there is some internal debate going on, about whether it should stand or not. Could also just be a simple typo but i feel like so many people have mentioned it already that it couldnt just be a typo.

Either way, if the change goes through then i’ll probably stop playing altogether, i dont want to be roped into choosing between a version of ret that constantly runs out of mana and has the most simplistic rotation ever or playing shockadin which i refuse to take seriously as a raiding spec.

Well… Did my first raid last night after the changes to hunter and you completely broke my class. I am so frustrated honestly with the removal of the 30% raptor strike. I was basically removed from my raid group last night because the damage has dropped so much… why do yall hate hunter’s so much. I thought that SOD was going to be a place where every class is OP instead of just warr’s,
hunters cant win for a damn second. This change dropped my DPS tremendously. dropped my damage output. it was so different please compare logs from prior to patch to after because yall really messed this one up… Do you want to just not have anyone play hunter.

Did you give into complaints like you said you wouldn’t do ?

Who even makes these changes do yall play the game ? how does it even make sense that i basically now have to run BM so i dont lose 18% dps. that’s so much dps this change was so bad and I have no choice but to drop my hunter MY FAVORITE CLASS because you dev’s hate them or something idk.

but this puts alot of stress honestly i spent all this time leveling my hunter to be nerfed time and time again

You cant nerf us with normalized damage and a 30% reduction its so my kit literally consists of two buttons…

I know everyone hates hunters but as an under represented class it felt good to be on top for once.

Hunters were top for a total of 2 weeks of this game being out for 15+ years… make it make sense

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We did it warriors we were mentioned on any blizzard post! Now our useless boot rune helps for all those raids warriors are not in

I have 4 toons the hunter was gonna be my main p2 but i saw this coming leveling him with rested xp until all the nerfs are in wont be going hard with him.,

I was already near top of my guild in dps as dual wield enhancement. Thank you daddy blizzard for putting me over the top :smiley:

You guys obviously have never PvP’d against a enhance shaman. Wow.

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So are we hiding the rest of the changes for Warriors? Warriors need some buffs to our utility and survivability runes. There is too much player damage in runes with no way to offset or compensate.

Some suggestion:

  • Warbringer give 20% damage reduction on your charge, intercept and intervene for 2/3s.
  • Enraged regen needs a 30% dr on top of heal.
  • Victory rush needs to proc on assists/kills Reset on kills. (or always active with a version of reset on kill/assist). would be interesting if it had a scaling modifier with hp or missing hp either for dmg or healing. scale off stamina directly?
  • remove shared cooldown from retal/shield wall/recklessness. reduce them to 10-15 min cds. put a 30sec to 2 min cd shared on activation. (main thing is removing shared cd)
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