The War Within Hotfixes - October 16

I wish it was weighted rng and configured to favor your lower rank items.

i dont know what kind of “hotfix” you guys did to delves but it didnt put them back like they were. i was running solo 8s at Ilevel 583-4 the other day and doing fine and now im getting ganked at ilevel 590. they should be getting easier not harder. so first you mess around with tailoring and make it almost impossible for normal players to make anything and now delves. honestly if i thought i had a chance of getting my money back for this expansion and my game time i would ask for it. your doing the same thing HD2 did and you should know that nerfing everything does not endear yourself to the player base. FIX IT

(and you really need to make a queue finder for Mythics too. sitting around for 3 hours trying to get into groups is disheartening and a waste of time.)

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I really hope the delve people didnt go home for the weekend thinking it’s all fixed.

Actually if they did, can someone else go in and fix it for them while they are gone? All you have to do is revert it to before this week’s trainwreck, and then let them figure out what tuning they really still think after all this that they need to do later

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How about just drop the whole idea of enemy scaling because you clearly can’t get it right. It wasn’t right a couple years ago when I returned after a long hiatus, it wasn’t right in MOP Remix, and it’s not right now. You’d be better off just making a static setting of how tough each enemy will be at each level, click Apply and OK, THEN TEST IT… if it’s not soloable on the game’s weakest classes (healers need to be able to solo this stuff too), then you’re not finished.

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So when is this fix happening, because Zek’vir is still completely broken and Brann is outputting extremely reduced damage

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Thank you. <3

they decided to add relevant gear to it and then realized that that meant people who care about gear would take advantage to gear very fast and then swerved hard to break delves rather than break their perfect gearing curve

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I’ll never understand how they came up with the logic that successful T8 drops 603 gear but you have to be 600+ ilvl to complete them LOL

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oh the logic is simple. Blizzard categorically refuses to ever make mythic players mad by giving people any other route to keeping up with them, despite the fact theyll be mad about it anyhow.

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Yeah, i saved my keys and hit 601 ilvl through delves. Didnt get any loot from normal, heroic, or mythic 0 dungeons. Delves were so good for gearing xD

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one of the latest changes feels like they did something that made brann now take a ton more damage, He got one shot by one of the Bosses AoE mechanics that he just stood in. Also what is even the point of having an aggro table if casters will always prioritize abilities at the player and not brann, brann can have 100% aggro but if I’m in range of a caster they will always only target me to cast spells.

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This is still a issue when summoning a new Felguard when it’s killed. While conducting a Delve Tier 8 on my item level 599 Demo Lock, the end boss killed my Felguard and then I summoned a new Felguard. While my “Threatening Presence” has been ALWAYS active, (as it should be for Felguard pet ability), my Felguard failed to regain aggro/threat from the end boss while the boss was ever chasing me around the area just chunking my HP down, blowing all my HP and defensive CD’s to stay alive while dealing damage and running around from the time I’ve re-summoned my Felguard throughout the whole encounter, my Felguard never regained threat. I did manage to kite around to avoid what AoE damage I could avoid, nevertheless, my Felguard never regained aggro.

So, how is this fixed? Concerned.

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HOTFIXES

September 16, 2024

Classes

  • Death Knight
    • Rider of the Apocalypse: Apocalyptic Conquest now correctly modifies total Strength (was modifies base Strength).
    • San’layn: Visceral Strength now correctly modifies total Strength (was modifies base Strength).
    • Blood
      • Bloodied Blade now correctly modifies total Strength (was modifies base Strength).
    • Mage
      • Fixed an issue that caused Frostfire Bolt to consume Ice Floes when instant cast from Frostfire Empowerment.
      • Fixed an issue that caused Ice Wall to not be reduced by Elemental Affinity for Fire Mages.
  • Paladin
    • Holy
      • Fixed an issue that caused Light of the Martyr to grant a larger absorb than expected from level scaling.
  • Rogue
    • Deathstalker: Corrected an issue where Singular Focus was not correctly scaling in legacy content.
    • Subtlety
      • Deathstalker: Deathstalker’s Mark and Darkest Night now correctly interact with Animacharged Combo Points granted by Echoing Reprimand.
  • Warlock
    • Ritual of Doom summoned Doomguard damage reduced by 90%.
      • Developers’ notes: While sacrificing your friends can be entertaining, we’d prefer it to not be the optimal means to play. We’ve decreased the throughput of Ritual of Doom to ensure that warlocks don’t need to pay such a hefty tithe to perform optimally.

Delves

  • Developers’ notes: We’ve been closely monitoring progress in Delves, and we’ve seen that the median time to complete a Delve at higher tiers has been longer than we’d like for the majority of classes. We’ll continue to evaluate what might be needed to maintain difficulty across the tiers while also shaping the overall time that Delves take to complete.
  • Reduced the health of bosses, lieutenants, rares, and unique objective creatures.
  • Fixed a bug that could make Brann much stronger than intended.
  • Increased Brann’s damage and healing by 125% across all tiers.
  • Increased Brann’s damage reduction so that he takes 80% less damage.
  • Earthcrawl Mines - Lamplighter Variant
    • Lowered the difficulty of enemies attacking players during the wave defense portion.
  • Kriegval’s Rest
    • Lowered the size of ambush groups while defending Pagsly.
  • The Waterworks
    • Lowered the size of ambush groups at the end of one of the variants.
    • Lowered the size of specific spawn groups throughout the map to 3 enemies (was 6 to 7 enemies per spawn group).
    • Fixed an issue where Pagsly and Karnk would not respawn if a player died while in a group.

Dungeons and Raids

  • Nerub-ar Palace
    • Ulgrax the Devourer
      • Fixed an issue that allowed Hungering Bellows to be mitigated by physical resistance effects.
      • Reduced the damage of Hungering Bellows by 15%.
      • Developers notes: Hungering Bellows is meant to ignore physical resistance, similar to other ‘sonic’ effects. The damage has been reduced slightly to compensate for some of this change.
      • Ulgrax now enrages a few seconds after ‘Feeding Frenzy’ resolves for the fourth time.
    • The Silken Court
      • Fixed a timing issue causing Stinging swarm stacks to duplicate or become lost.
      • Fixed an issue where binding webs from Web Vortex would occasionally not stop Reckless Charge.
      • Corrected an issue where Takazj will move out of the middle before casting Shatter Existence during the first intermission.
    • Queen Ansurek
      • Fixed an issue that could sometimes cause Froth Vapor to not apply on targets.

Items

  • Fixed an issue where Radiant Echoes were not dropping for some players.

Professions

  • Engineering
    • Concealed Chaos Module embellishment
      • Fixed a bug that prevented the slow from working as expected.
      • Added visual and audible feedback when a mine is detonated.
      • The effect now respects the target limit specified in the tooltip.
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This is really simple high hp = takes longer. It’s pretty clear that players are taking LONGER because everything has to die quick which makes people use all cds on most pulls or they take too long to die.

I’m not sure how long was intented for delves to last but so far they last longer than torghast did depending on classes and how do you approach the delve…

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The same bug is currently effecting Fel-Scarred’s “Monster Rising” talent (at least for havoc, idk about vengeance). It is currently giving 8% base agility instead of total agility.

Delves

  • Developers’ notes: We’ve been closely monitoring progress in Delves, and we’ve seen that the median time to complete a Delve at higher tiers has been longer than we’d like for the majority of classes. We’ll continue to evaluate what might be needed to maintain difficulty across the tiers while also shaping the overall time that Delves take to complete.
    *** Reduced the health of bosses, lieutenants, rares, and unique objective creatures.**
  • Fixed a bug that could make Brann much stronger than intended.
  • Increased Brann’s damage and healing by 125% across all tiers.
  • Increased Brann’s damage reduction so that he takes 80% less damage.
  • Earthcrawl Mines - Lamplighter Variant
    • Lowered the difficulty of enemies attacking players during the wave defense portion.
  • Kriegval’s Rest
    • Lowered the size of ambush groups while defending Pagsly.
  • The Waterworks
    • Lowered the size of ambush groups at the end of one of the variants.
    • Lowered the size of specific spawn groups throughout the map to 3 enemies (was 6 to 7 enemies per spawn group).
    • Fixed an issue where Pagsly and Karnk would not respawn if a player died while in a group.

Thank you!

WoWhead also reported nerf to nerubian webcasters (or mancers idk) via web bolt not sure if true

But yeah nice to see especially the nerf to hp as well of bosses and what not. And the other changes are all nice! Not to mention god mode Brann after that whopping 80% damage reduction sheesh.

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please fix branns stuff in the underwater delves nothing works in them and he just runs all over the place pulling everything.

Not to mention him being stuck for people randomly from level 34-38, where he just randomly stops gaining XP

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31 brann here and he just stop getting exp… so it’s not only 34-38

Hey Boss, can we find a way for Brann to drop his campfire on command, please?

What if I want to take a wee break to get that wee buff huh?

6 Likes

I think you have a misunderstanding of how threat works in this case.

As far as I know:

The boss has a table of threat that it is keeping track of over the course of a fight. Your warlock is generating threat through the damage your character (not your pet) does to the boss. When your pet dies, it is dropped off the threat table. Then your new pet is summoned, which starts at zero threat. The boss still remembers that “[warlock] has hit me for 5 minutes accumulating X million threat points” and it is weighing that against the new Felguard that starts with zero threat generated.

What Threatening Presence does is it takes the damage done by your pet and gives it an outsized threat value - let’s say the Felguard hits for 1000 damage but the boss threat table sees it as if it were being hit for 10,000 or 100,000 damage. In a normal fight, this helps keep the Felguard higher than your warlock on the threat table. If you summon another pet mid-fight, the problem is your warlock is so far ahead of a brand new Felguard that it may take a very long time for New Felguard to catch up even with the threat buff.

In the situation you describe, you need a taunt. Taunts work differently in that they force the taunting pet/character to the top of the threat table immediately. The only warlock pet that has this ability is the Voidwalker with its spell called Suffering. So, in the case where you’ve been fighting for awhile and absolutely need something to be tanked off you, you need to summon a Voidwalker mid-fight and not a second Felguard, assuming the boss is tauntable.

4 Likes