I would imagine default frames are not affected. It could be a thinly veiled attempt to push people to them. Our raid will find out tonight, I guess. Most addon authors are reverting to the old style range check of using a friendly spell from the player’s current class to execute the check.
The addon author probably made the update I referred to in order to account for the change. Glad it’s not gonna be a problem for healers after all, but I don’t really see the reason this change was made to begin with.
Why why blizzard dont fix rest shaman why we cant heal for crap in pvp
Why we always get nerf for nothing
Why we cant have fun in the game like monk,druid and priest why we last heal for 4 years alwas getting nerf came why
Added Ivy as a reward for Don’t Let the Doe Hit You On the Way Out.
Beast Cleave and Kill Cleave now log correctly when the Hunter is buffed by an Augmentation Evoker.
Creatures and NPCs
Fixed issue causing rare elites in The Forbidden Reach, Zaralek Cavern, and The Emerald Dream to not award credit to players in a raid group.
Unpulled rare elites in Forbidden Reach and Zaralek Caverns should now despawn after 15 minutes, unless players are in their immediate vicinity.
Dungeons and Raids
Developers’ notes: Through the first week of Season 3 Mythic+ dungeons, data and feedback suggest that Murozond’s Rise, Throne of the Tides, and Atal’Dazar are outliers in terms of difficulty. While Murozond’s Rise and Throne of the Tides are too difficult, Atal’Dazar is proving too easy and may affect player progression through the content in a negative way. Our adjustments aim to better align overall balance across the Mythic+ dungeon pool for Season 3.
The required enemy forces count for Atal’Dazar has been increased.
Toxic Saurid’s Leaping Thrash no longer triggers Poisoned Claws on the target.
Dazar’ai Juggernaut’s Merciless Assault damage reduced by 25%.
Dazar’al Augur’s Wildfire periodic rate reduced to 1 second (was 2 seconds).
Dinomancer Kish’o’s Deadeye Aim damage reduced by 25%.
T’lonja’s Frenzied Charge is now avoidable but inflicts increased damage.
Monzumi’s Wild Thrash range increased to 100 yards.
Yazma’s Wracking Pain can no longer be interrupted and is no longer a curse effect in Mythic Keystone difficulty.
Corrupted Blood inflicts damage every 2.5 seconds (was 3 seconds).
Spirit of Gold’s health increased by 33%.
Resolved an issue that could cause Double Strike and Triple Strike to cast on unintended players.
Tyr, the Infinite Keeper
Radiant Barrier damage absorb reduced by 15%.
Radiant Barrier refresh damage reduced by 25%.
Timestream Anomaly’s Untwist damage reduced by 20%.
Time-Displacement reduces the creature’s health by an additional 10%>
Time-Displacement on death damage effect reduced by 50%.
Increased the cooldown of Double Strike and Triple Strike.
Chrono-Lord Deios health reduced by 10%.
Infinite Corruption damage reduced by 20%.
Throne of the Tides
Reduced the total number of Unstable Corruption spawns and Unstable Corruption now spawn more consistently in the Abyssal Halls.
Can you guys push this topic on the council? This just turn rare farming even worse for future new and returning players.
There’s a lack of insight on this kind of decision, We need a response from a Reward Dev with details about the benefit of this kind of action because it seems like a really bad idea…It’s like going backwards in Rewards and Rare farming.
Thanks Rajvi, Instead of being listened about rare grinds, this just make things worse, now you must camp without doing anything else not matter if its in another expansion…you can’t do other things otherwise the rare could spawn and then despawn for another 2-3 hour respawn…What’s this change?? D:
I was on it the moment I was linked the article. You’ll have to excuse my garbled rage typing because nothing makes me angrier than something I’ve been working to get fixed suddenly get hotfixed to make it impossible to achieve for newer players or people who are still hunting certain items.
Please allow me time to properly collect my thoughts on the matter because I will likely be seething for a few days.
I’m also mad about this change…I don’t get impacted at this moment but I usually think about the impact of new / returning players, besides that this kind of decisions could impact me in the future if Reward Devs are providing this kind of approach…10.2 has really great approach regarding mounts, most mounts have a bad luck protection in place, I got surprised about that but now this hotfix makes me wonder what’s their logic regarding rewards…
Do they think about collectors at all? Are we just a number that they need to push via time sinks?