WoW Hotfixes - Updated November 23

A value that is only able to be individually assigned as the item is digital, infinitely reproducable, and non transferable. Ergo: it is not an objective value, but a purely subjective value to each individual.

Just like with say, comisioning art, where one person would be willing to pay $50 for artist x to draw y, the next person might only be willing to pay $10 for that same, and yet another may be willing to pay $100.

The problem with folks constantly claiming these items magically have some established value is that it really doesn’t. It’s value is purely subjective to each and every person, no matter how much folks time to claim otherwise. As again, it’s not a good you can exchange/trade to others, and is endlessly producable.

You also say RNG is a fundamental mechanic, and to extent that could be the case when it comes to gameplay. But RNG shouldn’t not be the only determining factor for rewards. Rewards should be deterministic more so than pure RNG. If it must be pure RNG, there should be no limiting factor to the number of tries some one can make should they be willing to spend the time.

In any scenario however, there does need to be a form of ‘bad luck protection’ as nothing destroys some one’s enjoyment of a game or a task than continually performing said task and not seeing any progress toward the end goal of the task. Take the Dragonwrath, Tarecgosa’s Rest method of aquisition. It takes time, yes, some bits may have minor amounts of RNG (more RNG with more people in group) but, ultimitely you can see you are making progress, that you are advancing toward a goal, that you are making progress.

That is the biggest problem with how many things are ‘RNG only’ and people constantly try to assign a value to based on their expectations while demanding other’s follow it. Galleon’s Saddle isn’t hard to get, it’s tedious, requires a, frankly, degenerate methodology to try and get more efficiently, and does not reward the time needed to get it, as you could (as in my case) kill the stupid thing 1000+ times between all your alts and never get the saddle to drop. Then Bob Smith, the new player comes in, gets it the first time they kill it.

That’s great for Bob Smith, but is horrible for the other players as it is discouraging to see, makes the players jaded and irate. After all, they spent all this time working toward it, bored out of their minds trying to get the thing for completion of their collection or for say, roleplay purposes (which is more my case). Then, they get to a point that, they are no longer excited by the thing but continue due to sunk cost fallacy and pure spite to the game devs and cruddy RNG designs.

Not immediately no. Normally heirloom upgrades aren’t until after the second raid.

1 Like

that does not make it any less viable. it is literally how people embrace everything in the world. people crave things of value, no matter how intangible. the rarer something is the more they desire it. that’s literally part of being a human and how it works: the more people see value in something, the more it is established. and people crave rare things far, far beyond their material/tangible value.
there is absolutely no problem with items being rare and for the most part a question of rng. those items are a almost invisible minority. saying those items would “magically get value” is either ignorant or uneducated.
it sure is less engaging, but that niche also deserves to be catered to.
but when you’re not a collector and don’t appreciate very rare items, that’s okay. you’re not obligated to. but that does not justify taking that away from those players who do.
those mounts were 90% desired for their rarity. and as was said, you could make them less tedious to obtain without destroying their perceived value. nobody really cares for 1% mounts everybody can farm easily (except for visual aspect etc.)
nobody demands to follow any expectations. people do enjoy rare and very rare things. and they deserve to have those things. if you don’t want to put effort into it, well, then those things are just not for you. it’s about balance. and 2k attempts are not outrageous. they aren’t, generally speaking. you can always ignore them, if it’s too much work.
arguing otherwise is just a prime example of feeling entitled to get everything you want the way you want.
again, those items are few and far between. they should’ve tinkered around, capping the max attempts and make them farmable with one character (no lockout). that would absolutely have been better than destroying their value in rarity (which, again, it is perfectly fine to hunt even the most rare and elusive mounts)

Ohh good to know. Thank you

dont know about characters getting stuck in forbidden reach has been fixed. i have a evoker thats been stuck there for 2 days and cant access him. every time i try i get immediate disconnect.

Hey all! Here are today’s hotfixes.

NOVEMBER 18, 2022

Classes

  • Fixed an issue where Healers’ Cleanses were going on cooldown incorrectly.
  • Evoker
    • Hover will no longer cancel when the Evoker is struck by crowd control effects.
    • Preservation
      • Lifebind now only shares the Evoker’s healing between bonded allies, instead of sharing all healing received.
        • Developers’ note: We are happy with Preservation’s tuning overall but had concerns about the very high healing throughput of Lifebind when other healers were casting healing spells onto the Evoker during Lifebind.
  • Hunter
    • Beast Mastery
      • Corrected an issue where the Hunter’s Prey talent does not properly reset the cooldown of Kill Shot when activated.
  • Mage
    • Frost
      • Fixed an issue that caused Brain Freeze to not trigger from Ebonbolt if Brain Freeze was already active.
  • Shaman
    • Elemental
      • Fixed an issue causing Improved Flametongue Weapon to be removed upon death.
  • Warlock
    • Affliction
      • Fixed an issue where Malefic Affliction would not be removed at the end of combat.
    • Demonology
      • Fixed an issue where Demonic Cores would be granted without knowing Demonbolt.

Creatures and NPCs

  • The Experience Eliminators now allow players up to level 59 to disable XP gains.

  • The Escaped Wilderling’s great escape has come to an end, and it can correctly be recaptured again.

Items and Rewards

  • Fixed an issue where the Underlight Angler fishing rod could not gain Artifact Power.
  • Fixed an issue where Unstable Elemental Confluence was incorrectly dealing Holy damage instead of Nature damage.
  • The Large Green Bags that Evokers start with can now be sold to vendors.

Professions

  • Fixed an issue where players couldn’t craft legacy profession recipes that required special objects to craft them.

Quests

  • The Battle for Azeroth Allied Race unlock quests are now correctly available at level 50.
  • Evokers should now be able to accept the quest “From Within.”
  • Fixed an issue where Evokers were not able to loot some required items for the Tarecgosa’s Rest legendary questline.

Reputation

  • Dracthyr can now correctly gain reputation with the Sha’tari Skyguard and The Tillers.
2 Likes

Unless it’s WoD crafting, or Enchanters wanting to use velum

2 Likes

I guess this didn’t extend to enchanters trying to use Vellum, still says it’s level is too low.

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Yeah I’ve had that issue on my evolker… but honestly i haven’t played any of my other toons enough to know if it is happening on them or not.

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Underlight Angler is still not working. You can get AP now but you can’t spend it, and Nat’s drinking hat is not working. Fishing is a damn mess atm.

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Okay cool, but to what? 0.001% to 0.003% is a 200% increase which is pretty huge, but the actual drop rate is still extremely low. Is it 5%? Is it 1%? Is it 0.5%?

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I’m thinking maybe 1% based on a number of people who got the mount in the week since the drop rate was adjusted up.

We getting a fix tomorrow for the fact that dracthyr characters are being forced to do that ‘back to tirisfal’ quest line chain that grants the elf cosmetics to be able to do the Pilgrims Bounty quest as the dragon npc that normally lets you go back to old tirisfal isn’t spawning right for them?

Hello everyone! Here are today’s hotfixes and the class tuning hotfixes arriving with this week’s restarts:

NOVEMBER 21, 2022

Classes

  • Death Knight
    • Blood
      • Fixed an issue with Bonestorm not activating Icy Talons.
    • Unholy
      • [With weekly restarts] Epidemic now deals reduced damage beyond 8 targets.
      • [With weekly restarts] Bursting Sores damage is reduced by 10%.
      • Fixed an issue with the Coils of Devastation not applying to enemies within Battlegrounds and Arenas.
  • Demon Hunter
    • [With weekly restarts] Immolation Aura now deals reduced damage beyond 8 targets.
    • Havoc
      • [With weekly restarts] Fel Rush now deals reduced damage beyond 5 targets.
  • Druid
    • [With weekly restarts] Protector of the Pack talent now stores 5% of damage/healing (was 10%). The maximum stored amount increased to 160% of spell power (was 140%).
      • Developers’ note: Protector of the Pack was reaching its cap too quickly to be a satisfying build up. The slower build up and increased cap should result in a better pacing for this talent.
    • Feral
      • [With weekly restarts] Tear Open Wounds now deals reduced damage beyond 5 targets.
      • [With weekly restarts] Lunar Inspiration’s Moonfire damage cast in Cat Form reduced by 40%.
        • Developers’ note: We want to keep Lunar Inspiration’s value as a ranged DPS option and cheap combo point generator, but bring its output more in line with other talents at its location in the tree.
    • Guardian
      • After the Wildfire now heals a maximum of 5 nearby targets.
      • [With weekly restarts] After the Wildfire is now affected by the Astral Influence talent.
      • [With weekly restarts] Fixed several incorrect interactions between Berserk and Incarnation: Guardian of Ursoc.
    • Restoration
      • Fixed an issue that caused Regrowth’s healing to not be increased properly by Soul of the Forest while using the Undergrowth and Rampant Growth talents.
      • Fixed an issue that caused Overgrowth to not consume Soul of the Forest.
      • Fixed an issue that caused Flash of Clarity to not increase the healing of Regrowth in all circumstances while using the Rampant Growth talent.
  • Evoker
    • Fixed an issue where Soar would persist after being summoned.
  • Hunter
    • Marksmanship
      • [With weekly restarts] All damage dealt increased by 10%.
    • Survival
      • [With weekly restarts] All damage dealt increased by 5%.
      • Fixed an issue where Wildfire Bomb would incorrectly generate Focus when talented into Coordinated Kill without Coordinated Assault being active.
  • Mage
    • Fire
      • [With weekly restarts] Ignite damage reduced by 12%.
      • [With weekly restarts] Master of Flame now increases Ignite’s damage by 15% (was 18%).
    • Frost
      • [With weekly restarts] Frozen Orb damage reduced by 15%.
      • [With weekly restarts] Blizzard now deals reduced damage beyond 8 targets.
  • Monk
    • Brewmaster
      • [With weekly restarts] Stormstout’s Last Keg’s bonus damage reduced to 20% (was 30%).
      • [With weekly restarts] Charred Passions’ bonus damage reduced to 50% (was 100%).
    • Mistweaver
      • [With weekly restarts] Blackout Kick damage increased by 6%.
      • [With weekly restarts] Spinning Crane Kick damage increased by 5%.
      • [With weekly restarts] Rising Sun Kick damage increased by 25%.
      • [With weekly restarts] Tiger Palm damage increased by 30%.
      • [With weekly restarts] Bonedust Brew now copies 50% of damage or healing for Mistweaver Monks (was 40%).
      • [With weekly restarts] Awakened Faeline now causes Spinning Crane Kick to heal 3 nearby allies (was 5) for 50% of the damage done (was 25%).
      • [With weekly restarts] Fixed an issue that caused copied Blackout Kicks from Teachings of the Monastery to deal 20% less damage than intended.
    • Windwalker
      • [With weekly restarts] Resonant Fists now deals reduced damage beyond 5 targets.
  • Paladin
    • Protection
      • [With weekly restarts] Bulwark of Righteous Fury damage bonus reduced to 20% (was 30%).
      • [With weekly restarts] Judgment damage increased by 10%.
      • [With weekly restarts] Avenger’s Shield damage increased by 15%.
      • [With weekly restarts] Blessed Hammer damage increased by 10%.
      • [With weekly restarts] Crusader Strike damage increased by 10%.
      • [With weekly restarts] Hammer of the Righteous damage increased by 10%.
  • Priest
    • Discipline
      • [With weekly restarts] The mana cost of Power Word: Radiance has been reduced by 15%.
      • [With weekly restarts] Flash Heal healing increased by 30%.
    • Shadow
      • [With weekly restarts] Mind Sear now deals reduced damage beyond 5 targets.
      • [With weekly restarts] Psychic Link now causes Mind Blast, Mind Flay, and Mind Spike to deal 30%/60% of their damage to all other targets affected by your Vampiric Touch within 40 yards (was 15%/30%).
  • Rogue
    • Assassination
      • [With weekly restarts] Indiscriminate Carnage cooldown reduced to 45 seconds (was 60 seconds).
    • Outlaw
      • [With weekly restarts] Fatal Flourish chance to restore Energy reduced to 60% (was 65%).
    • Subtlety
      • [With weekly restarts] Shuriken Storm damage increased by 10%.
      • [With weekly restarts] Shadowstrike damage increased by 10%.
      • [With weekly restarts] Black Powder damage increased by 5%.
      • [With weekly restarts] Secret Technique damage increased by 5%.
      • [With weekly restarts] Shadow Blades cooldown reduced to 2 minutes (was 3 minutes).
      • [With weekly restarts] Fixed an issue that prevented Secret Technique’s built-in cooldown reduction from benefitting from Echoing Reprimand’s Animacharged combo points.
  • Shaman
    • Enhancement
      • [With weekly restarts] All damage dealt increased by 5%.
  • Warlock
    • Fixed an issue where Demonic Circle: Summon and Teleport would continually get added to the action bar between Specialization swapping.
    • Affliction
      • [With weekly restarts] Malefic Affliction now causes your active Unstable Affliction to deal 8/13% additional damage (was 5/10%), up to 24/39% (was 15/30%), for the rest of its duration.
      • [With weekly restarts] Dread Touch now causes your target to take 30% additional damage from your damage over time effects for 6 seconds (was 20%).
      • [With weekly restarts] Doom Blossom damage increased by 15%.
    • Demonology
      • [With weekly restarts] Dreadbite now deals reduced damage beyond 5 targets.
    • Destruction
      • [With weekly restarts] Rain of Fire damage increased by 15%.
  • Warrior
    • Arms
      • [With weekly restarts] Executioner’s Precision now grants 35% increased damage per stack to Mortal Strike (was 30%).
      • [With weekly restarts] Bloodsurge now triggers 10% of the time (was 7%).
      • [With weekly restarts] Bladestorm damage increased to 60% (was 50%).
    • Fury
      • [With weekly restarts] Odyn’s Fury now deals reduced damage beyond 8 targets.

Dungeons and Raids

  • Enemy difficulty has been adjusted to increase relative player power in all Legion raid encounters.

Items and Rewards

  • Tome of the Tranquil Mind and other similar tomes are now gray items and are no longer usable.

Professions

  • Fixed an issue where Shadowlands professions could not be trained before level 48 in Timewalking Campaigns.
  • Fixed an issue where players were unable to fish while seated if a fishing pole is equipped.

Quests

  • Fixed an issue where using Intruder Alert! during “Brought to Light” would not reveal Horde saboteurs.

Reputation

  • Fixed an issue where Evokers could not gain reputation with certain legacy factions.
1 Like

i think u guys forgot some durability buffs to brew

5 Likes

These are already set into motion and it won’t be changed and these tuning and balancing are for dragonflight and not shadowlands and or now.

I am well aware what the buffs are for LMAO i think the tone of the post went over your head. Brew has needed durability buffs for all of beta.

2 Likes

Yall gonna do the right thing finally and buff wog? its fricking terrible.

1 Like

Are you ever going to tune resto shaman’s healing?

This is the most pathetic tuning pass I’ve witnessed in my 15 years of playing this game. Thanks for promising us tuning and doing nothing.

why…god, why?!