This week Sam and Ally talk about their personal experiences with burnout. From content droughts in expansions past to the current unfamiliar dilemma of burning out from too much to do and learning how to pick your battles and when it’s time to walk away, which can be anything from the amount of time devoted each week to raiding or rolling a new character for a fresh perspective. The show will be prerecorded every Tuesday, and made available Wednesday. You can listen here or find us on Stitcher, iTunes, or Google Play. If you have any questions for the show, email us at ArcAna@blizzpro.com, or you can find us on Twitter: @ArcaneAnalysis, @Phaerixia, @Allayva, and @Ktjnwow.
Blizzard has announced that Legion PvP Season 1 will occur on Tuesday, December 13th at 6am PST, and Season 2 will begin two hours later at 8am PST. This is an odd turn of events since in previous seasons there has typically been at least one week between the end of one season and the start of the next. At the same time, this bodes well for the next patch to be released to live realms since the end of the PvP season typically coincides with the release of the next patch.
The “bad luck” soft cap on legendary loot was apparently lifted a week ago, according to Watcher. Previously, players would become a little more likely to receive a new legendary each time they failed to get one. After each legendary, it would be reset, and once players got their fourth one, it would stop applying completely. The legendary system has been one of the few areas for somewhat consistent Legion criticism. The complex mix of many issues, including DPS/HPS vs. utility, drop rate, and player value based on who has them has sparked numerous conversations, including a recent statement by Exorsus. In short: The legendary reward system was designed to provide an infrequent, surprise bonus to most max-level activities Its randomness was a contrast to the “transparent and omnipresent” Artifact power and gearing rewards The legendary drop rate was designed to be stingy at first, so as to avoid lucky people having too
A few more hotfixes roll out today that were not included in yesterday’s blog post, the largest impacting PvP rewards.
In 7.1’s latest hotfixes, Legendary items receive the 15 ilevel boost, Trial of Valor loot increases by 5 ilevels, and many PvP changes will begin to affect players today.
Hi guys! Ktjn here, this is a first pass summarization of the Dev Q&A on 11/11/16 with Ion Hazzikostas. I’ll clean it up as the day goes on, but wanted to get summary out to you ASAP!! Was Karazhan as a 5man raid considered successful? We found it successful— it is reminiscent of the original instance in addition to posessing mind-blowing new encounters. We would love to continue doing these types of this, but also focus building on where they fit story-wise. We would love to do this type of instance again. How do you feel about the lengthy runbacks in Karahan? We’re looking to make some tweaks. there are shorter routes once you beat the opera but people tend to naturally retrace their steps. We tend to time runbacks, around 90 seconds is ok, but that’s the high end for ok. If they’re longer, we look for checkpoints and
In this short Design Retrospective series, we’ll dissect the the BlizzCon 2016 Design Retrospective panel. Today, we take a deeper look at the creation of the first zone players ever set foot in with the expansion–the Broken Shore–with senior game designer Jeremy Feasel The Broken Shore–to disambiguate it from the Broken Isles–consists only of that first zone we took on in the pre-patch content. Until now, it has stood vacantly in the shadow of Dalaran, lathered in fel goo, with the Tomb of Sargeras looming on the northern shore. Back to the Roots When the team started to develop the Broken Shore, they used two references for how the zone would turn out. First, they looked at the Tomb of Sargeras and surrounding area in Warcraft III. The Broken Shore portion of the isles was once submerged into the ocean, but was raised by Gul’dan in order to get to the tomb.
In addition to many other changes, 7.1.5 will be Blizzard’s first “class update” patch for the expansion. While previous hotfixes and patch releases for 7.0 have included tuning and tweaks, 7.1.5 will focus on: Improving talent choice diversity Talents that all players use may be turned into baseline abilities and replaced Talents which are hardly chosen will be tuned, updated, or replaced Improving “the feel” of class rotations Secondary stats–will adjust the balance between competing ilevel with the overvalued secondary stats so new gear feels like more of an improvement and reward Returning utility to some classes and specs Now that the major pruning of the expansion is over, the team can look back and spot what could be re-implemented, as well as completely new utility abilities Traps will return to all Hunter specs, although Beast Mastery will remain the king of traps Shroud of Concealment added value to Rogues
As previously announced, World of Warcraft: Legion 7.1.5 will feature a visually updated version of Blade’s Edge Arena. The new version of the arena will retain the same collision mapping, and is meant to bring the PvP instance into 2016’s modern style. The updated arena will also feature an overlooking Ogre, who will “shoutcast” developments during the instance. If it proves an enjoyable addition, they may add similar features to arenas going forward.