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[WoW] Battle for Azeroth - Page 402

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BfA Community Links:
GP : https://www.worldofwarcraft.com/invite/KKMpKPSlgd?region=EU&faction=Horde
TLEUH : https://www.worldofwarcraft.com/invite/v9x5bAF3jD?region=EU&faction=Horde
TLEUA : https://www.worldofwarcraft.com/invite/ALwgJnC5Wo?region=EU&faction=Alliance
TLNAH : https://www.worldofwarcraft.com/invite/vPrmjJxiVnJ?region=US&faction=Horde
TLNAA : https://www.worldofwarcraft.com/invite/YeZj7P0SXLn?region=US&faction=Alliance
Bnet: Bnet - https://blizzard.com/invite/amvLM0EubJv

On November 03 2016 06:57 GTR wrote:
I've created a Google Form/Spreadsheet for people to help add eachother.

Hopefully this will makes things easier for us to find people for Mythic+ runs and what not as opposed to sifting through 150+ pages of discussion.

Form
Spreadsheet

If a moderator could add this as a moderator note at the top it'd be appreciated.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2018-05-26 03:45:12
May 19 2018 13:10 GMT
#8021
With regards to vulkan vs dx12 vs dx11, a benchmark from last year

[image loading]

both have continued to be updated since then but tl;dr no competition with dx11

related video for WoW dropping features for further win10 integration
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2018-05-25 04:06:44
May 24 2018 21:48 GMT
#8022
Fury got massively overhauled on this build, too many changes to list - major changes to pretty much all of the main combat abilities, buffs and some talents

https://blue.mmo-champion.com/topic/1090621-feeback-fury-warrior-rotation-talents/

not much for havoc yet (needs polish and bugfixing if not more major changes) aside from new azerite trait which seems cool:
Blade Dance deals 60 additional damage, and the cost of your next Blade Dance is reduced by 5 Fury for each enemy struck by the final slash.


Also are we going to WoW: BFA thread? I remember complaining that we made the Legion thread 60% through WOD, now we're ~85% through Legion ;D

M+ seasons, ooh!



^bit dramatic and highly controversial but i think he makes some good points

---

Havoc is not currently playable because souls aren't working (edit: fixed in new new build after wf testing)

Warfront seemed quite fun, a bit weird since it took over an hour from game start to end and it's pretty hard to lose against the AI. 90% of the people there had no idea what to do for obvious reasons and there was minimal guidance ingame.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Seuss
Profile Blog Joined May 2010
United States10536 Posts
May 25 2018 14:39 GMT
#8023
The Fury changes are a huge step forward and I'm looking forward to the follow ups.

Recklessness should probably be off the GCD in its current state.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2018-05-25 18:50:21
May 25 2018 18:36 GMT
#8024
Other mechanics were changed/removed and its duration+CD was doubled so it's not that different from many other cooldowns now. Stuff like buffs that you press every 15 seconds in combat are far more objectionable to being on the GCD IMO
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Seuss
Profile Blog Joined May 2010
United States10536 Posts
May 25 2018 18:52 GMT
#8025
I did say "in its current state", though I should clearly have said "beta state". I'm aware of all the changes they made to it but it falls into the same "waiting a GCD to benefit from this is weird" pitfall most buff cooldowns ended up in post-GCD change. You want to immediately start taking advantage of the doubled Rage generation, but instead you're waiting a GCD before you can do that (or 2 if you took Reckless Abandon!).
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Warri
Profile Joined May 2010
Germany3208 Posts
May 25 2018 23:22 GMT
#8026
Prot pala getting complete overhaul after all. Bunch of new talents, no more seraphim ( ( ), simplified consecration. Looks like its becoming more like a shitty guardian but lets see. Im not too hyped.
Alventenie
Profile Joined July 2007
United States2147 Posts
May 26 2018 15:18 GMT
#8027
So far they seem a bit more tanky.

With all their CDs up Sloot was basically invincible in consecration. I haven't healed him since the changes but maybe this week will get to go around some other mythics with pallies to see.

I dont tank on pally, but most of what I hear is that they feel a little better overall since they aren't as reliant as having sotr up. This can run into problems in long fights that you need all your cds on just to survive.

But they also nerfed a bunch of dungeons with this last patch so a lot of the hard bosses now are really easy and don't pose much threat =/.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
May 26 2018 17:28 GMT
#8028
Can you use the same azerite trait on multiple bits of gear to stack it to double power?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Alventenie
Profile Joined July 2007
United States2147 Posts
Last Edited: 2018-05-26 21:02:41
May 26 2018 20:46 GMT
#8029
Yep, there are a few that are really powerful atm, like warriors bladestorm one.

There should still be a lot of trinket tuning as well because some trinkets are super strong and others are worthless. Like 355 uldir trinket that is on use to give target a buff that increases your heal spells by 3400 per cast for 5 casts, so about ~17k healing. In M0 your tank is getting hit for sometimes 30-40k from abilities. 17k is nothing. Compare this to a 310 normal dungeon trinket that gives you mana per heal spell cast (I cant remember exact amount atm, but i think its like ~2400 per cast for 6 casts, so around ~15k mana). I realize they aren't the same type of trinket, but I would always value being able to cast longer than have slightly higher through put for a very small duration of time.

edit: went to check. My 310 trinket restores 4539 mana per spell casts up to 6 casts in next 15 seconds. At 340 it restores 5400 mana per cast. Thats close to 30k mana (out of our 100k mana pool) for spells every 2 minutes. That gives way more imo than a small 15k extra healing every 1.5 minutes 1 target. One vivify + gust of mist for me is ~14.5 without any cleave effect or crits.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2018-05-27 00:19:16
May 26 2018 20:58 GMT
#8030
Yep, there are a few that are really powerful atm, like warriors bladestorm one.


Awkward if it's optimal to have the same trait taking up 2-3 azerite slots and staying on your gear tier to tier. Havoc has one of those and plays trash without it, okay with it IMO. Not great, either way - but that one trait is hugely important, more-so than fury warrior COF on the live game.

It's really weird holding a range of 20 second cooldown abilities for another ability with a locked 30 second CD, that shouldn't be the optimal way to play IMO - and of course when an azerite trait pops up that can reduce those 30 seconds to 22 seconds, that's extremely overpowered because it alters the way that you play in a major way.

--

Biggest other issue - in Legion, crit makes Chaos Strike do 184% extra damage and increases the fury refund chance. Chaos Strike is most of the damage in Legion unless fighting many (6+) targets.

In BFA, crit makes it do 100% extra damage and doesn't affect the refund chance - so it does about half as much for the ability. CS damage does a much smaller portion of your overall damage because it doesn't hit for as much and Chaos Cleave was deleted (10% of CS damage hits every target within X yards of you, so it'd do 1.5x damage if there were 5 targets). Those changes are enough to flip crit from the best stat to the worst by far. Eyebeam also does double damage to the primary target now and still cannot crit, so the formerly BIS stat would become trash tier worse than versatility for damage output.

I do like haste and mastery as stats - mastery still gives runspeed, though that's nerfed too (rip DH mobility) and hitting fasterer can feel nice, especially when ability CD's scale from it. Legion Havoc is one of the highest APM specs that there have been in the last 4 years. I think that eyebeam needs to be able to crit or there should be some other benefit from critting somewhere on the spec to make the stat weights work. EB CD could scale from haste too maybe, as Immo aura does (also a 30 second base CD but more like 20-23 in practice). Metamorphosis gives us significant time periods of 1.25x haste so the CD's that scale from haste get bumped down quite a bit.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Alventenie
Profile Joined July 2007
United States2147 Posts
May 26 2018 21:06 GMT
#8031
Currently it is, the bladestorm one adds damage every second you are in bladestorm. So having your bladestorm damage ramp up 3x as fast is pretty insane. In mythics with Anger management we had our warrior bladestorming nearly every trash pull for ~20k+ dps. The trait will need to be nerfed down because otherwise it makes most of the current content pretty trivial. Of course he has 340 gear to back it up, but its still very strong in current stuff.

I hope they make the traits more interesting without breaking stuff, but I can see how its hard. Right now I like the ones with secondary stats over effects because the healing ones are pretty meh. Main ones I see is Overflowing mists, where a target with Enveloping mists on them gets healed for ~380 hp everytime a mob does damage to them (in mythics this is like 8-9k melees minimum? Its pretty worthless compared to say, 500 haste or crit)
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2018-05-27 03:32:54
May 27 2018 03:32 GMT
#8032
It'll take me a while to get used to the damage numbers again.. not having the combat text addons on the beta isn't helping!
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Warri
Profile Joined May 2010
Germany3208 Posts
Last Edited: 2018-05-29 13:45:06
May 29 2018 13:43 GMT
#8033
http://www.wowhead.com/news=284658/threat-generation-nerfed-for-tanks-in-battle-for-azeroth

Blizzard again with the 1 step forward 2 steps back. Think about how much you like skittish weeks in m+. We are way past vanilla in terms of dps design and encounter design, having to watch for threat constantly again is gonna be brutal and unfun. I doubt this will stay tbh.
Gorsameth
Profile Joined April 2010
Netherlands22073 Posts
May 29 2018 14:07 GMT
#8034
I don't see the issue. Instead of doing a zillion more threat then dps I will only do a billion more. Big woop.

The only point where this will matter is with fresh spawns during an encounter (and that is what taunt is for) and when doing big aoe pulls where you will need to wait 2 seconds for threat.
It ignores such insignificant forces as time, entropy, and death
Warri
Profile Joined May 2010
Germany3208 Posts
May 29 2018 14:18 GMT
#8035
Let me guess, youre a range class?
lestye
Profile Blog Joined August 2010
United States4186 Posts
May 29 2018 14:27 GMT
#8036
Idk, playing other MMOs, I miss threat was an actual thing, something I had to consider. I'm not saying like, I want to go back to the days where everyone had to go afk until sunders were up, but at the same time I don't think 1 Death and Decay should be all ill ever need for threat.Maybe tanks should have to put extra threat into a mob.

Idk, maybe i'm just old and should let the modern wow tank design do its own thing and play Classic for that type of gameplay.

"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Gorsameth
Profile Joined April 2010
Netherlands22073 Posts
May 29 2018 14:36 GMT
#8037
On May 29 2018 23:18 Warri wrote:
Let me guess, youre a range class?
Tank actually, since Vanilla so I know how things used to be.
It ignores such insignificant forces as time, entropy, and death
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2018-05-29 20:11:23
May 29 2018 19:59 GMT
#8038
Tank threat will still be elevated, they have baseline higher threat and also abilities that generate 4x threat and taunt which gives 5x threat on target now. These multiply together so with a taunt + high threat ability you're generating 80x more threat than a DPS per point of damage post-nerf. Pre-nerf, it's some ridiculous number like 300x. Why do you need that? The post-nerf situation is still only a shadow of what threat was in TBC, it looks more like wrath and cata days with more tools in the hands of the tank now. They iterated on those tools through Legion.

I think it's an essential step to pushing dungeons towards the gameplay that is more fun IMO (focusing targets, CCing some, fighting 1-2 packs at a time) instead of constantly doing mass AOE pulls everywhere because it's the only way to play most of the time. AFAIK the nerf isn't big enough for tanks to struggle with threat against any DPSers on a single target and i doubt blizzard would want to make it that way. Threat can be relevant with tanks still able to easily hold 1 target but unable to hold three seperate targets that three high end DPSers are opening up full ST on.

There is the whole discussion of if threat should be relevant or not, but if it's not then i'd rather it be a complete nonfactor and every mob just always attack tanks then. I prefer threat to no threat.

The trivialization of tank mechanics including threat was a big part of why i stopped tanking mainspec after WOTLK and Cata.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Seuss
Profile Blog Joined May 2010
United States10536 Posts
May 29 2018 20:26 GMT
#8039
It's basically permanent Skittish in all content. The baseline tank threat multiplier is going from 14-20x to 4x, which is a 70-80% reduction.

It's tricky to make threat relevant because of two persistent problems in the pre-MoP era. The first was that tank threat generation generally didn't scale as quickly as DPS did. The second was the huge disparity in threat generation across skill levels. A skilled tank was largely fine (with help from misdirects, tricks, and threat reduction/reset abilities on DPS outliers), but if there was a significant difference in skill or gear the tank's poor threat would bottleneck everything (which wasn't a great experience for either the tank or anyone else).
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
lestye
Profile Blog Joined August 2010
United States4186 Posts
May 29 2018 20:43 GMT
#8040
I don't necessarily think the latter is a bad thing. It's another element where people have to pay attention and use teamwork to get through content, instead of everyone doing their own thing and hoping for the best.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
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