1.17.2 Final Itemization Changelog
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Re: 1.17.2 Final Itemization Changelog
reducing stamina on robes of the lich and giving them generic hit(which gets beaten by +27 dmg shadow wrath robe of a similar level) is a gigantic nerf
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Re: 1.17.2 Final Itemization Changelog
I'm still disappointed about the 2.5 disc set being holy damage because I think a good disc priest still contributes to healing in raids/pvp and uses shadow damage in pvp but everything else about the set is really nice and knowing there will be new set bonuses eases my mind a bit. Thanks for the clarification.
- Snoodydood
- Posts: 90
Re: 1.17.2 Final Itemization Changelog
I don't understand nerfing an item like Nightfall, it's not like it's easy to get. Why punish players who worked hard to get a special item for no reason? I don't think a lot of guilds even employ nightfall so it's still very nice as a dps increase even now. Players like me spent time and gold making this special item so we could play our meme specs and at least offer a little more raid wide DPS. It's not like this item is game breaking :/
Re: 1.17.2 Final Itemization Changelog
please dont nerf princess and blood dagger!
Both were not even that strong!
Its a brutal nerf!
It was the only fun I had and so MUCH work to get this.
Both were not even that strong!
Its a brutal nerf!
It was the only fun I had and so MUCH work to get this.
Last edited by Frantsel on Wed Oct 30, 2024 4:48 pm, edited 1 time in total.
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Re: 1.17.2 Final Itemization Changelog
The "suspense" of seeing what a set that you had in your bank for a year changes into ;-) (in the case of T2.5)
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Re: 1.17.2 Final Itemization Changelog
I think the PvP meta for Smite might change substantially; that said T2.5 is simply intended to be a Smite PvE set, and not PvP. Many other classes have these differentiations, too. As PvP-Smiter, you don't want any Hit on items anyways. For PvE you definitely don't wanna "waste" GCD on Shadow Word Pain anymore (you wanna keep up Holy Fire instead). Our Pain Spike will by a fart in the bucket tho.Blackduck3 wrote: ↑Wed Oct 30, 2024 3:42 pm I'm still disappointed about the 2.5 disc set being holy damage because I think a good disc priest still contributes to healing in raids/pvp and uses shadow damage in pvp but everything else about the set is really nice and knowing there will be new set bonuses eases my mind a bit. Thanks for the clarification.
Last edited by Schwarzschild on Wed Oct 30, 2024 4:46 pm, edited 1 time in total.
Re: 1.17.2 Final Itemization Changelog
"Eye of Nerub: Added +5 Skill to Polearms, no longer grants +2 Skill to Bows, Guns and Crossbows."
Booo! WHY?
Rogues and warriors, we are coming for your one-handers once again.
Booo! WHY?
Rogues and warriors, we are coming for your one-handers once again.
Re: 1.17.2 Final Itemization Changelog
Nerfing blooddagger AND princessdagger spscaling for 66% (!!!) is literally insane.
This is a MASSIVE nerf.
Also not being able to use it on aoe anymore is complete bs.
Thats what the daggers were good for.
You completely destroyed the daggers.
Also: Reducing BOTH daggers at the same time just shows how much effort you put into this.
Overall good changes. But nerfing both daggers with the same value at the same time shows that its a quite lazy move.
I really wanna know how much testing went into this.
This is a MASSIVE nerf.
Also not being able to use it on aoe anymore is complete bs.
Thats what the daggers were good for.
You completely destroyed the daggers.
Also: Reducing BOTH daggers at the same time just shows how much effort you put into this.
Overall good changes. But nerfing both daggers with the same value at the same time shows that its a quite lazy move.
I really wanna know how much testing went into this.
Re: 1.17.2 Final Itemization Changelog
Well, they nerfed the effect by 33% but buffed the uptime by 40%. Since the weapon has a 3.5 attack speed that means you now get 2 chances to proc the effect and keep the ball rolling instead of 1. Granted, as a Nightfall user, this wasn't a consideration when I had more than one nightfall user in the party, since the timer can be refreshed/replaced by the other user. 2 users were almost enough to keep the uptime close to 100%, so in those cases it a nerf. For single users though, this probably won't matter much in longer engagements.Snoodydood wrote: ↑Wed Oct 30, 2024 4:34 pm I don't understand nerfing an item like Nightfall, it's not like it's easy to get. Why punish players who worked hard to get a special item for no reason? I don't think a lot of guilds even employ nightfall so it's still very nice as a dps increase even now. Players like me spent time and gold making this special item so we could play our meme specs and at least offer a little more raid wide DPS. It's not like this item is game breaking :/
I might be wrong, but what this changes sounds to me is a reduction in burst with an increase in consistency for single users.
Re: 1.17.2 Final Itemization Changelog
Same for paladin t1 / t2, those were mainly used for prot / ret setups, guess im holy now
Unless i reenchant all my gear for hundreds of gold + arcanums and such.
Few weeks ago the official statement was that those sets gonna stay....
Re: 1.17.2 Final Itemization Changelog
I think the idea is to make T2.5 PvE-DPS only. Holy spell damage is good for PvE unless you have bad raid group that requires healing intervention often.Blackduck3 wrote: ↑Wed Oct 30, 2024 3:42 pm I'm still disappointed about the 2.5 disc set being holy damage because I think a good disc priest still contributes to healing in raids/pvp and uses shadow damage in pvp but everything else about the set is really nice and knowing there will be new set bonuses eases my mind a bit. Thanks for the clarification.
On the other hand, T2.5 gets big nerfs in PvP. We will have much less healing now - that translates to weaker shield scaling etc. T2.5 was good for PvP because it had much stamina. Now we must look for other gearing options.
The devil is in the detail.
Alterac Valley Changes
Sunnyglade Valley FIX
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Alterac Valley Changes
Sunnyglade Valley FIX
Shellcoin is mathematically doomed!
Re: 1.17.2 Final Itemization Changelog
With spellpower, do you mean sp/heal as it is now or just flat spellpower? If the latter, you do realize you screw Ele/resto even more in pvp by nerfing its ability to offheal?Dragunovi wrote: ↑Wed Oct 30, 2024 12:33 am itemization-changelog.jpg
Tier Set Itemization Changes:
- Converted Tier 2.5 Shaman Original Set into a full Elemental Set. Removed Agility and Strength from all pieces in accordance to this change.
- Stormcaller's Diadem:Intellect and Stamina increased from 22 to 24, added 5 MP5.
- Stormcaller's Pauldrons: Intellect increased from 13 to 16, Stamina increased from 15 to 16, increased MP5 from 4 to 6.
- Stormcaller's Hauberk: Intellect and Stamina increased from 24 to 25, Spellpower increased from 32 to 41.
- Stormcaller's Leggings: Intellect and Stamina increased from 22 to 23, Spellpower increased from 29 to 34.
- Stormcaller's Footguards: Spellpower increased from 22 to 29.
- Converted Tier 2 Shaman Original Set into a full Elemental Set. Removed Spirit and Healing Power from all pieces in accordance to this change.
- Helmet of Ten Storms: Increased Stamina from 20 to 22, Reduced Intellect from 24 to 23, Increased Spellpower from 14 to 33.
- Epaulets of Ten Storms: Reduced Stamina from 23 to 14, Increased Intellect from 17 to 20, Added 23 Spellpower.
- Breastplate of Ten Storms: Increased Stamina from 17 to 18, Reduced Intellect from 31 to 25, Added 1% Spell Hit, Increased Spellpower from 23 to 35.
- Bracers of Ten Storms: Increased Stamina from 13 to 15, Increased Intellect from 16 to 18, Removed 6 MP5, Added 16 Spellpower.
- Gauntlets of Ten Storms: Increased Stamina from 15 to 16, Increased Intellect from 17 to 18, Increased Spellpower from 12 to 13, Removed 6 MP5, Added 1% Spell Hit and Haste.
- Belt of Ten Storms: Increased Stamina from 13 to 16, Increased Spellpower from 14 to 23.
- Legplates of Ten Storms: Increased Stamina from 16 to 22, Increased Intellect from 18 to 23, Increased Spellpower from 29 to 30, Removed 1% Spell Crit, Added 1% Spell Hit.
- Greaves of Ten Storms: Increased Stamina from 17 to 18, Reduced Intellect from 16 to 15, Increased Spellpower from 20 to 25, Added 1% Spell Hit.
- Arcanex Ota
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Re: 1.17.2 Final Itemization Changelog
It was previously announced that alternative tier sets would be introduced, allowing old pieces to be used as tokens to exchange for the new ones. However, it appears those plans may have changed.Dragunovi wrote: ↑Wed Oct 30, 2024 12:33 am itemization-changelog.jpg
Tier Set Itemization Changes:
- Converted Tier 2.5 Shaman Original Set into a full Elemental Set. Removed Agility and Strength from all pieces in accordance to this change.
- Stormcaller's Diadem:Intellect and Stamina increased from 22 to 24, added 5 MP5.
- Stormcaller's Pauldrons: Intellect increased from 13 to 16, Stamina increased from 15 to 16, increased MP5 from 4 to 6.
- Stormcaller's Hauberk: Intellect and Stamina increased from 24 to 25, Spellpower increased from 32 to 41.
- Stormcaller's Leggings: Intellect and Stamina increased from 22 to 23, Spellpower increased from 29 to 34.
- Stormcaller's Footguards: Spellpower increased from 22 to 29.
- Converted Tier 2.5 Priest Original Set into a full Discipline/Smite Priest set.
- Tiara of the Oracle: Replaced 28 Spellpower with 33 Holy Spellpower, reduced MP5 from 7 to 6, added 1% Spell Crit.
- Mantle of the Oracle: Reduced Intellect from 20 to 16, reduced Stamina from 21 to 17, increased Spirit from 8 to 10, replaced 20 Spellpower with 27 Holy Spellpower, replaced 10 Spell Penetration with 1% Spell Crit.
- Raiments of the Oracle: Increased Stamina from 23 to 26, increased Spirit from 15 to 18, replaced 36 Spellpower with 39 Holy Spellpower, replaced 10 Spell Penetration with 1% Spell Hit.
- Trousers of the Oracle: Now grants 1% Spell Hit, replaced 33 Spellpower with 34 Holy Spellpower.
- Footwraps of the Oracle: Replaced 21 Spellpower with 27 Holy Spellpower.
- Converted Tier 2 Shaman Original Set into a full Elemental Set. Removed Spirit and Healing Power from all pieces in accordance to this change.
- Helmet of Ten Storms: Increased Stamina from 20 to 22, Reduced Intellect from 24 to 23, Increased Spellpower from 14 to 33.
- Epaulets of Ten Storms: Reduced Stamina from 23 to 14, Increased Intellect from 17 to 20, Added 23 Spellpower.
- Breastplate of Ten Storms: Increased Stamina from 17 to 18, Reduced Intellect from 31 to 25, Added 1% Spell Hit, Increased Spellpower from 23 to 35.
- Bracers of Ten Storms: Increased Stamina from 13 to 15, Increased Intellect from 16 to 18, Removed 6 MP5, Added 16 Spellpower.
- Gauntlets of Ten Storms: Increased Stamina from 15 to 16, Increased Intellect from 17 to 18, Increased Spellpower from 12 to 13, Removed 6 MP5, Added 1% Spell Hit and Haste.
- Belt of Ten Storms: Increased Stamina from 13 to 16, Increased Spellpower from 14 to 23.
- Legplates of Ten Storms: Increased Stamina from 16 to 22, Increased Intellect from 18 to 23, Increased Spellpower from 29 to 30, Removed 1% Spell Crit, Added 1% Spell Hit.
- Greaves of Ten Storms: Increased Stamina from 17 to 18, Reduced Intellect from 16 to 15, Increased Spellpower from 20 to 25, Added 1% Spell Hit.
- Converted Tier 1 Paladin Original Set into a full Holy Paladin set. Removed all Agility, Strength, Spirit and Spellpower in accordance to this change.
- Lawbringer Chestguard: Increased Intellect from 204 to 21, Reduced Stamina from 26 to 20, Increased Healing Power from 24 to 35, Added 1% Spell Crit.
- Lawbringer Boots: Reduced Stamina from 20 to 15, Increased Healing Power from 18 to 20, Added 1% Spell Crit.
- Lawbringer Belt: Reduced Stamina from 15 to 11, Increased Intellect from 20 to 25.
- Lawbringer Gauntlets: Increased Healing Power from 18 to 29.
- Lawbringer Helm: Increased Intellect from 24 to 26, Increased Healing Power from 24 to 31.
- Lawbringer Legplates: Reduced Stamina from 24 to 20, Increased MP5 from 3 to 5, Increased Healing Power from 24 to 42.
- Lawbringer Spaulders: Increased Intellect from 15 to 18, Reduced Stamina from 22 to 15, Increased Healing Power from 18 to 31.
- Lawbringer Bracers: Added 26 Healing Power.
- Converted Tier 2 Paladin Original Set into a full Holy Paladin set. Removed all Agility, Strength, Spirit and Spellpower in accordance to this change.
- Judgement Belt: Increased Intellect from 20 to 22, Replaced 23 Spellpower with 40 Healing Power.
- Judgement Bindings: Replaced 7 Spellpower with 15 Healing Power, Added 1% Haste.
- Judgement Breastplate: Increased Stamina from 21 to 24, Increased Intellect from 21 to 25, Replaced 25 Spellpower with 48 Healing Power, Added 2% Haste, Added back 10 Fire Resistance.
- Judgement Crown: Increased Stamina from 18 to 24, Increased Intellect frm 23 to 26, Replaced 32 Spellpower with 51 Healing Power, Added 1% Haste, Added back 10 Frost Resistance.
- Judgement Gauntlets: Reduced Stamina from 15 to 12, Replaced 15 Spellpower with 37 Healing Power, Removed 6 MP5, Added 2% Haste.
- Judgement Legplates: Reduced Stamina from 26 to 20, Reduced Intellect from 27 to 18, Replaced 20 Spellpower with 42 Healing Power, Increased MP5 from 4 to 5, Added back 10 Arcane Resistance.
- Judgement Sabatons: Increased Stamina from 20 to 22, Replaced 18 Spellpower with 15 Healing Power, Added 6 MP5.
- Judgement Spaulders: Increased Intellect from 14 to 15, Reduced Stamina from 20 to 18, Replaced 13 Spellpower with 31 Healing Power, Removed 5 MP5.
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Re: 1.17.2 Final Itemization Changelog
Thing is flat spellpower should also work with healing so nothing really changed
Re: 1.17.2 Final Itemization Changelog
You just nerfed an item that is a rough time spent farming. That was epic for a reason. You can turn it to blue quality now. Blizzard made this epic for a reason, you took away the reason for it being epic, and now it became useless. Also not sure why certain things are made the way they are. You got several mobs "immune" to frost slow effects, taking away the useful part of the "glass cannon" pve wise. You made certain Elite Demons "immune" to enslavement. You do excelent work in some details, for sure.. but in other aspect, you nerf or dimnish some of the unique perks of some classes in the name of.. balance?Monkebonk wrote: ↑Wed Oct 30, 2024 7:01 amMonkebonk wrote: ↑Wed Oct 30, 2024 6:53 amIt's so damn discouraging to see you shaft Mage AoE so hard. You made ZG crocs unfarmable (except for paladins of course, that one you allow for some reason), you nerfed Blizzard so its worse than Frost trap, you nerfed shatter, you made Plague Ghouls not slowable. And now BoED, a 1% drop with niche uses. And since it doesnt even have any stats it already starts with a lower int, you have to cast for 40 seconds non stop to beat a 10 int weapon. Mages just don't sit down to drink enough.
If you don't have a strong advocate for your class in the devs you just get nerfed to the ground.
By the way, it never worked with Blizzard, only instant damage spells. And the damage never scaled.
In before everyone complains about how imbalenced some classes are going to turn to, classes that were not so much imbalenced in retail.
"wisdom is only possessed by the learned."
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Re: 1.17.2 Final Itemization Changelog
Hmm not quite sure why the decision was made to change all the existing tier sets rather than just add more alternatives. I’ve been campaigning for re-adding the original druid t2.5 as I think it’s nice to have gearing options for people who enjoy hybrid playstyles but it looks like with this patch we’re gonna see the death of all hybrid sets://
Imo this is a very essential part of vanilla class identity/fantasy that you’re erasing and I honestly don’t understand why? Is it a fear of item bloat?
Also! I’ve said this many times before but the lizardhide pants from WSG exalted are obviously meant for a flag carrying HotW/NS druid, they have high armour and int exactly for this reason. First of all no druids play moonkin in WSG obviously, and even if they did they’ll be using t2.5 which is waaaay quicker to get than rep pants. And again it’s understandable that you want to add alternatives but straight up replacing/removing items like this just seems careless and mostly just kind of uninformed??
Anyways I’m still hyped for the patch!<3 but please stop deleting base vanilla items when it isn’t needed:)))
Imo this is a very essential part of vanilla class identity/fantasy that you’re erasing and I honestly don’t understand why? Is it a fear of item bloat?
Also! I’ve said this many times before but the lizardhide pants from WSG exalted are obviously meant for a flag carrying HotW/NS druid, they have high armour and int exactly for this reason. First of all no druids play moonkin in WSG obviously, and even if they did they’ll be using t2.5 which is waaaay quicker to get than rep pants. And again it’s understandable that you want to add alternatives but straight up replacing/removing items like this just seems careless and mostly just kind of uninformed??
Anyways I’m still hyped for the patch!<3 but please stop deleting base vanilla items when it isn’t needed:)))
Re: 1.17.2 Final Itemization Changelog
While i like the changes to priest's talent tree and priests' spells to support smite spec. I don't understand the change of T2.5 priest set.
From those changes, it become clear that Shadow Word : Pain with "near to" or "full" duration will still be the best use a smite priest can do of a GCD to do max damage. It will still be part of our boss rotation and still be used on trashs (on groups of 2 to 4 enemies when it's not enough to use holy nova, you'll just avoid doting the first target, skull, because it will die too fast).
If removing spell penetration in favor of some hit/crit make sense, the change from "healing and spell power bonus" to "holy spell power bonus" with such a short increase (+1 to +7 per item) make no sense to me, unlike there is a Set Bonus turn "Shadow Word : Pain" into "Holy Word : Pain" or something.
I also agree with people who mentionned the loss of healing power from that change.
From those changes, it become clear that Shadow Word : Pain with "near to" or "full" duration will still be the best use a smite priest can do of a GCD to do max damage. It will still be part of our boss rotation and still be used on trashs (on groups of 2 to 4 enemies when it's not enough to use holy nova, you'll just avoid doting the first target, skull, because it will die too fast).
If removing spell penetration in favor of some hit/crit make sense, the change from "healing and spell power bonus" to "holy spell power bonus" with such a short increase (+1 to +7 per item) make no sense to me, unlike there is a Set Bonus turn "Shadow Word : Pain" into "Holy Word : Pain" or something.
I also agree with people who mentionned the loss of healing power from that change.
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Re: 1.17.2 Final Itemization Changelog
Can anyone tell me the spellpower scaling of the ornate bloodstone dagger?
Re: 1.17.2 Final Itemization Changelog
is it just me, or does the new ele sham T 2.5 set bonus feel incredibly clunky? "Shaman Tier 2.5 (5 Set): Reworked, now does the following: "Your Chain Lightning is imbued with unpredictable storm energies, it now chains to an additional target and deals 15% increased damage if it hits only one target."" Ignoring how little impact this has, this set bonus has no effect on chain lightning if CL hits 2 or 3 targets. So 1 target= it gets value, 2 or 3 targets, no value, 4 targets, value. Just wierd
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Re: 1.17.2 Final Itemization Changelog
This modification shows how arrogant the turtle server development team really is, with their dominant mindset,
They destroyed all the little toys they didn't care about,
Every little toy represents a form of entertainment, they are definitely not that powerful, but just because this fun has nothing to do with the development team, they will destroy them.
Next, everyone can only follow their direction to 'play'
They destroyed all the little toys they didn't care about,
Every little toy represents a form of entertainment, they are definitely not that powerful, but just because this fun has nothing to do with the development team, they will destroy them.
Next, everyone can only follow their direction to 'play'
Re: 1.17.2 Final Itemization Changelog
I agree 100%.Darkconfidant wrote: ↑Thu Oct 31, 2024 1:52 pm This modification shows how arrogant the turtle server development team really is, with their dominant mindset,
They destroyed all the little toys they didn't care about,
Every little toy represents a form of entertainment, they are definitely not that powerful, but just because this fun has nothing to do with the development team, they will destroy them.
Next, everyone can only follow their direction to 'play'
I heard they are testing for 18 (!!) months. Now we got the final thingy shown.
We should have been able to have a look into the development WAY earlier.
But I guess our feedback isnt of any interest.
Re: 1.17.2 Final Itemization Changelog
I completely disagree.Darkconfidant wrote: ↑Thu Oct 31, 2024 1:52 pm This modification shows how arrogant the turtle server development team really is, with their dominant mindset,
They destroyed all the little toys they didn't care about,
Every little toy represents a form of entertainment, they are definitely not that powerful, but just because this fun has nothing to do with the development team, they will destroy them.
Next, everyone can only follow their direction to 'play'
You play in the same environment for many years – and at the same time, you’re growing up, creating a family, getting older. Like you, the world around you changes gradually. But not as drastically as Blizzard does it with a new expansion release. All your epic items, with stories you could tell about how you got them, stay with you instead of being thrown away. They just change a little, just like you do.
Re: 1.17.2 Final Itemization Changelog
yeah right, tell that to the elemental shamans that can't burst down a target in pvp anymore. That's core class gameplay that simply doesnt exist anymore.Elisleris wrote: ↑Thu Oct 31, 2024 2:16 pmI completely disagree.Darkconfidant wrote: ↑Thu Oct 31, 2024 1:52 pm This modification shows how arrogant the turtle server development team really is, with their dominant mindset,
They destroyed all the little toys they didn't care about,
Every little toy represents a form of entertainment, they are definitely not that powerful, but just because this fun has nothing to do with the development team, they will destroy them.
Next, everyone can only follow their direction to 'play'
You play in the same environment for many years – and at the same time, you’re growing up, creating a family, getting older. Like you, the world around you changes gradually. But not as drastically as Blizzard does it with a new expansion release. All your epic items, with stories you could tell about how you got them, stay with you instead of being thrown away. They just change a little, just like you do.
Re: 1.17.2 Final Itemization Changelog
I also can't drink a bottle of whiskey now, but in my youth, I could.
Elem shaman to be able to burst down his target in PvP, but now he can't anymore.
Everything flows, everything changes.
Last edited by Elisleris on Thu Oct 31, 2024 2:58 pm, edited 2 times in total.
- Tacticalnelf
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Re: 1.17.2 Final Itemization Changelog
Your analogy was based on a symbolic and emotional foundation. You compared the experience of playing in a consistent environment over the years to the process of maturing and the gradual changes in a player's personal life.Elisleris wrote: ↑Thu Oct 31, 2024 2:16 pmI completely disagree.Darkconfidant wrote: ↑Thu Oct 31, 2024 1:52 pm This modification shows how arrogant the turtle server development team really is, with their dominant mindset,
They destroyed all the little toys they didn't care about,
Every little toy represents a form of entertainment, they are definitely not that powerful, but just because this fun has nothing to do with the development team, they will destroy them.
Next, everyone can only follow their direction to 'play'
You play in the same environment for many years – and at the same time, you’re growing up, creating a family, getting older. Like you, the world around you changes gradually. But not as drastically as Blizzard does it with a new expansion release. All your epic items, with stories you could tell about how you got them, stay with you instead of being thrown away. They just change a little, just like you do.
You completely missed the point of the discussion. I’m not sure if you did this on purpose or just didn’t understand, but you completely overlooked the main point of the conversation.
Re: 1.17.2 Final Itemization Changelog
destroying the number one thing a spec is known for, is not a small change now is it? The entire point of ele shaman is being able to setup on demand heavy burst on a specific target. Without that, is what turtle wow has baked, even an elemental shaman? I don't think so.
Re: 1.17.2 Final Itemization Changelog
Will this change affect the feral elemental cat build?
This build is based on item effect - "Adds 2 fire damage to your melee attacks".
And with a large amount of elemental damage from 7-9 items, the blade could work twice from one hit, making it a staple for such builds.
So my question is, will the blade work as before on one target or is it now only 1 trigger per hit?
ps: ( I spent a lot of time and gold on the implementation of this build and it is not even an op in raids and pvp, this build only gives the opportunity to replenish resources in protracted battles without losing much in dps. And I will be very upset if you break one of my most favorite builds for feral )
Re: 1.17.2 Final Itemization Changelog
Yeah, I'm really curious to know the reasoning behind the dagger nerf. It's a massive nerf with no warning. Really wish the devs would provide some reasoning when they make changes like this. Going to piss a ton of people off who worked so hard for it. I wasn't aware of any exploits with it. There were some cool melee builds with it, but they didn't seem OP. The mana regen was really nice and unique, but only in rare scenarios and didn't seem game breaking. If there is some game breaking thing you could do with these daggers most people aren't aware of I really wish they'd have found a better way to fix that than deleting the dagger all together.
Re: 1.17.2 Final Itemization Changelog
Why only allow collection of the new T3 sets from tokens when you could make an NPC that swaps normal T3 for alternative T3 pieces (for a nominal price)?
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Re: 1.17.2 Final Itemization Changelog
this is awesome that pvp rewards are getting revised as they should good stuff only thing id like to bring up which also related is Warlock epic pvp set rewards. if u compare the blue set side by side with the epic set u got from 2% crit to 0% crit with the so, called "upgrade" this doesnt make any sense. And if u compare the lock epic set to other class set you can obviously see that something was skipped/missed here. +hit and +crit is all over many class set though Lock remain with nothing. Thank you for your time i know its likely to late to address this but, at least something to think about upon next patch or something.
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Re: 1.17.2 Final Itemization Changelog
They are killing AOE playstyle that is what is going on here.Frantsel wrote: ↑Wed Oct 30, 2024 5:39 pm Nerfing blooddagger AND princessdagger spscaling for 66% (!!!) is literally insane.
This is a MASSIVE nerf.
Also not being able to use it on aoe anymore is complete bs.
Thats what the daggers were good for.
You completely destroyed the daggers.
Also: Reducing BOTH daggers at the same time just shows how much effort you put into this.
Overall good changes. But nerfing both daggers with the same value at the same time shows that its a quite lazy move.
I really wanna know how much testing went into this.
Solo players are paying a price now for raid bullshit.
Just like Blizzard, fuck the solo player, we only care about raids.
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Re: 1.17.2 Final Itemization Changelog
I agree. All of this just sucks. From warrior flask nerf to arcane infused gem to blade of eternal darkness... Was there really an issue with hunters with spell power sets parsing out of their minds on aoe packs or something? Such cool things being nerfed from classic. Now blade of eternal darkness which helped with mana for farming or in raid killing packs. Sacking damage from wep for mana gain. This is all so incredibly misguided and the vision is so antithetical to the spirit of classic wow with these nerfs. Classic plus content in my mind kept a lot of what made classic wow great while improving upon or adding to it. I understand that some things need nerfs for new things to come in but these were not the changes to be made. Things that are cool and you prepped for that made things work to some degree are important to keep. Were these things game breaking? No. Were these things fun and required prep to pull off? Yes. These nerfs are all mistakes that you will probably regret making in the future. This is not just us that feels this way. So many of my guildies feel terrible with a lot of these nerfs. This just feels like classic minus or just a path that is leading down the same path wow did with future expansions that stripped from the original wow all the cool stuff and nerfed so many things that I miss from classic.Monkebonk wrote: ↑Wed Oct 30, 2024 6:53 amIt's so damn discouraging to see you shaft Mage AoE so hard. You made ZG crocs unfarmable (except for paladins of course, that one you allow for some reason), you nerfed Blizzard so its worse than Frost trap, you nerfed shatter, you made Plague Ghouls not slowable. And now BoED, a 1% drop with niche uses. And since it doesnt even have any stats it already starts with a lower int, you have to cast for 40 seconds non stop to beat a 10 int weapon. Mages just don't sit down to drink enough.
If you don't have a strong advocate for your class in the devs you just get nerfed to the ground.
By the way, it never worked with Blizzard, only instant cast spells. And the damage never scaled.
Re: 1.17.2 Final Itemization Changelog
Turtle wow is pala/druid fantasy server.Bolthardrok wrote: ↑Fri Nov 01, 2024 2:29 pmI agree. All of this just sucks. From warrior flask nerf to arcane infused gem to blade of eternal darkness... Was there really an issue with hunters with spell power sets parsing out of their minds on aoe packs or something? Such cool things being nerfed from classic. Now blade of eternal darkness which helped with mana for farming or in raid killing packs. Sacking damage from wep for mana gain. This is all so incredibly misguided and the vision is so antithetical to the spirit of classic wow with these nerfs. Classic plus content in my mind kept a lot of what made classic wow great while improving upon or adding to it. I understand that some things need nerfs for new things to come in but these were not the changes to be made. Things that are cool and you prepped for that made things work to some degree are important to keep. Were these things game breaking? No. Were these things fun and required prep to pull off? Yes. These nerfs are all mistakes that you will probably regret making in the future. This is not just us that feels this way. So many of my guildies feel terrible with a lot of these nerfs. This just feels like classic minus or just a path that is leading down the same path wow did with future expansions that stripped from the original wow all the cool stuff and nerfed so many things that I miss from classic.Monkebonk wrote: ↑Wed Oct 30, 2024 6:53 amIt's so damn discouraging to see you shaft Mage AoE so hard. You made ZG crocs unfarmable (except for paladins of course, that one you allow for some reason), you nerfed Blizzard so its worse than Frost trap, you nerfed shatter, you made Plague Ghouls not slowable. And now BoED, a 1% drop with niche uses. And since it doesnt even have any stats it already starts with a lower int, you have to cast for 40 seconds non stop to beat a 10 int weapon. Mages just don't sit down to drink enough.
If you don't have a strong advocate for your class in the devs you just get nerfed to the ground.
By the way, it never worked with Blizzard, only instant cast spells. And the damage never scaled.