Consumables & Gold Farming

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Akalix
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Consumables & Gold Farming

Post by Akalix » Tue Jan 30, 2024 9:49 pm

Greetings!

Over the previous months, we've seen an exponential growth in the prices of various items, with the most impacted being valuable raiding consumables. This has led to a heavy strain being placed upon those who are active in clearing endgame content on our network, and players would be expected to spend on consumables at an unsustainable rate. Some of our previous efforts to combat this issue can be read in the PvP & Economy Update thread.

As for consumables: Starting after our 2024 — January 31 maintenance, the following effects will persist through death in Dungeon & Raid environments:
  • Lesser Armor
  • Lesser Strength
  • Lesser Agility
  • Health
  • Agility
  • Lesser Intellect
  • Regeneration
  • Armor
  • Regeneration
  • Regeneration
  • Health II
  • Fire Protection
  • Frost Protection
  • Shadow Protection
  • Holy Protection
  • Nature Protection
  • Fire Power
  • Rage of Ages
  • Spirit of Boar
  • Strike of the Scorpok
  • Infallible Mind
  • Spiritual Domination
  • Agility
  • Greater Agility
  • Greater Armor
  • Armor
  • Arcane Elixir
  • Greater Intellect
  • Elixir of the Giants
  • Shadow Power
  • Elixir of the Sages
  • Elixir of Brute Force
  • Elixir of the Mongoose
  • Greater Arcane Elixir
  • Fire Protection
  • Frost Protection
  • Holy Protection
  • Nature Protection
  • Shadow Protection
  • Arcane Protection
  • Flask of the Titans
  • Distilled Wisdom
  • Supreme Power
  • Chromatic Resistance
  • Frost Power
  • Nature Power
  • Regeneration
  • Mana Regeneration
  • Spirit of Zanza
  • Swiftness of Zanza
  • Sheen of Zanza
  • Greater Firepower
  • Greater Naturepower
  • Elixir of Resistance
  • Elixir of Dodging
  • Dreamshard Elixir
  • Mageblood Elixir
Note that some effects may have already persisted through death, this is just a new expansive list.

As for gold farming: Our goal is not to entirely remove prominent gold farms—there will always be a best farm. However, any farms that are significantly disruptive to the economy as a whole, such as generating an unnatural amount of raw gold, or outputting a disproportionate amount of gold for time, are subject to changes. In the coming weeks, we will be reflecting further upon how these changes impact the market. After that, we will begin to implement fixes and changes which should address a handful of farms which are in our sights.

Other issues regarding consumables: While we do not intervene in market manipulation, we do consistently track the markets. This includes looking for the "why" behind certain items having reduced supply. After some investigation, we found a small number of groups participating in abusive gameplay, which are detailed in our GDKP, TDKP, and Turtle WoW thread.
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Tawneyturtle
Posts: 187

Re: Consumables & Gold Farming

Post by Tawneyturtle » Tue Jan 30, 2024 10:42 pm

add Valentines buffs too please xoxo
Tawney - High elf warrior 60
Feytale - High elf Mage 60 (Rank 1 Mage Naxx during WBs)
Have fun parsing not only at 19.

Manolothegreat
Posts: 24

Re: Consumables & Gold Farming

Post by Manolothegreat » Tue Jan 30, 2024 10:43 pm

Amazing change, thank you!!!!
Is it possible to add Mageblood Potion for our healers?
PRISE THE SUN \[T]/

Balake
Posts: 735

Re: Consumables & Gold Farming

Post by Balake » Tue Jan 30, 2024 10:43 pm

EYO HUGE

There's some consumables missing from this list. Is that intended or oversight?

Examples: winterfall firewater, dreamtonic, all the jujus, alcohols and foods.

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Jamey
Posts: 71

Re: Consumables & Gold Farming

Post by Jamey » Tue Jan 30, 2024 10:46 pm

Balake wrote:
Tue Jan 30, 2024 10:43 pm
EYO HUGE

There's some consumables missing from this list. Is that intended or oversight?

Examples: winterfall firewater, dreamtonic, all the jujus, alcohols and foods.
Yes, intended.

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Tawneyturtle
Posts: 187

Re: Consumables & Gold Farming

Post by Tawneyturtle » Tue Jan 30, 2024 10:48 pm

Jamey wrote:
Tue Jan 30, 2024 10:46 pm
Balake wrote:
Tue Jan 30, 2024 10:43 pm
EYO HUGE

There's some consumables missing from this list. Is that intended or oversight?

Examples: winterfall firewater, dreamtonic, all the jujus, alcohols and foods.
Yes, intended.
can u look into Quickness Potion and Mighty Rage potion? I don't think they should be sharing Gromsblood and the changes above don't change anything about these 30 second long potions. Titans + these 2 are it's prime uses. This change won't affect tank warriors much (highest spenders next to spellrets)
Last edited by Tawneyturtle on Tue Jan 30, 2024 10:54 pm, edited 2 times in total.
Tawney - High elf warrior 60
Feytale - High elf Mage 60 (Rank 1 Mage Naxx during WBs)
Have fun parsing not only at 19.

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Jamey
Posts: 71

Re: Consumables & Gold Farming

Post by Jamey » Tue Jan 30, 2024 10:48 pm

Manolothegreat wrote:
Tue Jan 30, 2024 10:43 pm
Amazing change, thank you!!!!
Is it possible to add Mageblood Potion for our healers?
Missed that one however, will be added.

Axe8305
Posts: 20

Re: Consumables & Gold Farming

Post by Axe8305 » Tue Jan 30, 2024 10:51 pm

This is excellent! Great work!

Akos1896
Posts: 429
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Re: Consumables & Gold Farming

Post by Akos1896 » Tue Jan 30, 2024 10:54 pm

Huge qol improvement! Love it

Queenoona
Posts: 60

Re: Consumables & Gold Farming

Post by Queenoona » Tue Jan 30, 2024 10:55 pm

+1 5char

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Kangaraxxus
Posts: 17

Re: Consumables & Gold Farming

Post by Kangaraxxus » Tue Jan 30, 2024 10:55 pm

Can't see Elixir of Greater Nature Power in the list, I believe it should be there as well?
And while you at it can you pls fix that Arcane Elixir and Dreamshard tonic effects cancel each other, they share same icon but I believe that is not the reason.
Last edited by Kangaraxxus on Tue Jan 30, 2024 11:01 pm, edited 1 time in total.

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Reploidrocsa
Posts: 499
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Re: Consumables & Gold Farming

Post by Reploidrocsa » Tue Jan 30, 2024 10:57 pm

have you considered implementing an AH bot so he can keep prices of consumables at a reasonable price for a while?

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Dragunovi
Posts: 238

Re: Consumables & Gold Farming

Post by Dragunovi » Tue Jan 30, 2024 10:59 pm

Kangaraxxus wrote:
Tue Jan 30, 2024 10:55 pm
can't see elixir of greater nature power in the list, i believe it should be there as well?
Its there, greater naturepower.
Sometimes makes items, feel free to query on Discord for questions!

Manolothegreat
Posts: 24

Re: Consumables & Gold Farming

Post by Manolothegreat » Tue Jan 30, 2024 11:00 pm

Jamey wrote:
Tue Jan 30, 2024 10:48 pm
Manolothegreat wrote:
Tue Jan 30, 2024 10:43 pm
Amazing change, thank you!!!!
Is it possible to add Mageblood Potion for our healers?
Missed that one however, will be added.
Thank you sooooooooo much!!!!!!!!!!!!! Great update!! happy_turtle
PRISE THE SUN \[T]/

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Akalix
Posts: 391
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Re: Consumables & Gold Farming

Post by Akalix » Tue Jan 30, 2024 11:01 pm

Dragunovi wrote:
Tue Jan 30, 2024 10:59 pm
Kangaraxxus wrote:
Tue Jan 30, 2024 10:55 pm
can't see elixir of greater nature power in the list, i believe it should be there as well?
Its there, greater naturepower.
I may have edited it in...
Public Relations / Community Manager / Head of Recruitment

Looking to join Turtle? Need media information? Contact me!

Rramage
Posts: 7

Re: Consumables & Gold Farming

Post by Rramage » Tue Jan 30, 2024 11:07 pm

This is a great change that will help us out considerably. Thank you.

Biteyou
Posts: 77
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Re: Consumables & Gold Farming

Post by Biteyou » Tue Jan 30, 2024 11:11 pm

Somebody about to lose a lot of gold smiling_turtle

This is great news.

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Boyuyu
Posts: 5

Re: Consumables & Gold Farming

Post by Boyuyu » Tue Jan 30, 2024 11:12 pm

Tawneyturtle wrote:
Tue Jan 30, 2024 10:48 pm
Jamey wrote:
Tue Jan 30, 2024 10:46 pm
Balake wrote:
Tue Jan 30, 2024 10:43 pm
EYO HUGE

There's some consumables missing from this list. Is that intended or oversight?

Examples: winterfall firewater, dreamtonic, all the jujus, alcohols and foods.
Yes, intended.
can u look into Quickness Potion and Mighty Rage potion? I don't think they should be sharing Gromsblood and the changes above don't change anything about these 30 second long potions. Titans + these 2 are it's prime uses. This change won't affect tank warriors much (highest spenders next to spellrets)
+1 to this. Gromsblood/Icecap that's used in small time potions/food will dodge these changes. Black lotus will also be unaffected and continue to rise in price, keeping flasks expensive. Great change overall though, very happy about this.

Frantsel
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Re: Consumables & Gold Farming

Post by Frantsel » Tue Jan 30, 2024 11:17 pm

Really?

Thats so stupid. Why not just add more herbs in the world. Add dynamic respawns.

This completely devalues flasks. It makes the game way more casual..

Norseric
Posts: 8

Re: Consumables & Gold Farming

Post by Norseric » Tue Jan 30, 2024 11:18 pm

Do they persist if you release to a ghost from a dungeon or do you need to be rezzed within the dungeon?

Pocas
Posts: 4

Re: Consumables & Gold Farming

Post by Pocas » Tue Jan 30, 2024 11:20 pm

That's good news, another thing you can decrease the spawn time of herbs and minerals, one day I was farming in feralas in hour I found 0 herbs, I haven't found a single black lotus in two weeks, that's the cause prices are to dam high.

One GM told me once, it's has been like that for 20 year, just consider this server is prime time 24/7 all days of the year.

If I have to spend 80% of the time I have to play farming raw materials, and someone offers a solution where I can spend money and spend my time playing I'll gladly choose that option.

Think about it.

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Borefficz
Posts: 169

Re: Consumables & Gold Farming

Post by Borefficz » Tue Jan 30, 2024 11:21 pm

Great change!

Biteyou
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Re: Consumables & Gold Farming

Post by Biteyou » Tue Jan 30, 2024 11:21 pm

Are blasted lands consumes also included?

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Borefficz
Posts: 169

Re: Consumables & Gold Farming

Post by Borefficz » Tue Jan 30, 2024 11:25 pm

Biteyou wrote:
Tue Jan 30, 2024 11:21 pm
Are blasted lands consumes also included?
They are listed.

Biteyou
Posts: 77
Has liked: 1 time

Re: Consumables & Gold Farming

Post by Biteyou » Tue Jan 30, 2024 11:27 pm

Borefficz wrote:
Tue Jan 30, 2024 11:25 pm
Biteyou wrote:
Tue Jan 30, 2024 11:21 pm
Are blasted lands consumes also included?
They are listed.
My bad, I was looking for the consume name and not the buff itself. Thanks for clarifying.

Atreidon
Posts: 79

Re: Consumables & Gold Farming

Post by Atreidon » Tue Jan 30, 2024 11:38 pm

This is fantastic news. Finally player do no longer get punished twice for dying!

Lexadex
Posts: 2

Re: Consumables & Gold Farming

Post by Lexadex » Tue Jan 30, 2024 11:41 pm

The goose has been been unsluiced, #unsluicethegoose

Eversongwoods
Posts: 154

Re: Consumables & Gold Farming

Post by Eversongwoods » Tue Jan 30, 2024 11:50 pm

Why not just give full world buffs and maximum consumes that persist through death as soon as you enter a raid? This would prevent further crying from raiders and save the team from having to cave in to their needs in the future.

Burunduk
Posts: 144

Re: Consumables & Gold Farming

Post by Burunduk » Tue Jan 30, 2024 11:53 pm

What about major mana potions???

How will you solve the problem with expensive icecap?

Healers use tons of mana potions, and nothing will change for them.
I spend all my gold for icecap, not for plaguebloom, silversage or gromsblood.

Schwarzschild
Posts: 42

Re: Consumables & Gold Farming

Post by Schwarzschild » Tue Jan 30, 2024 11:57 pm

Frantsel wrote:
Tue Jan 30, 2024 11:17 pm
Really?

Thats so stupid. Why not just add more herbs in the world. Add dynamic respawns.

This completely devalues flasks. It makes the game way more casual..
While I strictly disagree with the term "stupid", I have to somewhat agree to the OP's basic notion. A Flask of Supreme Power provides ~4.3 times the effect of a Greater Arcane Elixir, but costs ~7-10 times as much (per hour). Therefore, it is only half as price efficient. It was THE defining characteristic of Flasks to persist through death and the loss of this uniqueness needs to be compensated for.

Suggestions to keep Flasks as a relevant consumable option
One or multiple of the following:
  • Buff (some) Flask durations to 3 or 4 hours, so you KNOW you only need one per raid, which would make consumable farming more predictable. Flasks would become more convenient, while not actually offering more power.
  • Reduce Flask ingredients, e.g., keep the Black Lotus, but reduce the Gromsblood/Dreamfoil/Icecap/Stonescale Oil requirements from 30 to ~15-20 or so.
Whatever you do, do not NOT buff primary Flask effects; they are already overpowered.
Last edited by Schwarzschild on Wed Jan 31, 2024 12:25 am, edited 16 times in total.

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Toirto
Posts: 45

Re: Consumables & Gold Farming

Post by Toirto » Wed Jan 31, 2024 12:02 am

It's beautiful


wow

Frantsel
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Re: Consumables & Gold Farming

Post by Frantsel » Wed Jan 31, 2024 12:25 am

Schwarzschild wrote:
Tue Jan 30, 2024 11:57 pm
Frantsel wrote:
Tue Jan 30, 2024 11:17 pm
Really?

Thats so stupid. Why not just add more herbs in the world. Add dynamic respawns.

This completely devalues flasks. It makes the game way more casual..
While I strictly disagree with the term "stupid", I have to somewhat agree to the OP's basic notion. A Flask of Supreme Power provides ~4.3 times the effect of a Greater Arcane Elixir, but costs ~7-10 times as much (per hour). Therefore, it is only half as price efficient AND prevents you from having a second Elixir up, e.g. Elixir of the Sages. It was THE defining characteristic of Flasks to persist through death and the loss of this uniqueness needs to be compensated for.

Suggestions to keep Flasks as a relevant consumable option
One or multiple of the following:
  • Buff (some) Flask durations to 3 or 4 hours, so you KNOW you only need one per raid, which would make consumable farming more predictable. Flasks could then fulfill a "convenience" niche, while not actually offering more power.
  • Reduce Flask ingredients, e.g., keep the Black Lotus, but reduce the Gromsblood/Dreamfoil/Icecap/Stonescale Oil requirements from 30 to ~15-20 or so.
It just makes the game way more casual. Twow even added teas so I went raiding with blue gear as a priest in naxx without any issues. GREAT balancing.

Same with the pots now. Dying doesnt get punished anymore.

I personally enjoyed it very much to decide if i wanna use pots or not. Now the question is gone. Always fully potted.

I dont like this at all.

Atreidon
Posts: 79

Re: Consumables & Gold Farming

Post by Atreidon » Wed Jan 31, 2024 12:26 am

Schwarzschild wrote:
Tue Jan 30, 2024 11:57 pm
Frantsel wrote:
Tue Jan 30, 2024 11:17 pm
Really?

Thats so stupid. Why not just add more herbs in the world. Add dynamic respawns.

This completely devalues flasks. It makes the game way more casual..
While I strictly disagree with the term "stupid", I have to somewhat agree to the OP's basic notion. A Flask of Supreme Power provides ~4.3 times the effect of a Greater Arcane Elixir, but costs ~7-10 times as much (per hour). Therefore, it is only half as price efficient AND prevents you from having a second Elixir up, e.g. Elixir of the Sages. It was THE defining characteristic of Flasks to persist through death and the loss of this uniqueness needs to be compensated for.

Suggestions to keep Flasks as a relevant consumable option
One or multiple of the following:
  • Buff (some) Flask durations to 3 or 4 hours, so you KNOW you only need one per raid, which would make consumable farming more predictable. Flasks could then fulfill a "convenience" niche, while not actually offering more power.
  • Reduce Flask ingredients, e.g., keep the Black Lotus, but reduce the Gromsblood/Dreamfoil/Icecap/Stonescale Oil requirements from 30 to ~15-20 or so.
Even if the only consumable you ever use is flask you benefit from this change. The other consumables no longer expiring on death does mean the average raid uses less of them. That means there is a lesser demand for the materials used. And flasks do share materials with many of these buffs.
Just for the power of their effects flasks are definitely worth crafting in their current iteration. But we might see guilds relying less on flasks for their dps, as the risk factor that using perishable consumables brought with them is no longer as important.

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Jstansberry
Posts: 132

Re: Consumables & Gold Farming

Post by Jstansberry » Wed Jan 31, 2024 12:29 am

Was I mistaken in thinking that inflation was a concern for you guys? Isn't this one of the worst changes you could make in terms of managing inflation? Raid consumes are the biggest gold sink in the endgame by far, reducing demand means less gold is moving between players and less gold is removed from circulation from AH fees. Seems like a potentially disastrous change. If consumes being too expensive was truly an issue then you should make farming gold or consume mats more accessible - more/quicker respawning gathering nodes for example.

Eversongwoods
Posts: 154

Re: Consumables & Gold Farming

Post by Eversongwoods » Wed Jan 31, 2024 12:39 am

slowly turning the game into retail

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