Consultez tous nos changements dans un format minimal.
Trié par ordre chronologique.
Général
Worldforged Key Fragments are now bound to account rather than to player.
Intervene will now only Draft if you have one of the required stances to use it.
Enchantements Mystiques
[Pending Restart] Fixed an issue where Shadow Word: Pain was still possible to cast when you had the Shadow Word: Gore Mystic Enchantment equipped.
Général
[Pending Restart & Patch Update] - Fixed an issue where Divine Shield could sometimes not be casted while in horror effects.
[Pending Restart] - Made a visual hint that sometimes triggers when you are close to the Nature's Flow enchantment.
[Pending Restart] - Fixed an issue where spells like Living Bomb and Expunge would trigger on master target dummies (level 60) upon taking damage.
Talents et Capacités
[Pending Restart] - Natures Swiftness will allow you to instant cast Healing Rain.
Donjons et Raids
[Pending Restart] [Serpent Shrine] [Leotheras the Blind] Leotheras and Shadow of Leotheras Chaos Blast now roll their damage upon hitting their target rather then on finishing the cast. This allows the target of the Chaos Blast to benefit from damage reduction and absorption effects that are applied while the Chaos Blast is already travelling. Also reduced the damage of Chaos Blast by 25% on all difficulties.
[Pending Restart] [Gruuls Lair] [High King Maulgar] Krosh Firehand's Greater Fireball and Massive Fireball now roll their damage upon hitting their target rather then on finishing the cast. This allows the target of the Fireballs to Spell Steal the Spell Shield from Krosh Firehand wile the Fireball is still travelling and gain its damage reduction effect calculated before the Fireball impacts.
Enchantements Mystiques
[Pending Restart] Fixed a naming discrepancy in the Charged Tides tooltip, it now also clarifies that you can gain 1 stack per cast.
[Pending Restart] Fixed an issue where Lightning Rod from Tree of Wrath did not properly grant a stack from Charged Tides.
[Pending Restart] - [Pending Patch Update] - Fixed the cooldown of Mechanical Arm incorrectly displaying its cd.
Deprecated "Hardy Incanter's Absorption", "Critical Shield Bash", "Focused Shield Bash" enchantments as they provide 0 effect to the abilities.
[Pending Restart] Fixed an issue where the Curse of Arugal Mystic Enchantment did not always allow Shadow Word: Pain, Devouring Plague and Vampiric Touch to benefit from spell critical strike chance or haste. Being shapeshifted into Worgen form now allows these spells to properly interact with the stats.
Quêtes
Bloody Expedition Dailies now grant 1000 Marks of Ascension from 800.
Général
[Mauradon] - [Orange Crystals] - Poison Shock - Damage of mobs that cast Poison Shock has been reduced by about 20% to match other AoE damage spells damage. This spell was vastly out performing other AoE damaging abilities in dungeons.
[Mauradon] - [Orange Crystals] - Entangling Roots - Now has a 5 second duration from 15 seconds. Duration now correctly abides by diminishing returns. It now deals slightly more damage every 5 seconds but also now correctly breaks on damage taken.
[Mauradon] - [Orange Crystals] - Mobs that cast Thorn Valley now cast is 1/5th as often. Previously they would spam this ability between 2 and 5 seconds.
[Mauradon] - [Orange Crystals] - Slowing Poison - Now has a 5 second duration down from 30 seconds.
[Mauradon] - [Orange Crystals] - Thorn Valley - Knockdown now has a 5 yard radius down from 45 yards.
Profane Nether is now tradable, akin to the Lesser Profane Nether becoming tradable.
Fixed an issue where Wind Stones, Lesser Wind Stones and Greater Wind Stones would not respawn correctly.
Increased dropped chance of Worldforged Key fragments from all sources. Dungeon Bosses, Raid Trash, Callboard Caches, Prestige, World Bosses, and Open World.
[Requires Restart] Worldforged Scrolls are now realm-bound and can be traded between your characters on that realm
Talents et Capacités
[Pending Restart] Fixed an issue where Tactical Mastery could work with Hoplite or Spirit Primary Stat active.
Monde
These adjustments to High-Risk Material drop rates are aimed to increase the value of farming in High-Risk across all tiers, ensuring you see more drops overall and that those drops have a higher chance to be Rare and Epic quality materials. The further increases to Shared Party Loot ensure groups and guilds activing a High-Risk event and incurring the additional risk of announcing their position see a significant reward for doing so. All players in the party get the shared drops, increasing these drop rates ensures you can group up with your friends and allies without losing effective farming potential.
Shared Party loot drops while High-Risk Material Events are now more likely to drop as rare quality versus uncommon quality.
Shared Party loot drops while High-Risk Material Events are active have been significantly increased to add further value to farming with your friends or guild.
Increased High-Risk Material drop rates from High-Risk Material areas. This increase applies to when the event is active and to when it is not active. Areas that drop Meat or Herbs for consumables have had their drop rates further increased.
Significantly increased High-Risk Material drop rates from non event creatures that drop Sanguine Meat.
Increased High-Risk Material drop rates from non event creatures that drop Sanguine Cloth.
Significantly increased the chance to obtain Rare and Epic quality Herbs from High-Risk Herbalism Nodes.
Significantly increased the chance to obtain Rare and Epic quality Metal from High-Risk Mining Nodes.
Significantly increased the chance for High-Risk Materials to drop Rare and Epic quality materials from event areas. Meat and Herb chance to drop as rare or epic even further increased. This means that when a creature would have dropped a green quality material, it will be significantly more likely that it drops a Rare or Epic quality material instead.
Changements d'Objets
[Thrall] - With the release of Mythic Raiding, many items from raids in classic had seen stats reduced across the board to make room for the new difficulty to ensure for integral item progression. This change has been revised: We have reformulated the Normal, Heroic Raid, Mythic Raid and Ascended Raid item formula to not have a greater barrier to entry and to be more in line with where they were in previous seasons. This new item progression is also more aligned with Area-52's current item progression. This means that most of your items should have gone up slightly in power.
Donjons et Raids
[Pending Restart] [Serpent Shrine] [Lady Vashj] Restored the Pre Flex Ascended scheduling of Lady Vashjs Envenom, Static Charge and Multi-Shot in Phase 3
[Pending Restart] [Zul'Aman] [Hex Lord Malacrass] Corrected an issue where player saw and heared things they were not supposed to on Normal and Heroic difficulty.
[Pending Restart] [Zul'Aman] [Hex Lord Malacrass] Corrected an issue where Hex Lord Malacrass started Drain Soul to soon. Hex Lord Malacrass will cast Drain Power untill all of his adds have died once.
[Pending Restart] [Zul'Aman] [Nalorakk] Nalorakk now gains 50% cooldown reduction while under the effect of Primal Fury in addition to its other effects.
Quêtes
Dungeon Diving Dailies now grant 1250 Marks of Ascension from 1000.
Profession Quest Dailies now grant 1,500 Marks of Ascension on completion up from 600.
Ill Gotten Goods Dailies now Grant 1200 Marks of Ascension from 750.
Lesser Known Issue Dailies now grants 1,000 Marks of Ascension on completion up from 600.
Keeping Evil at Bay Dailies now grants 1,500 Marks of Ascension on completion up from 600.
Keeping Evil at Bay (High Risk) Dailies now grants 1,500 Marks of Ascension on completion up from 600.
Sanctioned Hunt Dailies now grants 1,000 Marks of Ascension on completion up from 600.
Adventurer's Contract Dailies now grants 1,000 Marks of Ascension on completion up from 600.
Adventurer's Contract (High Risk) Dailies now grants 1,000 Marks of Ascension on completion up from 600.
Général
Temporal Contract: Bloody Expedition is available from Chromie and Tiraxis.
You can now obtain [High-Risk Transmutation] quest from the High-Risk category on the Call Board. This weekly quest does not require turning in the materials you transmute. Transmuting any High-Risk Material from Rare quality to Epic quality grants quest completion. Alongside keeping the materials you transmute, you also earn a Golden Mark of War. This quest is aimed at increasing the overall availability of Epic High-Risk materials on the server.
High-Risk Daily quests will now be obtainable from the Call Board from the High-Risk Quests category. They can still be obtained from the War Herald as before.
Quêtes
The kill requirement reductions on High-Risk quests will ensure these quests are completable in a reasonable amount of time even when other groups are fighting for spawns. This also ensures more availability of Lesser Profane Essence, which is used to transmute High-Risk materials from Rare to Epic quality.
Bloody Expedition: Silithid Pest Control - Hive'Ashi. Reduced kill requirements from 6 each to 4 each.
Bloody Expedition: Goodnight Twilight. Reduced kill requirements from 12 each to 6 each.
Bloody Expedition: West Silithus Hunt. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: South Winterspring renamed to Dark Whispers. Reduced kill requirements from 6 each to 4 each.
Bloody Expedition: Owlbeast Onslaught. Reduced kill requirements from 10 Moontouched Owlbeast and 8 Crazed Owlbeast to 6 each.
Bloody Expedition: North Winterspring Hunt. Reduced kill requirements from 8 each to 6 each.
Bloody Expedition: Frostsaber Fray. Reduced kill requirements from 10 Frosaber Huntress and 4 Frostsaber Pride Watcher to 6 and 2.
Bloody Expedition: Winterfall Maul. Reduced kill requirements from 10 each to 6 each.
Bloody Expedition: Haunting Harvest. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Field of Tears. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Andorhal Annihilation. . Reduced kill requirements from 15 Skeletal Executioner, 12 Soulless Ghoul, 10 Skeletal Acolyte to 5 each.
Bloody Expedition: Scarlet Butchery. Reduced kill requirements from 8 each to 6 each.
Bloody Expedition: Hearthglen Takeover. Reduced kill requirements from 10 each to 6 each.
Bloody Expedition: Plague Beasts of Eastern Plaguelands. Reduced kill requirements from 10 each to 6 each.
Bloody Expedition: Plaguewood Burnout. Reduced kill requirements from 8 each to 6 each.
Bloody Expedition: Beasts of Burning Steppes. Reduced kill requirements from 6 each to 4 each.
Bloody Expedition: Mood to Brood. Reduced kill requirements from 8 each to 6 each.
Bloody Expedition: Gutting the Firegut. Reduced kill requirements from 12 Firegut Brute and 8 Fireguy Orge Mage to 6 each.
Bloody Expedition: Tar Lord Takedown. Reduced kill requirements from 12 each to 8 each.
Bloody Expedition: West Un'goro Crater Hunt. Reduced kill requirements from 10 each to 6 each.
Bloody Expedition: Kickin' Jurass. Now requires Stegoddon, Frenzied Pterrordax and Elder Diemetradon instead of all Stegoddon types. Reduced kill requirements from 8 each to 6 each.
Bloody Expedition: North Azshara Hunt. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Arkkoran Assault. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Storming the Beach. Reduced kill requirements from 15 each to 10 each.
Bloody Expedition: Blighted Elementals. Reduced kill requirements from 12 each to 8 each.
Bloody Expedition: The Undercroft. Reduced kill requirements from 12 each to 8 each.
Bloody Expedition: The Fungal Vale. Reduced kill requirements from 6 each to 4 each.
Bloody Expedition: The Weeping Cave. Reduced kill requirements from 12 Vile Slime, 12 Rotting Behemoth, 4 Devouring Ooze to 6 Vile Slime, 6 Rotting Behemoth, 4 Devouring Ooze.
Bloody Expedition: Northridge Lumber Camp. Reduced kill requirements from 15 Scarlet Lumberjack and 8 Scarlet Knight to 8 Scarlet Lumberjack and 6 Scarlet Knight.
Bloody Expedition: West Winterspring Hunt. Reduced kill requirements from 10 Rogue Ice Thistle, 10 Ragged Owlbeast, 6 Shardtooth Bear, 6 Fledgling Chillwind to 4 each.
Bloody Expedition: The Pillar of Ash. Reduced kill requirements from 10 each to 6 each.
Bloody Expedition: Draco'dar. Reduced kill requirements from 8 each to 5 each.
Bloody Expedition: Dwarves of Burning Steppes. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Plague Woods of Western Plaguelands. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Plague Woods of Eastern Plaguelands. Reduced kill requirements from 10 each to 4 each.
Bloody Expedition: Corin's Crossing. Reduced kill requirements from 10 Hate Shrieker, 6 Gibbering Ghoul, 6 Dark Caster to 4 each.
Bloody Expedition: East Silithus Hunt. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Zul'Mashar. Reduced kill requirements from 8 each to 6 each.
Bloody Expedition: Silithid Pest Control - Hive'Regal. Reduced kill requirements from 6 each to 4 each.
Bloody Expedition: Southwind Village. Reduced kill requirements from 12 each to 8 each.
Bloody Expedition: North Silithus Hunt. Reduced kill requirements from 10 each to 6 each.
Bloody Expedition: Silithid Pest Control - Hive'Zora. Reduced kill requirements from 6 each to 4 each.
Bloody Expedition: The Crystal Vale. Reduced kill requirements from 15 Desert Rumblers and 10 Dust Stormers to 8 each.
Bloody Expedition: East Un'goro Crater. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Fungal Rock. Reduced kill requirements from 10 each to 6 each.
Bloody Expedition: Slithering Scar. Reduced kill requirements from 8 each to 4 each.
Bloody Expedition: Timbermaw Post. Reduced kill requirements from 10 Totemics and 8 Pathfiders to 8 and 4.
Bloody Expedition: Lake Mennar. Reduced kill requirements for Mageweaver and Scalebane from 12 each to 5 each.