Quoting Blizzard here: "New Affix Continuing with the theme of Xal’atath’s Bargain, where players can harness powerful boons granted to dungeon enemies by the Harbinger, we’re adding a new affix to our Beta testing this week. Xal’atath’s Bargain: Voidbound While in combat, Xal’atath summons Void Emissary to empower nearby enemies, gradually increasing their damage. Upon defeating the Void Emissary, players harness the void energy for themselves, increasing their critical chance by 20% for 20 seconds. Affix Adjustments Xal’atath’s Bargain: Ascendant We’ve seen a lot of feedback regarding the visual noise caused by the number of orbs being created. To address this issue, we’re reducing the total number of Orb of Ascendance from 20 to 10. Xal’atath’s Bargain: Frenzied We’ve heard feedback that this affix feels less visible compared to Ascendant, and is more punishing due to its passive nature without too much counterplay. It’s also less thematic compared to Ascendant where Xal’atath is present throughout the dungeon. With these considerations, we’re removing this affix from Beta testing. With the Xal’atath’s Bargain affixes, we want to create varied challenges that highlight different class skills and utilities in ways that do not feel exclusionary. We look forward to your feedback and discussions on these changes. We’ll see you in dungeons! " I just wanted to provide an update on what that affix is and what it does. Great video as always.
I think what I like about how delves are turning out is that they have their own affixes at the higher levels. So if you've never done any type of mythic content it can help those players get that experience without "ruining" a run in a dungeon group. Not many groups out there really want to take a newbie around and teach them about affixes unless they're guildies or friends with that person already.
Ret one trick here. The talent points were +2 for AOE or cleave builds and +1 for Single Target (Consecrated blade being made baseline). Damage wasn't highly affected by these changes outside of the Templar nerfs specifically. And the net damage gain from having an extra talent point. (However, none of the talent points being taken will make a monumental difference.) Huge QoL win though, our two, 2 point nodes are now both easily accessible if needed and easily avoidable if not.
3:40 I actually think shadowlands covenants struck a decent balance in the later seasons, with the caveat that required covenants for dungeons were dumb. Some specs only ever played with one, but several specs had covenants that were pretty impactful without dominating the gameplay. Stuff like kyrian destro or venthyr balance served interesting niches that had distinct strengths but were still very playable in all content if you didn’t want to bother switching
Im glad to see them removing lots of the heals. It used to be only classes like hybrids and classes like dk, dh, lock had some healing options. They gave heals to pretty much everyone when they had a kit based around not being able to heal well.
why not just say fallen crusader instead of FC and just assuming everyone reading your comment will know what your talking about. i know what you meant bc i play deathknight not everyone does.
Quite a few dks end up playing sanguination as it is more dps, but this probably wont be as relevant in TWW as fallen crusader is better on progression.
Im sorry but tanks contribute just as much to the current obnoxious dungeon tuning just as much as healers. Most dungeons the tank is the target I put the least amount of globals into, that in itself is a major problem as the tanks job is literally to get constantly hit. It also forces blizz to move the major group damage events from avoidable to unavoidable, ruby life pools and nokhud are on the extreme end but are perfect examples of the least enjoyable dungeons to do as a healer because at a certain key lvl I literally lose all agency and smoothing out the damage intake only shifts that key lvl higher its a bandaid fix that only helps part of the playerbase which is better then nothing but still its mind blowing blizz took the entirety of dragonflight to realize it was a problem.
Man I hope they pull off the healing changes they want. Get rid of the burst healing and give us more regular steady damage to heal. It even fixes the issue with defensives because they become less powerful if you taking regular smaller damage and leaves the defensives to a I screwed up button or at high end play I can use defensive to do a bit more damage by ignoring a mechanic.
WTF totemic still doesn't trigger on enh bc the f'ing spell that it swaps is now class raid buff and has been deleted..... pls explain why/how play enh totemic?
Unless you're actively attempting to play Totemic Enh on the beta, where the game is literally unfinished, I struggle to see how this affects you. There's no way you actually think it's going live like that, right?
Really worried they just gonna ship rogue like this to live servers not single one of the hero talents is fun to play and are buggy af..How you can fail so bad u cant get 1 out of 3 right
But WOG is not a % based healing , why does it still heal only 1 mil on beta while i got 7 mil on me , while healing others feels even more low , so whats the point of taking hand of the protector when i can heal 600k when people got 5 mil ? it doesn't feel good at all pressing it , it was fine like DF , i had to sacrifice lots of my defensive to get hand of the protector , now it doesn't feel worth healing others at all.
I will say I'm mixed, arent we like 1 month away from the release? Fairly heavy changes for a game that's coming out so soon. Also, on the flip side I'm grateful that for once they seem to be so active with balance changes, so hopefully it's going to be amazing. We'll see!
Hope they can pull off their vision for healing but I'm not holding my breath. Current plan is to not level a healer this expansion for the first time since early Vanilla and will only change that after I can verify healing doesn't feel miserable.
Pretty much. The specs overlap which hero talents they get, so both fury and arms get slayer as an option but prot doesnt for example. You have enough points to get all the nodes in a hero tree (you cant mix trees) at max level.
Imagine a word where DPS do 80% of their throughput and the other 20% comes from healers activating their cooldowns, enabling DPS to do more effective damage. Because that’s how healing feels with defensives and I don’t see how these changes are moving away from that. We’re shifting more and more power away from healers and into DPS, not a fan at all.
the soul suck on fel blade is a good QOL for aldrachi reaver, but doesnt address any of its core problems. and fel scarred is currently terrible. bottom 3 dps. oh and also they broke aldrachi reaver on the beta and its bugged and not able to be tested properly
6:40 that is kinda odd, the old tier set was bad and boring but definitely didn’t favor either hero talent tree. The new one kinda does in weird ways, it’s better for chronowarden if damage is taken over an extended period but better for flameshaper for healing burst damage. Hard to say which is better but it could have some weird side effect with certain talents like near 100% uptime powerful dream breaths or threat issues with a really strong dream breath into engulf on pull
even if the enh chengs is to bring totemic and stormbringer closer wount help when totemic just clashes hard with the bais enh kit like totemic just dont work well for enh
for the havoc (Aldrachi Reaver) changes: - Thrill and Mark nerfs come out to about 8%. Does nothing for the actual gameplay. Fel-scarred is still 35% behind. - Mark being stacks now is a change that no one specifically asked for but admittedly is a nice QoL change since it means you wont accidentally overwrite a 24% debuff with a 12% debuff. - Literally any button sucking up souls has been asked for since the tree was revealed. Personally i find it strange that it's on felblade since Aldrachi makes that a 10% DR, but that's my opinion and everyone has their own issues with what to put it on (because souls are a horrible mechanic for havoc and shouldnt have been made the basis for a hero tree). This is a massive QoL improvement for gathering souls, but the rest of the tree's rotation is still untouched and has all of the same problems it has had. - If the soul fragment nerf is because of the broad healing changes then fine whatever, but if it's because of what they are seeing with testing that's an issue. Aldrachi Reaver takes advantage of as many ways to spawn soul fragments as possible, which means they are receiving more healing from them than we have in dragonflight. Nerfing soul fragment healing to make up for that though needlessly nerfs fel-scarred however.
They didn’t nerf the fragment healing for havoc to “needlessly nerf” fel-scarred; they nerfed the % self sustain heals across the board for dps by about 1/3 and for a few healers. The relative sustain power of the two DH hero trees is unchanged.
Hybrid healing definitely needs to be decreased. S1? DF was terrible because of it, where we rand spriest druid and shaman just to have enough HPS. Don't want to nerf healers then accidentally unleash these guys again.
Regarding the healing issue, in Dragonflight I played the first season (with Grievous affix), got the keystone achievement and uninstalled wow and its subscription. Not playing for that kind of shit, especially after work. I'm thinking about coming back to War Within because i really miss the Healing gameplay, but if its the same shit, fk this game again
They really arent. Played a lot of them. Well like torghast (but good) mixed with mage tower. That isn't tied to legendaries, it's totally optional, not a chore.
Never coming back. They're going in a terrible direction. Used to enjoy healing and I mean all the way from classic (I've been playing that long!) But now it feels awful and has been for a while.
I've been saying this a lot since season 1 of DF the fact that pretty much every tank out heals you by miles in dungeons even in some fights that have consistent aoe damage. first pull of uldaman i've had vdhs almost doing 1 mil hps meanwhile im down at like 100k hps basically only doing damage cause i can't move a tanks health at all compared to the spikeiness of their own self healing and damage in take. it's not like that with all tanks but a lot of tanks are moving to that playstyle, something that was bdks identity is now also vdh, and guardian druid. outside of giving a tank an external during big damage intake you have little to no impact on helping the tank live. The pull is in the hands of the tanks own ability to keep themselves alive, the tank could let every cast go off and kill their team and the tank would still live if they are decent at keeping themselves alive, which is something that also feels awful for everyone else that isn't the tank. Sadly I don't think it's going to really change as seen in dragonflight with the amount of defensives people have and self healing, people don't like having to rely on the healer to keep them alive anymore.
The way damage works needs to be completely overhauled in the game all together. Healers shouldn't have to be stressing out 24/7 because everything hits like a truck and tanks shouldn't be the power houses they are now. mana needs to be the true limitation of healers just like it was in the past.
Ya, because tanking would become a lot more enjoyable if my health bar was another thing on the healers plate. Idk a single tank player that wants to go back to an older style of tanking (i.e. wrath style)
I disagree, IMO each role should be able to do it's "main" job without needing another player, even in group content. It's fine for tanks to need healer assistance sometimes, but a good tank playing well should be mostly self-sufficient because it sucks to have your performance for your main role dictated by someone else. Likewise I don't think DPS players should have as many active defensives, DPS doesn't want to be pushing those buttons for every damage event in the first place anyways, it's less fun for them too. Let healers focus on keeping DPS alive and helping tanks with big mitigation/mechanics on occasion.
@@jaredwallace219 I don't think anyone wants it to be that reliant on healers, the main issue is that tanks are just gods right now. the pull lives and dies by the tank, everyone else can die and the tank can still keep the pull going with no help while everyone runs back, that might just be a vdh thing, but it's been the case whenever a tank is meta in dragonflight. i've seen tanks eat the frontal in hoi first boss cause of storming, i've seen tanks eat orbs on second boss of av, sitting in the circle on the last boss of AA, back in season 3 in higher keys the strat was to not even kill the totems in throne of the tides cause vdh/gaurdian druids can just deal with it. Not having to deal with a mechanic of a boss that is suppose to be the tank buster is just a point of how disgusting some tanks are defensively.
Dratnos: "Hunter has become one of the best classes defensively especially at living one-shots." Meanwhile all hunters that are doing any keys above like 12(certainly 15+) having to use a Ward of Faceless Ire in order to not be permanently dead. Hunter's bigger health pools mean nothing with no defensives. Hunters have turtle and survival of the fittest which which have over 3 minute cooldowns(with THREE talent points invested you can get them down to 2.4minutes.) So basically no defensives 90% of the time. In exchange for that they have 8% more max hp. 8% is nothing. Give them feint, or pally shield/1min defensive, or one of mages 5 defensives, or pally/druid/spriest/warlock healing. ANYTHING. That's why hunters are always dead. You just simply don't have a button to press 90% of the time. It's crazy that ward of faceless ire is a hunters best defensive when they have it. Is there any other class in the game that would take that trinket in exchange for their defensive? Because ward>survival of the fittest. Hunter is the only class having to run a huge dps loss trinket in order to play the game at a high level. Survival of the fittest is the worst defensive in the game.
Yea. I have a 528 hunter and when I play with my 518 RetP and SinR friend, my health gets completely chunked on bosses by like 20-30% while theirs barely moves. Health means little to nothing when your class as a whole has one of the worst defensives...and that's on top of having no leech at all for BM Hunter since all our damage comes from pets. That whole part makes ZERO sense why they removed our pets leeching life to us, when 90%+ of our damage comes from our pets. As they sit right now, Unless BM Hunter, and Hunter's as a whole, are S-Tier in terms of damage output there is no benefit for a group to have them in high level keys. Group Utility is trash and virtually nonexistent, are pets AI is atrocious and constantly getting stuck on things or pulling mobs or just not attacking, soooo many people play them that you either can't get into a group or just looked at as a trash player.
I'm sad DH is in the state it's in, but I am excited to raid as a hunter next raid tier after raiding as a DH since first season of BFA. Hunters are looking amazing and for the first time I'm not worried about my class being garbage until season 2!
Does anyone else feel like there's this weird dark cloud looming over TWW particularly with M+? Even with the amazing change in direction. Something just doesn't feel right but I can't put my finger on it.
Some of the dungeons are VERY dragonflight-y and miserable AF. M+ in them will feel like the dragonflight dungeons before they got nerfed which was MISERABLE. Other than that its lookin pretty good overall.