Season of Discovery Hotfixes - 17 July

Thanks a lot!
Finally there is one of 4 major affliction problems solved. (I really mean it, no sarcasm here because i was expecting zero so 1 is a good reason to be thankful)

Reminder what the other 3 are:
Unstable Affliction does not profit from haunt +20% dmg effect.
Unstable Affliction is not included in the Invocation Rune effect.
Dance of the wicked does not trigger from Pandemic crits.

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Lovely! :upside_down_face:

I’ve removed the following from the updates above:

  • The flasks specifically for Sunken Temple now persist through death.

This was not intended. The Atal’ai Mojo potions are not meant to be flasks nor should they persist through death.

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Would be nice if you also fixed the Pandemic rune interaction with Dance of the Wicked. Because it isn’t proccing

Please consider resolving Gladiator Stance macro issues by making it Stance 4.

April 11, 2024

Season of Discovery

  • Darkmoon Card: Overgrowth proc chance increased to 10% (was 5%).
  • Darkmoon Card: Decay now procs from ranged attacks and abilities.
  • Anguish of the Dream’s bonus damage on next ability will no longer be consumed by professions.
  • “Jungle Durian” now rewards 20 Jungle Durians (was 10).
  • Rogue
    • Cheap Shot’s stun effect can now correctly apply to targets under the effects of Goblin Rocket Helmet’s Reckless Charge.
    • Combat Potency and Deadly Brew can no longer proc from Fiery Weapon procs.
  • Shaman
    • Rolling Thunder now correctly restores 2% of the Shaman’s total mana per Lightning Shield charge released.
    • Shamans should now appropriately have access to Rank 4 of Fire Nova (was Fire Nova Totem) when the rune is engraved.
  • Warlock
    • Unstable Affliction is now affected by Haunt’s increase.
    • Damage over time effects that crit through the Pandemic rune will now be able to activate Dance of the Wicked.
    • Felguards summoned by Warlocks are now given an appropriate demon name.
  • Warrior
    • Gladiator Stance will now appear at the end of your stance bar instead of the beginning and will no longer rearrange the order of your stances for the purpose of stance macros.
  • Sunken Temple
    • Fixed an issue that would occasionally cause Dreamscythe and Weaver to evade when their target survived falling into the Pit of Sacrifice.
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Great. Now when are you going to nerf paladins, stop discriminating players and start banning exploiters and hackers?

Not quite the felguard fix we were hoping for but ok :rofl:

The other two warlock fixes are awsome, thx for that!

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April 16, 2024

Season of Discovery

  • There are now Emerald Warden guard NPCs present near Nightmare Incursion questgivers and quartermasters.
  • The Atal’ai Mojo consumables are now Unique (2), allowing two to be carried and used.
  • There is now a 2.60 speed version of the off-hand weapon Serpent’s Striker, available from Zalgo the Explorer on Yojamba Isle in exchange for the 1.50 speed version of the item.
  • The drop rate of Nightmare Seeds in Sunken Temple has been increased by roughly 50%.
  • Sigil of Living Dreams no longer requires a Nightmare Seed.
  • Players should no longer occasionally gain no bonus blood when near Kha’damu and affected by Feast of Blood.
  • Players will now gain the Honorless Target effect whenever they enter or leave a Nightmare Incursion portal.
  • Rainbow Generator should now appear for troll, tauren, night elf, and all other races.
  • Grizzwerks Defense Industries has achieved record growth thanks to the efforts of adventurers across Azeroth, and Grizzby is now pleased to offer runes to heroes without requiring quests from them.
  • Druid
    • Starsurge no longer consumes Clearcasting procs from Omen of Clarity.
    • Skull Bash rune moved to the Hands slot (was the Leg slot).
    • Lacerate rune moved to the Leg slot (was Hands).
    • Lacerate threat increased substantially.
  • Hunter
    • Chimera Shot no longer refreshes Serpent Sting at 1 less damage per tick.
  • Mage
    • Impact can now be triggered by the damage from Molten Armor.
    • Deep Freeze will no longer deal damage to players who are temporarily Immune to stuns.
    • Deep Freeze can no longer be overwritten by an Impact stun, unless the new stun would be longer than the remaining duration on Deep Freeze.
      • Developers’ notes: Previously if you Deep Froze a target, and they were then hit with an Impact stun, you could accidentally overwrite a 5-second stun with a 2-second stun. Now you can’t overwrite it unless Deep Freeze is under 2 seconds.
  • Paladin
    • Light’s Grace rune moved to the Bracer slot (was Helm).
    • The mana return of Seal of Martyrdom has been increased significantly.
    • Eye for an Eye now works on damage-over-time crits.
  • Priest
    • Eye of the Void can no longer engage in melee combat.
    • Eye of the Void’s spells now all have a 35 yard range.
    • Surge of Light’s instant cast effect will no longer be consumed if Surge of Light was gained while casting Smite or Flash Heal.
    • Martyrdom now works to prevent pushback on Void Zone casts.
  • Rogue
    • Focused attacks now generates 3 additional energy (was 2).
  • Shaman
    • The Internal Cooldown for Overcharged has been increased to 3 seconds.
  • Warlock
    • Life tap now grants mana return to warlock pets.
    • Unstable Affliction’s damage has been increased by roughly 120%.
    • Warlocks with Metamorphosis active and the Master Demonologist talent will now gain increased threat generation when they summon an Imp or Felguard (was decreased threat generation).
  • Warrior
    • Victory Rush heal increased to 30% of the Warrior’s health (was 10%).

Myeah… With the recent buffs to Imp (getting mana back on Life Taps), Felguard might drop to 50% dps of what an Imp can do :frowning:

  • Skull Bash rune moved to the Hands slot (was the Leg slot).
  • Lacerate rune moved to the Leg slot (was Hands).

So, no more “kick” in pvp for feral? what’s the point here??

I guess you tried to upgrade the feral’s tanking but you’ll kill feral in pvp…
Did you even notice that?

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I dunno man, I am starting to get impressed at this point by the subtlety at which the devs immaculately ‘balance’ the feral druid.
(Like you said:) Increasing tanking ability whilst nerfing pvp ability…
() Nerfing mangle, upgrading shred - superb idea to make key ability of feral dps into an attack that can only be used from behind, rendering it utterly useless in solo gameplay…
() Introduce WHH enchantment and catnip (awesome) - makes catnip cost roughly half a gold per item for what is now a key necessity to raise dps into tolerable levels instead of ACP usage until level 60… (it’s a good item, but the cost for using it will be extensive during a mere week playing in azeroth.)
() Adding a rune that has a proc chance of about 1/20th on an ability that can only be used behind the target for around half your full energy bar per use, hence also never going to be useful in any solo content…
() No AoE in cat-form whatsoever.

(And these are some of the most frequently brought up issues with feral dps right now, the tip of the iceberg.)

There is always a ‘but’ to all of these changes. How about a regular good old buff for once? Like a reduced cd? Or maybe some decreased resource cost? Increased damage output? A proper purpose for our dots? A change in directional requirement for shred? A proper opener from stealth? A meaning to life? :joy:

uffff that nerf on overcharged hits right in the feels…

Were there no internal cd before?

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It was 1 sec

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Pretty huge nerf then i guess

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Well it was a bit over the top to be fair.

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Who knows, maybe it was needed

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yes sir, that is correct. but gosh it was fun.

Any news about free transfers or mergers of DYING realms?

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