El Dragón Famélico MEGA THREAD OFFTOPIC (10ª edición) (parte 1)

Vaya si ha mejorado el animo, en muchos sitios donde solo leia pestes de la expansion(no solo en este foro) veo ahora gente maravillada

Si el ciclo de parches es bueno esta expansion sera un zasca superior al que fue mop para los que no la jugaron por prejuicios

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A mi me va genial, todo al maximo a 120 fps sin saltos.

Cambiando de tema, el boss que es un arbol en la academia como se cura? No se si ha sido por falta de dps o que pero a la tercera o cuarta germinacion todos muertos porque era imposible de curar tanto daño.

He empezado a levear a Cuconcito hace un rato, esta expansión quiero darle más protagonismo que en SL, y como ahora se puede pasar oro entre horda y ali puedo usarlo también para farmear.

Como ya hice la campaña con el main tengo los dragones y las diarias con él, aunque me da la ligera sensación de que levear un alter con quest de mundo estaba más buffado en SL. Por ahora las que he hecho me han dado poca experiencia, hice una mazmorra también y lo dejé al 61, no tengo ninguna prisa así que iré subiendo 4 personajes a la vez 1 nivel por día.

La foto que puso Nei de los mamuts bebés me dio el impulso de levear, pero por desgracia he ido a la zona de los centauros y no me ha dejado domesticar ninguno, no sé cómo lo ha hecho él o dónde ha encontrado crías de mamut domables.

¿Sabéis? una pequeña pega que le veo a DF es su post game; tras acabar la campaña y equiparme full de PvP, no he tenido realmente un motivo de peso para entrar al juego más allá de hacer bgs. Es lo malo de que no hayan convocatorias, me hacían entrar a diario para farmeo, pero con semanales se me quedan cortos los quehaceres.

De todas formas todavía le queda muchísima más historia a DF, al pulsar sobre el apartado de campaña en el registro de misiones se pueden ver muchísimos más capítulos por venir, es cuestión de paciencia.

La curva de experiencia lvl 65-69 esta regular tirando a asco.

No es viable levear esos tramos a dungeons, y sin embargo los 5 primeros es muy recomendable.

¿Cómo recomendarías que levee a Cuconcito después del 65? las profesiones dan bastante experiencia, y he visto que desde el 67 al 70 con X cantidad de oro puedes subir en 5 minutos con profesión, pero es mucho gasto.

De todos modos no tengo prisa, con un nivel por día me conformo, total equiparse no tarda nada.

Dia 4: Nivel 67 y Valdraken alcanzadas. Queda poco de trama y de equipamiento de SL que ahora caera uno tras otro, ahora ando leyendo la trama y bueno, esta bien supongo, pero me deja algo frío.

7 con valdraken para desbloquear las WQ de carreras con todos los pjs, y dan 500 oros por carrera XD

¿Las carreras esas son contrareloj o cómo? ¿Semanales o van cambiando de un día a otro?

Tienes las carreras personales que puedes hacer ad infinitum , las de contra otra gente que son diarias, y las WQ, que son cada X dias.

Las que me interesan son las que dan oro xD
Supongo que son las wq. No va a ser como las convocatorias de SL pero bueno, al menos s9n rápidas y no tediosas.

Esas son las wq, suele haber 3, cada x dias, unos 2 o 3, y los alters tambien las tienen, y pueden hacerlas al lvl 60

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Dia 4: Hechas 5 de las 8 mazmorras en mitico, en todas me ha caido loot, fui a 3 de dps y 2 de healer.

He sacado

Arma de 1 mano, sostener, brazal, capa, guantes, abalorio 1 y abalorio 2

Todo 372

Cierro 361

Pues no está mal. Gracias por la info

Día 4 y tierras azures casi terminadas. Las carreras de la zona me han parecido más sencillas en general (o eso o estoy mejorando). Sinceramente se me ha hecho hasta corta la zona. Mañana tocará la última etapa.

Os traigo material de lectura chicos, class tuning calentito, publicado hace apenas 1 hora para el siguiente reset:

We’re working on a slate of tuning adjustments to classes in Dragonflight. The following changes are scheduled to be implemented with weekly maintenance, Tuesday, December 6 in this region.

Tank Specializations

  • Tank-specialized characters now generate 650% additional threat (was 550%).
    • Developers’ notes: We’ve heard feedback that on-pull burst in dungeon content is causing damage dealers to pull threat more often than is desirable. This change represents roughly a 15% increase to tank threat generation, which should help alleviate these cases, while still requiring tanks to actively engage with enemies to hold threat.

Demon Hunter

  • The Hunt damage reduced by 10%.

  • Fodder to the Flame proc rate no longer scales with Haste.

Druid

  • Restoration
    • Regrowth healing decreased by 6%.

Hunter

  • Steel Trap damage has been reduced by 20%.

  • Explosive Shot damage has been increased by 15%.

  • Barrage damage has been increased by 15%.

  • Marksmanship

    • All damage increased by 10%.

    • Heavy Ammo now causes Trick Shot ricochets to deal an additional 25% damage (was 10%).

  • Survival

    • All damage increased by 5%.

Mage

  • Fire
    • Flamestrike damage increased by 8%.

    • Pyroblast damage increased by 5%.

    • Fireball damage increased by 10%.

    • Scorch damage increased by 10%.

    • Ignite damage increased by 5%.

Rogue

  • Assassination
    • Exsanguinate cooldown increased to 3 minutes (was 45 seconds) and bleed effect magnitude reduced to 80% (was 100%).
      • Developers’ notes: Recent data indicates that Exsanguinate is drastically overperforming its historic and intended power level. We recognize that this is a heavy nerf for an individual talent, but it is important that Exsanguinate’s power be similar to alternative available talent choices. We see this as a temporary measure as we head towards the opening of Dragonflight’s first season, and we will reconsider Exsanguinate’s position and role as an available talent for Assassination. We may move, replace, or redesign it in a future patch.

Monk

  • Brewmaster

    • Brewmaster’s Balance now grants 45% increased stamina (was 30%).
  • Mistweaver

    • Awakened Faeline Spinning Crane Kick now heals 3 nearby allies for 60% of the damage done (was 50%).

    • Vivify heal to primary target increased by 20%.

    • Peaceful Mending now increases healing received by Enveloping Mist and Renewing Mist by 15/30% (was 10/20%).

    • Yu’lon’s Whisper now heals 5 targets (was 6), and healing increased by 15%.

Paladin

  • Protection
    • Aegis of Light now grants 50% increased stamina (was 45%) and 30% increased armor (was 15%).

Shaman

  • Restoration
    • All healing spells healing increased by 5%.

    • Acid Rain damage increased by 50%.

Warlock

  • Soul Leech now converts 3% of damage dealt to an absorb shield (was 6%).

Warrior

  • Arms

    • Fueled by Violence now heals for 85% of the damage done by Deep Wounds (was 65%).
  • Protection

    • Fueled by Violence now heals for 85% of the damage done by Deep Wounds (was 65%).

    • Brutal Vitality now causes 15% of the damage you deal to add to your active Ignore Pain (was 30%).

Player versus Player

Thank you to those who participated in and provided feedback during the Play with the Blues event in the Dragonflight Beta a few weeks back, as it gave us valuable data and information. That, alongside what we’ve observed on live realms since Dragonflight’s launch, contributed to these PvP adjustments as we head into Season 1.

Death Knight

  • Anti-Magic Shell absorption amount reduced by 25% in PvP combat.

  • Will of the Necropolis damage reduction reduced by 50% in PvP in combat.

  • Anti-Magic Barrier increase to Anti-Magic Shell duration and amount absorbed has been reduced by 50% in PvP combat.

  • Abomination Limb will no longer pull individual enemy players more than once over its duration (was every 4 seconds).

  • Improved Death Strike increase to Death Strike’s healing has been reduced by 50% in PvP combat.

  • Frost

    • Death Strike’s healing increased based on recent damage is reduced by 50% if the damage was dealt by players or their pets.
  • Unholy

    • Death Strike’s healing increased based on recent damage is reduced by 50% if the damage was dealt by players or their pets.
      • Developers’ notes: Death Knight survivability has been substantially higher than we’re comfortable with, so we’re targeting several aspects of their defensive kit. We feel that with these adjustments, Death Knights will maintain durability with options to counterplay defensively. Additionally, the multiple grips from Abomination Limb created scenarios of unfun gameplay with minimal counterplay in PvP. We’re changing this talent to be able to pull in a unique player in once per talent usage. We believe this change will allow the talent to be an attractive talent to pick while maintaining counterplay options for opponents.

Druid

  • Restoration
    • Budding Leaves is now 70% effective in PvP combat.

    • Fixed an issue that caused Focused Growth’s buff to only apply to one Lifebloom at a time while using the Undergrowth talent.

      • Developers’ notes: Lifebloom has been a higher percentage of Druid healing’s breakdown in PvP than we’d like, so we’re reducing Budding Leaves to bring it more in line.

Evoker

  • Scarlet Adaptation’s cap is reduced by 30% in PvP combat.

  • Fire Breath’s initial damage is reduced by 30% in PvP combat.

  • Disintegrate and Pyre deal 15% increased damage in PvP combat.

    • Developers’ notes: The goal of this tuning change is to reduce the very high burst from fully charged Fire Breath, which we felt was unfair, as it had the potential to kill enemy players without any time to react. Living Flame also had the potential to deal high burst with all of its modifiers combined together, so we’re reducing Scarlet Adaptation’s cap in PvP. To compensate for the lost power, we’re increasing the damage of Disintegrate and Pyre so that Evoker can contribute more meaningful consistent damage. Note that this will affect both Devastation and Preservation specializations.
  • Preservation

    • Mana regeneration is reduced by an additional 10% in PvP combat.

    • Developers’ notes: All healers have reduced mana regeneration in PvP, so that fights end after a reasonable period of time. Preservation receiving this reduction brings them closer in line with the other healers so that mana is relevant in PvP.

Mage

  • Arcane

    • Nether Precision is now 75% effective in PvP combat.

    • Prodigious Savant is now 80% effective in PvP combat.

    • Arcane Bombardment is now 65% effective in PvP combat.

      • Developers’ notes: We’re looking to address Arcane’s instant burst damage through adjustments targeting Arcane Blast and Arcane Barrage modifiers. Arcane Bombardment in particular has been too powerful of an execute effect in PvP for its current availability.
  • Frost

    • Piercing Cold is now 50% effective in PvP combat.

    • Ice Lance damage increased by 20% in PvP combat.

    • (PvP Talent) Snowdrift no longer has a cast time (was 1.5 seconds).

    • (PvP Talent) Snowdrift’s cooldown reduced to 45 seconds (was 60 seconds).

      • Developers’ notes: Glacial Spike critical strikes are hitting harder than we would like, despite the long cast time attached to this spell. We’re reducing Piercing Cold’s critical strike damage modifier in PvP to help address this without impacting the base damage of the spell. We’re also increasing the damage of Ice lance as the Splitting Ice talent is less valuable in PvP, given the unpredictable and constant movement of players. Additionally, Snowdrift has been requiring more ramp up than intended, so we’re removing its cast time and lowering its cooldown.

Monk

  • Mistweaver
    • Ancient Teachings of the Monastery now heals for 375% of damage done (was 240%) in PvP combat.
      • Developers’ notes: We would like to see more aggressive playstyles from Mistweaver Monk to be possible in PvP, so we’re targeting Ancient Teaching of the Monastery to bolster the playstyle.

Rogue

  • Echoing Reprimand damage is reduced by 30% in PvP combat.
    • Developers’ notes: We’ve seen that the ability could have extremely high burst, more than we’re comfortable with, so we are partially reverting the change made in last week’s hotfixes, where Echoing Reprimand’s damage was no longer reduced in PvP.

Shaman

  • Enhancement
    • Improved Maelstrom Weapon increases the damage and healing of spells by 8%/15% per stack of Maelstrom Weapon in PvP Combat (was 10%/20%).

    • Raging Maelstrom increases the effectiveness of Maelstrom Weapon stacks by 3% in PvP Combat (was 5%).

Lo único que voy a decir respecto al cambio a mi spec, es que lo han hecho muy bien. Reprimenda resonante jamás debe pegar 115k, es justo de lo que me estaba quejando ayer, de que habían idiotizado mi spec; ahora pegará fuerte, pero sin pasarse, un nerf de 30% es más que aceptable y justo.

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Por lo visto han hecho algunos cambios. Esta era mi trasnfi ayer

y hoy me he levantado con esta otra

Imgur

¿A qué viene el cambio? Pues, no lo sé.

:heart_eyes: :heart_eyes: :heart_eyes: :partying_face: :partying_face: :partying_face:

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Por qué al DH siempre lo nerfean tan poco siendo la clase más rota? xD

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Me lo esperaba aunque no creo que se note demasiado

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Eso mismo me estaba preguntando yo jajaja