Argh this sucks. I am on the last step of the ring quest, but still need all the books. I have no chance right?
I think if we have it started we can finish it? Hopefully.
From the pre-expansion patch notes
Legendary Ring Quest Line
•Players can no longer start the quest line for the legendary ring. Players currently on the legendary quest line have until the launch of Legion to complete it; at which point uncompleted quests will be removed from the quest log.
So I played pretty much solo through Pandaria/Cataclysm/WoD... Just thinking about resubbing, even just to see the new content.
I've been checking around reddit to see what's up and I saw this in the new patch notes
Equalized PvP Gear
•Gear has been normalized in PvP combat. Characters entering a Skirmish Arena, Battleground, Rated Arena, Rated Battleground, or Ashran now receive an aura called Principles of War.
•Principles of War removes all stats gained from gear (Strength, Stamina, Haste, etc.), disables gear related bonuses (like trinket effects and set bonuses), and gives the character stats based on their specializations, and increases based on overall item level. The goal is to provide a much more finely tuned and balanced PvP experience.
Just curious what the PA opinions are on this?
I mean personally I like it because it means if you get into PvP late you don't have to lose for hours on end just to grind out the basic minimum gear you need to compete and means it really is now entirely skill/class based, but I'm sure people who were constantly 2300 Gladiators are going to be annoyed at the dumbing down of the game for filthy casuals.
So I played pretty much solo through Pandaria/Cataclysm/WoD... Just thinking about resubbing, even just to see the new content.
I've been checking around reddit to see what's up and I saw this in the new patch notes
Equalized PvP Gear
•Gear has been normalized in PvP combat. Characters entering a Skirmish Arena, Battleground, Rated Arena, Rated Battleground, or Ashran now receive an aura called Principles of War.
•Principles of War removes all stats gained from gear (Strength, Stamina, Haste, etc.), disables gear related bonuses (like trinket effects and set bonuses), and gives the character stats based on their specializations, and increases based on overall item level. The goal is to provide a much more finely tuned and balanced PvP experience.
Just curious what the PA opinions are on this?
I mean personally I like it because it means if you get into PvP late you don't have to lose for hours on end just to grind out the basic minimum gear you need to compete and means it really is now entirely skill/class based, but I'm sure people who were constantly 2300 Gladiators are going to be annoyed at the dumbing down of the game for filthy casuals.
As a filthy casual this change just makes me more likely to re-up for the next X-pac :biggrin:
So what's happening to the Proving Grounds? From what I've read, they're being updated to lv 110, but they're no longer required to queue for content, right?
Some people might just to play around with new specs, but people are probably largely fed up and done with it.
Makes sense. Just wonder how some of those things are going to be doable going forward?
Strictly speaking, nothing is changing about proving grounds, except for not being required for content. In MoP Proving Grounds scaled you to ilevel 463. In WoD they changed it so they scaled with your level/ilevel. They will function the same in Legion.
Yeah, looks like the webguy was lazy and didn't want to rewrite all the class reviews.
I totally respect being lazy, but there's lazy and then there's posting information that's so out of date it's not even tangentially relevant anymore because you couldn't be arsed to write out the notes.
0
reVerseAttack and Dethrone GodRegistered Userregular
The new PvP system is the best addition to the game since the Camp Taurajo flight path.
+1
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Have they said if items gained from Treasures and level 90-99 rares will be automatically added to the Transmog system even if you already deleted them? The game should have some flag somewhere that says that you got them, since it doesn't allow you to do them again.
On another note, I vaguely recall during Legion's announcement that mining/herbing nodes would be player-specific (ie. each person can only see their own, so other players can't swoop in and grab it while you're clearing the mob next to it). Was this a thing that happened or just something that people were hoping would happen since so many other MMOs do it? Also, if it did happen is it game-wide or just in Legion zones?
Also, looking at the patch notes I saw that they got rid of the 5v5 Arena matches. I have never set foot in an Arena and don't much care for PVP so this is more of a curiosity, but what was the reason for it? A few years back I thought I remembered people saying 2v2 was pointlessly unbalanced and 5v5 was the main attraction. And I thought they even took away the rewards for 2v2 at one point too, but now 2v2 is still here and 5v5 goes away? I mean, I have no horse in this race, I'm just curious what happened.
It seems the Stranglethorn Fishing Tournament is also going away for a while. That's kind of odd. I assume some change must have broken it somehow, so they're disabling it until that's fixed.
In regards to being able to queue for any role your class can perform and it automatically switching you when you enter the instance, how does it decide what spec if there are multiple to choose from? (ie. Warrior is currently in Protection spec but queues as DPS, or a Priest is currently in Shadow spec but queues as Healer)
Hell, I got 11 books in a week on my priest once. It still took me forever to get my ring because I sat on 31 books for about 3 weeks because I'm lazy, but I got to that point real quick like.
2v2 is still pointlessly imbalanced, but people queue for it because it's easy to form a healer/dps team and do acceptably well
they really wanted 5v5 to be a thing, but people just didn't really play it (increased coordination req, meta wound up being weirdly narrow, etc)
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
0
SteevLWhat can I do for you?Registered Userregular
It's too bad they didn't allow the tomes from Hellfire Citadel to be obtained via the shipyard with the prepatch. Er, you can't get them at all through the shipyard, right?
Do you think anyone's going to be doing Ashran post patch? I need to grind up rep and bones for a lv 3 gladiator's sanctum.
I spent some of Friday night and most of Saturday doing Ashran off and on, coming and going as I ran errands etc. I finished with ~4k bones and about 5k Conquest. I had no PVP gear to start, and now sit at ~729. I think I have about 36 or whatever the max work orders is for the level 3 sanctum. Picked Orcs as nemesis, 256 kills so far.
+1
Kai_SanCommonly known as Klineshrike!Registered Userregular
So I played pretty much solo through Pandaria/Cataclysm/WoD... Just thinking about resubbing, even just to see the new content.
I've been checking around reddit to see what's up and I saw this in the new patch notes
Equalized PvP Gear
•Gear has been normalized in PvP combat. Characters entering a Skirmish Arena, Battleground, Rated Arena, Rated Battleground, or Ashran now receive an aura called Principles of War.
•Principles of War removes all stats gained from gear (Strength, Stamina, Haste, etc.), disables gear related bonuses (like trinket effects and set bonuses), and gives the character stats based on their specializations, and increases based on overall item level. The goal is to provide a much more finely tuned and balanced PvP experience.
Just curious what the PA opinions are on this?
I mean personally I like it because it means if you get into PvP late you don't have to lose for hours on end just to grind out the basic minimum gear you need to compete and means it really is now entirely skill/class based, but I'm sure people who were constantly 2300 Gladiators are going to be annoyed at the dumbing down of the game for filthy casuals.
As a filthy casual this change just makes me more likely to re-up for the next X-pac :biggrin:
The change is huge, but its not as simple as that.
First off, the stats do scale. Its 1% increase per 10 ilvls overall (your average ilvl). This might not seem like much, but an advantage is an advantage. But even in the worst spreads of ilvl it will NOT be the unovercomable gap that even exists now after they made PVP specific ilvls.
The first problem that is obvious is that those hardcore players who liked their advantage by being higher rated is completely gone (with gear, more on that in a sec). I mean, it was only there early on in seasons anyway because everyone eventually got the CP for the best gear. The only other advantage they got was against people entering late. Which is an absolutely horrible advantage anyway.
The other issue is the scaling factor on ilvl is based on any gear. And since there is no pvp specific gear now, this means PVE gear. Someone who gears up with the best raid gear would have an advantage over someone who just starts pvp, and likely have an advantage over someone who pvps a lot (but only pvps). It is small, but it is there, and small advantages matter to hardcore PVPers just like they do to hardcore raiders.
Third, there is the pvp talents. This is the pvp progression that replaces the gear progression. In some ways, it is worse. The pvp talents are choices but there IS some advantage gain from the later ones. That is why they come later. How much it is remains to be seen, but in many ways having unique options is a bigger advantage than a statistical one. So shrug.
Still, the whole thing will be much more streamlined. The huge advantage is also that they can fine tune the PVP experience as a whole MUCH more easily now. No more band aids to fix major gear issues. No more imbalanced trinket effects. Etc.
So I played pretty much solo through Pandaria/Cataclysm/WoD... Just thinking about resubbing, even just to see the new content.
I've been checking around reddit to see what's up and I saw this in the new patch notes
Equalized PvP Gear
•Gear has been normalized in PvP combat. Characters entering a Skirmish Arena, Battleground, Rated Arena, Rated Battleground, or Ashran now receive an aura called Principles of War.
•Principles of War removes all stats gained from gear (Strength, Stamina, Haste, etc.), disables gear related bonuses (like trinket effects and set bonuses), and gives the character stats based on their specializations, and increases based on overall item level. The goal is to provide a much more finely tuned and balanced PvP experience.
Just curious what the PA opinions are on this?
I mean personally I like it because it means if you get into PvP late you don't have to lose for hours on end just to grind out the basic minimum gear you need to compete and means it really is now entirely skill/class based, but I'm sure people who were constantly 2300 Gladiators are going to be annoyed at the dumbing down of the game for filthy casuals.
As a filthy casual this change just makes me more likely to re-up for the next X-pac :biggrin:
The change is huge, but its not as simple as that.
First off, the stats do scale. Its 1% increase per 10 ilvls overall (your average ilvl). This might not seem like much, but an advantage is an advantage. But even in the worst spreads of ilvl it will NOT be the unovercomable gap that even exists now after they made PVP specific ilvls.
The first problem that is obvious is that those hardcore players who liked their advantage by being higher rated is completely gone (with gear, more on that in a sec). I mean, it was only there early on in seasons anyway because everyone eventually got the CP for the best gear. The only other advantage they got was against people entering late. Which is an absolutely horrible advantage anyway.
The other issue is the scaling factor on ilvl is based on any gear. And since there is no pvp specific gear now, this means PVE gear. Someone who gears up with the best raid gear would have an advantage over someone who just starts pvp, and likely have an advantage over someone who pvps a lot (but only pvps). It is small, but it is there, and small advantages matter to hardcore PVPers just like they do to hardcore raiders.
Third, there is the pvp talents. This is the pvp progression that replaces the gear progression. In some ways, it is worse. The pvp talents are choices but there IS some advantage gain from the later ones. That is why they come later. How much it is remains to be seen, but in many ways having unique options is a bigger advantage than a statistical one. So shrug.
Still, the whole thing will be much more streamlined. The huge advantage is also that they can fine tune the PVP experience as a whole MUCH more easily now. No more band aids to fix major gear issues. No more imbalanced trinket effects. Etc.
The last time I pvp'd anywhere remotely seriously was Arena's in BC and WotlK, so all of that sounds like a massive improvement.
With regards to PVP Talents, is there a separate tree/progression for them now? Or are they just based on level like your current talents?
There's also a big change in that you no longer need a PvP trinket, it's a spell now that's baseline for everyone.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
+2
Kai_SanCommonly known as Klineshrike!Registered Userregular
They basically look the same as the normal talent screen (the 8 or so rows of 3) but you unlock them as you progress with some kind of pvp level. You get the first one in each row in order going down, then the second column in each row in order, then the final one. And yeah since the pvp talents can give unique pvp skills (some of which are skills they pruned from PVE) the "trinket" is one of those. With different versions.
I opened a TON of salvage crates today since i figured it would be rough trying to do it with the inevitable lag and server issues over the next few days. There were really only a few pieces of gear on each character that im saving to add to the xmog list. I also figured id make way more gold vendoring the follower items before the patch. I made like 7k+ gold on each character i had been hoarding stuff on. Time to bring on the new stuff.
They basically look the same as the normal talent screen (the 8 or so rows of 3) but you unlock them as you progress with some kind of pvp level. You get the first one in each row in order going down, then the second column in each row in order, then the final one. And yeah since the pvp talents can give unique pvp skills (some of which are skills they pruned from PVE) the "trinket" is one of those. With different versions.
Yeah, there's a baseline Honorable Medallion spell everyone gets the first time you enter a PvP battle in the Legion patch with a 3m cooldown. That talent you get at honor level 1 reduces the cool-down by a minute.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Okay just got through removing everyone's shirts (I have more pre-Cata ones than I thought), changing garrison resources into gold, and I'll be opening up salvage chests next.
That about sum up the pre-patch checklist I think.
0
SteevLWhat can I do for you?Registered Userregular
Yeah, I converted all my remaining resources to gold. I removed all my characters' pre-Cata shirts last week, but I have no idea if any of them will really be worth all that much on the AH.
Especially the characters I created ages ago on servers I don't play anymore. Unless they sell for 40k+ on there, I might as well just equip those particular shirts and add them to my transmog collection.
I was testing out the transmog system on the PTR, and saw that my Paladin has access to the death knight runeblade from the level boost (with the roses) and since the item itself isn't tagged for a specific class I was able to use on the Paladin. Anyone know if this is sticking around? That would be awesome!
I was testing out the transmog system on the PTR, and saw that my Paladin has access to the death knight runeblade from the level boost (with the roses) and since the item itself isn't tagged for a specific class I was able to use on the Paladin. Anyone know if this is sticking around? That would be awesome!
It's not restricted to class, its just only DK can get it from the bags. Should be fine.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I just hope my Alliance Paladin gets to keep using her Blood Knight tabard.
I'm not sure what will happen if it's currently equipped, but on beta, the blood knight tabard is a green quality item with a Class & Race restriction on the tooltip of Blood Elf & Paladin.
I did all my pre-patch stuff (salvage yard, brawler's guild, some pet battle stuff, etc) and then opened Steam for the first time in two months. And then I logged back into WoW and started fishing. Send help.
Posts
From the pre-expansion patch notes
Legendary Ring Quest Line
•Players can no longer start the quest line for the legendary ring. Players currently on the legendary quest line have until the launch of Legion to complete it; at which point uncompleted quests will be removed from the quest log.
Gamertag - Khraul
PSN - Razide6
I mean personally I like it because it means if you get into PvP late you don't have to lose for hours on end just to grind out the basic minimum gear you need to compete and means it really is now entirely skill/class based, but I'm sure people who were constantly 2300 Gladiators are going to be annoyed at the dumbing down of the game for filthy casuals.
As a filthy casual this change just makes me more likely to re-up for the next X-pac :biggrin:
Gamertag - Khraul
PSN - Razide6
Strictly speaking, nothing is changing about proving grounds, except for not being required for content. In MoP Proving Grounds scaled you to ilevel 463. In WoD they changed it so they scaled with your level/ilevel. They will function the same in Legion.
You're far enough into the quest where you have until Legion launch to finish.
What the heck?
I totally respect being lazy, but there's lazy and then there's posting information that's so out of date it's not even tangentially relevant anymore because you couldn't be arsed to write out the notes.
Right, but outside of supreme luck is it even possible to get 33 books in what 5 weeks?
38thDoE on steam
On another note, I vaguely recall during Legion's announcement that mining/herbing nodes would be player-specific (ie. each person can only see their own, so other players can't swoop in and grab it while you're clearing the mob next to it). Was this a thing that happened or just something that people were hoping would happen since so many other MMOs do it? Also, if it did happen is it game-wide or just in Legion zones?
Also, looking at the patch notes I saw that they got rid of the 5v5 Arena matches. I have never set foot in an Arena and don't much care for PVP so this is more of a curiosity, but what was the reason for it? A few years back I thought I remembered people saying 2v2 was pointlessly unbalanced and 5v5 was the main attraction. And I thought they even took away the rewards for 2v2 at one point too, but now 2v2 is still here and 5v5 goes away? I mean, I have no horse in this race, I'm just curious what happened.
It seems the Stranglethorn Fishing Tournament is also going away for a while. That's kind of odd. I assume some change must have broken it somehow, so they're disabling it until that's fixed.
In regards to being able to queue for any role your class can perform and it automatically switching you when you enter the instance, how does it decide what spec if there are multiple to choose from? (ie. Warrior is currently in Protection spec but queues as DPS, or a Priest is currently in Shadow spec but queues as Healer)
I averaged between 5-9 a week so it is entirely possible.
The harder the rain, honey, the sweeter the sun.
2v2 is always popping. They removed arena titles from 2v2 but people never stopped queuing it.
If you're doing full clears, it's definitely possible.
they really wanted 5v5 to be a thing, but people just didn't really play it (increased coordination req, meta wound up being weirdly narrow, etc)
that's why we call it the struggle, you're supposed to sweat
that's why we call it the struggle, you're supposed to sweat
The harder the rain, honey, the sweeter the sun.
I spent some of Friday night and most of Saturday doing Ashran off and on, coming and going as I ran errands etc. I finished with ~4k bones and about 5k Conquest. I had no PVP gear to start, and now sit at ~729. I think I have about 36 or whatever the max work orders is for the level 3 sanctum. Picked Orcs as nemesis, 256 kills so far.
The change is huge, but its not as simple as that.
First off, the stats do scale. Its 1% increase per 10 ilvls overall (your average ilvl). This might not seem like much, but an advantage is an advantage. But even in the worst spreads of ilvl it will NOT be the unovercomable gap that even exists now after they made PVP specific ilvls.
The first problem that is obvious is that those hardcore players who liked their advantage by being higher rated is completely gone (with gear, more on that in a sec). I mean, it was only there early on in seasons anyway because everyone eventually got the CP for the best gear. The only other advantage they got was against people entering late. Which is an absolutely horrible advantage anyway.
The other issue is the scaling factor on ilvl is based on any gear. And since there is no pvp specific gear now, this means PVE gear. Someone who gears up with the best raid gear would have an advantage over someone who just starts pvp, and likely have an advantage over someone who pvps a lot (but only pvps). It is small, but it is there, and small advantages matter to hardcore PVPers just like they do to hardcore raiders.
Third, there is the pvp talents. This is the pvp progression that replaces the gear progression. In some ways, it is worse. The pvp talents are choices but there IS some advantage gain from the later ones. That is why they come later. How much it is remains to be seen, but in many ways having unique options is a bigger advantage than a statistical one. So shrug.
Still, the whole thing will be much more streamlined. The huge advantage is also that they can fine tune the PVP experience as a whole MUCH more easily now. No more band aids to fix major gear issues. No more imbalanced trinket effects. Etc.
The last time I pvp'd anywhere remotely seriously was Arena's in BC and WotlK, so all of that sounds like a massive improvement.
With regards to PVP Talents, is there a separate tree/progression for them now? Or are they just based on level like your current talents?
Gamertag - Khraul
PSN - Razide6
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Steam: https://steamcommunity.com/profiles/76561198004484595
Yeah, there's a baseline Honorable Medallion spell everyone gets the first time you enter a PvP battle in the Legion patch with a 3m cooldown. That talent you get at honor level 1 reduces the cool-down by a minute.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
That about sum up the pre-patch checklist I think.
Especially the characters I created ages ago on servers I don't play anymore. Unless they sell for 40k+ on there, I might as well just equip those particular shirts and add them to my transmog collection.
The harder the rain, honey, the sweeter the sun.
PSN: ShinyRedKnight Xbox Live: ShinyRedKnight
It's not restricted to class, its just only DK can get it from the bags. Should be fine.
The harder the rain, honey, the sweeter the sun.
I'm not sure what will happen if it's currently equipped, but on beta, the blood knight tabard is a green quality item with a Class & Race restriction on the tooltip of Blood Elf & Paladin.
Everyone stand back! I'm very gradually self healing!!