In this patch, (many) players will finally get what they want, a chance to take down the largely hated Warchief of the Horde. Additional content also makes its way into patch 5.4. The Timeless Isle and the Proving Grounds are but two of the implementations that will make their way in this patch. In this final (as far as I'm concerned) patch overview, I will go over some of the more important changes. For lengthy changes, especially the numerous class changes making their way into the patch, I will instead summarize what the changes entail instead of listing them and analyzing them.
Note: I'm not changing text color this time, since the summaries were mostly created by me (also because I'm lazy). I also added buttons to shrink the article. Click the buttons to reveal each section.
General
New Raid: Siege of OrgrimmarThe Siege of Orgrimmar is the 16th raiding tier, featuring a staggering 14 bosses split over four wings, ranging from a corrupted Vale of Eternal Blossoms to defeating the "True Horde" in a fortified Orgrimmar. The final boss will be Garrosh Hellscream. Given that I haven't as much as touched the raid I can't give impressions on how good the content will be. Siege of Orgrimmar will be gated for Raid Finder and the new Flexible Raid Difficulty.
New Feature: Flexible Raid DifficultyAlongside the standard Normal/Heroic and Raid Finder difficulty versions of Siege of Orgrimmar, a new Flexible Raid Difficulty is added that allows players to create raids of all sorts of sizes. While Flexible Raid Difficulty will award loot of a strength between the Raid Finder and Normal versions, it's nice to have because not only does it allow guilds that may have some odd number of people (many of whom would inevitably sit out on a raid night due to the restrictions of 10 or 25-man raids), but also because Flexible Raid Difficulty accommodates cross-realm groups, which isn't typical when the raid tier is relevant.
New Area: Timeless IsleThe Timeless Isle is a new zone that has content similar to 5.2's Isle of Thunder, allowing players to kill world bosses and participate in content beyond what 5.2 and 5.3 offered.
New Feature: Proving GroundsThe Proving Grounds is an implementation similar to something I suggested a couple of years ago. Players will be challenged based on their role and can acquire prizes for completing challenges with certain levels of expertise. It's essentially more solo content, much like the Brawler's Guild before it.
New Feature: Virtual RealmsAlso known as Connected Realms, this implementation essentially merges some of the more inactive realms. Not much more to say than that. This was inevitable and I'm surprised this happened after cross-realm as opposed to before.
Redesigned Arena SystemPlayers no longer need a team to participate in arena but only need to be in a group of the appropriate size. In addition, Arenas are no longer locked to battlegroups, further lowering barriers between the exclusivity of realms. I wouldn't be surprised if Blizzard implements something similar to the old Arena skirmishes, allowing players to have randomly match-made arena matches.
The Legendary Questline ContinuesWith a new raid tier it's only appropriate to have a conclusion to the Legendary questline. In this part, players will actually get legendary equipment (cloak upgrade). Orange text at last!
Battlefield: BarrensSince the entire premise of Battlefield: Barrens was to prepare to attack Orgrimmar, this event has essentially been obsoleted. However, some items will still be obtainable as remnants of the Kor'kron continue to harvest resources and the like in the Barrens.
Class Changes
All fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.This is probably a change that was well needed since it effectively made movement speed increases a detriment if the enemy could fear you (pets dashing everywhere and aggroing everything is the worst).
All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.This is a change that will allow tanks to better pick up threat after taunting. This is going to be especially helpful when taunting off another tank due to encounter mechanics but being unable to pull more threat than the other tank due to gear disparity, vengeance mechanics and the like.
Vengeance has effectively been nerfed (except in Challenge Mode)This change probably falls in line with the previous change, preventing tanks from stacking Vengeance quickly (especially against large packs) and dealing ludicrous damage. The reason this change doesn't apply to Challenge Mode is because it would be harder to break records without having the unnerfed Vengeance.
Knockbacks have diminishing returns, granting players immunity for a short time after being affected by a knockback.This is a big change that closes a gap where knockback stacking could effectively lock down targets (particularly casters and melee) without any sort of penalty. Adding diminishing returns will prevent players from spamming knockbacks with impunity.
Several area healing spells now only affect a specific amount of targets, behaving like smart heals.Initially, this sounded like a nerf but after some thought, not only is this a buff, but also a good idea in general. The reason this change is a buff is because healers are less likely to overheal unnecessarily with AoE healing spells while still keeping players at an even level, albeit in a different manner. In addition, after reading this, the change makes even more sense. Because area heals are now effectively healing less targets, combat logs won't get spammed and the amount of values being processed or changed is significantly reduced, cutting lag (due to data processing) in raid groups, especially 25-mans.
In conclusion, this is a buff to players who can't do raiding because of lag like this.
Death Knight
Death Knights have received buffs to their kit, allowing both damage dealer specs to deal more damage and tanking effectiveness (as well as damage output) has also increased. In addition, talent utility and strength have been increased.
There's not much to say about this besides the fact Death Knights have received buffs all around. I'm particularly interested in the Riposte mechanic since the added crit will allow Blood Death Knights to deal more damage as well as generate more threat (which is something tanks will be doing next patch anyways). This could potentially cause problems, especially in PvP.
Druid
Druids have been slightly nerfed in PvP (mainly Feral).In this case I'm mainly referring to the Cyclone change. With a cooldown and no more instant cast, Druids will have one less spammable CC. To be frank, Cyclone spam was a bit silly.
Balance has received a change to its mana mechanics, allowing Eclipses to regenerate more mana but some spells now cost more mana. Some spells have also received a damage buff.This really comes off as a damage buff and it's also convenient at lower levels, where mana management is a bit more difficult. Having Eclipse restore half your mana will help there.
Restoration has received a new spell and some slight mechanical changes to existing spells.Genesis allows Restoration Druids to AoE heal a little more effectively. Actually, a lot of Restoration changes seem more geared towards their ability to AoE heal.
Several talents have been revised and a new talent, "Ysera' Gift", has been added.Most of the changes are slight reworks to make talents simplified. In other cases, talents received unnecessary nerfs (such as the Treant Bash one). The new talent is very strong because it allows the Druid to have a passive healing tool that is helpful in pretty much any setting.
Hunter
Hunters have received several PvP nerfs, such as cooldown increases on key escape or defensive abilities and the removal of Readiness.I've looked at this for awhile and to be honest, the PvP nerfs and other changes were necessary. Hunters were just in a (very) strong spot. Hunters did get some positive changes (such as baseline interrupt), however.
Because of the removal of Readiness (among other things), Hunters have received a damage buff.This is more of a change to help PvE damage output, which has been an ongoing issue for awhile. Also, since Hunters are Focus capping so easily, the Arcane Shot focus cost increase isn't really a nerf.
Mage
Mages have received damage buffs for Frost and nerfs for Fire.Or at least based on the glance I had this is the general impression I get. The Frost mastery has also been changed to create slightly bit of spell rotating.
Monk
Each specialization hasn't changed all that much save some slight nerfs or buffs to abilities. Talents on the other hand have received some changes, from quality of life to buffs/nerfs/reworks.I don't have much to say in terms of interpreting these changes. I can say I would appreciate the addition of a pet bar for Xeun though.
Paladin
Holy Paladins received a mix of buffs and nerfs, along with some spell reworks.What I can tell from these changes is that Holy Paladins are getting stronger single healing but weaker offensive potential. The Divine Plea change is pretty nice too since the reduced healing penalty seems so unnecessary.
Protection Paladins have received (what I assume are) buffs and/or quality of life changes. Retribution has also received some quality of life changes.I can appreciate these changes. I especially like the Inquisition duration increase.
Turn Evil can be turned into a PvP fear.This is probably going to have a big impact on Paladin PvP strength. At least a cooldown has been added to it.
Priest
A few priest damage spells have been buffed, but it seems like there's nerfs elsewhere.Pretty much Shadow's damage output has been buffed, but their PvP potential has been nerfed along with Disc's general power. Holy has also received slight buffs to mana efficacy.
Several Priest talents have also been buffed (pretty significantly).This is what it is. Priests essentially get more power from their talents now.
Rogue
Rogues have received net buffs for each spec and for several talents.From what I recall, Rogues haven't been doing too hot in general. Based on this info, it seems logical to buff them. I just hope they don't get overbuffed too much.
Shaman
Shamans have received a couple slight nerfs, but Restoration has gotten a slight buff.There's not much of a change overall. Restoration is now more effective. Enhancement got a mix of nerfs and buffs too.
Talents are also generally stronger. Healing Tide Totem is also now baseline, giving Shamans a strong healing cooldown regardless of specialization.It is also worth noting Healing Tide Totem is modified by the talent that replaces it. Having such a cooldown as baseline seems nice in general.
Warlock
Warlocks have received a damage buff across all three specializations through buffs to several spells. Affliction, however, also got some damage nerfs.I'm guessing Warlocks needed some sort of damage buff across its non-Affliction specs. If I recall correctly Affliction definitely didn't need too much of one.
Several talents also got reworked, most likely to reduce Warlock power in PvP.This also includes some baseline abilities. The biggest change to note here is Warlock mobility was targeted, particularly casting while moving.
Warrior
Warriors can now stance dance more frequently.While this change may seem innocuous 1.5 second cooldown stance changes means a lot for Warriors who want to pop into another stance for a brief moment (to use abilities or whatnot).
They have also received some damage buffs but mostly their kit is a lot stronger due to various changes.This summary pretty much means Warriors have received additive effects to abilities or had pointless requirements removed. The latter of this is greatly appreciated.
Other Changes
Quests
Players will have the opportunity to accelerate the completion of the legendary quest chain, as specific quest items will drop bosses in later tiers.This is a nice way for players to catch up with the legendary quest (like myself) or for players to get through the legendary quest quicker on their alts while still being able to gear them up.
PvE
Bonus rolls can now be used later in the week if the player doesn't happen to have the currency required to get a bonus roll from a world boss.This is nice to have if you end up using up all your coins, though I rarely can find groups for world bosses to begin with.
Bonus roll loot chance for all raids up to Throne of Thunder (on Raid Finder, and Normal, for Throne of Thunder) has been increased.This is one of the few changes that allow alts or players who haven't been doing content lately to gear up faster.
Throne of Thunder will now be easier to complete with a 20% health and damage reduction effect in place.This is a pretty typical change that is implemented when a raid tier becomes obsolete. It gets a "global nerf" that allows players to blaze through it more easily.
Getting the best time in a Challenge Mode dungeon gives a specific temporary title based on the instance completed. These titles are held as long as the player holds the best time.This is a nice little aesthetic reward for getting the best time in Challenge Mode. It's a nice way to provoke some competition.
Heroic Scenarios no longer have a minimum item level requirement to enter.This is probably another way to allow players to gear up faster. Heroic Scenarios can be pretty difficult though, so fresh 90s may have some trouble with it.
PvP
Resilience and Battle Fatigue have been further strengthened.This is probably added into to allow new players to have a smoother time transitioning into PvP.
The item level ceiling for PvP will gradually increase over time to ilvl 512 (excluding some fear)This change is appropriate with a new season in PvP. It would be pretty lame to keep the ceiling at 496.
A tiebreaker buff has been added for arena that applies at 15 minutes (to one team).I've been waiting for this for some time now. I'm glad that we'll finally have some way to settle exceedingly long matches. However, the way the buff is currently applied may not be the best way to determine a tiebreaker, since it only applies to one team.
Professions and Items
Several crafting professions now have new special craftable materials that can be made daily to unlock recipes.A few of these craftable materials recipes were added last tier as well to discover new recipes. However, some of those material were already craftable or findable in-game. In this case, all the materials created are new and used for new items in this patch. Recipes are either world drops or gotten from the new content somehow.
Enchanting effects on equipment (this includes profession-exclusive enchanting effects from various professions) can now scale downward (but not upward) in level.This change opens new dimensions of not only lower level profession choices, but potentially equipment enchants through the enchanting profession since players can now enchant their heirlooms with (almost) anything.
Flask durations can be extended as opposed to overwritten if a new flask is used up to 15 minutes before the previous buff expires.This will be handy and just that bit more efficient. It allows players to flask up before an attempt as opposed to during an attempt to maintain buff uptime (since encounters don't typically last over 15 minutes).
The Justice Point to Honor Point conversion ratio has been reduced. Justice Point equipment cost has been greatly reduced.These changes are to get players with alts to purchase Justice Point gear as opposed to trading Justice Points in for Honor gear (which is more efficient).
Other various Valor Point equipment equipment has had their price reduced. Shado-Pan Offensive items have also had reputation requirements reduced.These changes fall in line with making it easier for players to gear up for Siege of Orgrimmar, like some of the aforementioned changes.
Additional Statements
Given this is the final raid tier of the expansion, for anyone who's decided to sit this expansion out, this is probably the best time to experience all the content. For others like me who have decided to go inactive, perhaps it's not a bad idea to come back. However, given the fact my overall interest in the game has dropped, as I have mentioned numerous times, this will be the last extensive patch review. In the future I may review some patches but I'll probably only give my thoughts over a couple paragraphs at most.
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