Anyone else get the feeling that the people who complain about this stuff the hardest were the ones that no-lifed the game for over a decade, relegated their real lives to something they do in between logging in instead of it being their main focus, and now find themselves outgrowing the game and are frustrated that something that should've been a past time ate up the majority of their time and now they don't know what to do with themselves? It's just a theory that's been running through my mind for a while.As for me...I don't see anything to complain about here. While I've outgrown the pvp portion of the game, I still enjoy raiding/dungeon-ing on my main and will continue to log in until I'm either unable to due to lack of free time, or simply don't want to. Since that is not the case currently, I will be looking forward to seeing this patch launch. Azerite traits were nice, but passive. I was one of the lucky classes that had relatively evenly balanced traits so I didn't have to feel like I had to drop an ilvl to stay competitive so it wasn't too bad for me (I know others in my raid group weren't so lucky, forced to keep lower item level gear because the trait was that vital). This new thing with an active ability and some choice involved would in theory be a more interesting step forward. I hope that, like my current class traits, none of these traits will feel too mandatory. So far, they all seem useful. Sort of situational abilities, like an extra talent tier. Looking forward to see how it actually plays out.
Sounds interesting, but could someone elaborate the legendary aspect of these essences for me?What kind of visual does it affect? An animation? Do you gain an aura? The necklace? I dont get it.
some interesting traits, can't wait to see how they sim against each other, hopefully they are actually balanced - although knowing blizzard there will be like 4 tiers of them. Must have, great if you can't get must have, okay and auto delete.
Feels like Netherlight Crucible v2.I would take tier any day over farming relics and then farming azerite to be able to use them
I don't even understand why people are being so negative on this. This is a lot more variety then each spec getting a new ability. You can pick and choose what you want for the content your doing. Gaining an active of your choice and then 3 passives on top of that sounds very good. On top of that your azerite armor will be unlocked and there will be new traits that you won't have to unlock either. If they had given each spec its own ability there is a high chance that it wouldn't be worth using.
Telling you now this is going to be worse than what we currently have.Feel free to come back and quote me on this when their "fix" turns into garbage.
So, not class specific, but role specific. I would maybe like this more if it was class specific.
The worst gearing system in wow history. More AP farming to be able to unlock, and then 2nd tier farming essence to use it. This system is 10 times worse than the old glyphs, with 10 times more farming and grinding. It is getting more and more idiotic....
Some of these look really cool, so much about this patch I am looking forward to :)
Cough, Path of titans, cough!
We already have spec related traits in the azerite gear, role related traits in the necklace seems better for balancing. I don't mind at all.
I have to disagree with these comments about "generic stat increases." They're not all amazing, but there are some really neat ones in there and I already see a few that I'd like to play with, and I can see scenarios where I'll want to swap them out. And at the end of the day, that's what I really wanted from this system: a way to customize my characters and complement their power with new powers.I main a healer, so I'm using those as an example for now. There's one that has a passive chance on heal to put a Seed of Eonar on the target, healing them over time and then bursting for a higher heal if they take damage. And an active ability that immediately plants 40, spread evenly among all allies - effectively allowing you to HoT up the entire raid *and* immediately heal anyone/everyone if they take damage. This could be really good in encounters with high amounts of group damage.Another lets us put a shield on a target, absorbing up to ~500K damage AND healing on them over 6 seconds. Then causing them to take the absorbed damage and healing over 10 seconds while reducing the damage by 20%. Plus a passive effect that gives our heals a high chance to grant targets Haste and Speed. This could be really good for encounters with very high single target damage, or for healers who primarily rely on direct heals (e.g., Holy Paladin) and don't have much in the way of HoTs. If you know they are going to be taking damage soon and will need healing over tme, you can put it on them a bit early and pour heals into them, effectively turning your strong single target heals into a 10 second long HoT. Additionally, for healers like Mistweaver who tend to do a fair bit of group healing (especially Essence Font), you could potentially give a significant number of party members a large amount of Haste.Then there's the one that has a passive that stores 20% of your OVERhealing, and uses it to heal targets under 50% HP, and has an active that allows you to immediately direct ALL saved overhealing onto the target of your choosing. Healers like Mistweaver, Resto Druid, Resto Shaman and the like could all benefit from this tremendously, as they tend to have a fairly significant amount of overhealing by the nature of their spells and HoTs. This allows us the ability to actually do something with that otherwise wasted healing (and therefore mana).I know the system isn't perfect. Yeah, I would've liked to have new class/spec abilities right from the start, too, and they absolutely must have some for the next expansion. But this is a serious improvement over what we have now and actually gives us very real and impactful decisions to make that could actually change how we play, at least in some situations. Sure, if you want, you can just let it work passively and just benefit from whatever passive effect it happens to give, but it doesn't have to be that way. Maybe the damage ones are a little less exciting than the healing ones, but they still have situational uses and there are still going to be ways to optimize, to really get the best out of it. They have the potential to change your rotation, to add new layers of complexity to your class if you so choose. And while we may only get one new ability at any given time, we can still gain the passive effects from a couple others, which means you can try out different combinations and find ones that interact well together with your class/spec.We need to also keep in mind that this is a patch. This is not an expansion being released, but a major content patch that is also including two new zones, a raid and I believe flying. This is actually rather robust given the relative short development time (compared to an expansion) and we'll still have at least one more major content patch, meaning we'll probably get even more abilities, even more passives and hopefully, even more class/spec-specific ones. If you were expecting them to come out with something like the Legion Artifacts this patch, you were setting yourself up to be disappointed, that's just not reasonable if we also want new content to use it in. This is the foundation, not necessarily the pinnacle and, in my opinion, it's a solid start.Finally, remember that it's not even on the PTR yet. We could still get more, or they could change some of them to be a little more interesting and fun. At the very least, we know that they're listening, they heard our complaints about the lack of new abilities/talents and have come up with a solution before the next expansion. We are, at the very least, moving in the right direction and that is a good sign.I know we've had quite a few disappointments this expansion and I am not trying to defend the original implementation of the Heart of Azeroth or the lack of new abilities and talents for 120 - but the expansion already launched and we can't change that, all we can hope to do is show Blizzard how important these things are to us so we don't go through this again, and it really seems like they are finally understanding our complaints and criticisms.
Since this is not even on PTR yet I fail to see what people are getting so excited/so upset about. All anyone really knows for sure at this stage could have been put in a two line article:Patch 8.2 brings in new Heart of Azeroth system called Essences - this involves items which grant one active use major power and one passive minor power. You will level up your heart to unlock one major and two minor powers, which you can customise using different essences. These powers are currently being worked out and will be tested on PTR soon.
so another trinket slot basically. Bit of a let down but to blizzards credit they are consistent on sub par systems this expansion.All you guys have to do with WoW is make classes fun and have full toolkits again, go back to talent system like mop (ie the tree was the same for all 3 specs in a class) or the old point based system.Fix gearing so it feels like a progression system again and not a loot rng fest like it is now, pull back the insane amounts of ilvl bloat that creates this huge power creep over an expansion. These are the two biggest issue with wow and you do nothing about it.Do you guys even know what MMORPG's are anymore.
I was expecting game changing abilities. Like a trait that allows to you repurpose a skill: while this trait is equipped your judgment can now be used on an ally to heal for xxx or give them yyy mana. (Paladin)Or activate this ability to cause all your void damage to grant allies yyy mana every time you deal damage. (Shadow priest)Or activate this ability to cause all your damage skills to add x% of damage done as armour up to a maximum of zzz (feral Druid, rogues, warlocks for offtank plays). What we have in this datamine is pure generic garbage.
The Null Dynamo (magic damage shielding) would be great for Guardian Druids, as magic damage is our weakness. Should help a LOT..