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January 13th Hotfixes - Harmful Effects of Necrotic Bolt Reduced
Live
Posted
2021/01/13 at 9:54 PM
by
perculia
Here you'll find a list of hotfixes that address various issues related to World of Warcraft: Shadowlands and WoW Classic. Some of the hotfixes below take effect the moment they were implemented, while others may require scheduled realm restarts to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.
Hotfixes
January 13, 2021
Classes
Demon Hunter
Havoc
Resolved an issue that prevented Darkest Hour (Legendary Effect) from granting Darkness.
Priest
Holy
Holy Priests wearing X’anshi, Return of Archbishop Benedictus (Legendary Effect) and using Forgeborne Reveries (Bonesmith Heirmir Soulbind) will no longer benefit from Spirit of Redemption during Archbishop Benedictus' Restitution.
Covenants
Kyrian
Fixed an issue where certain enemies would drop incorrect items during the scenario "The Greater Good."
Night Fae
Korayn is now correctly rewarded when you complete “By Trials Forged.” Existing players who have already completed the quest should be awarded Korayn retroactively.
Dungeons and Raids
Sanguine Depths
Chamber Sentinel’s Severing Slice no longer hits nearby pets.
The Necrotic Wake
Harmful effects of Necrotic Bolt reduced by 40% when cast by non-boss enemies.
User Interface
The edge of the screen visual effects of the Cloak of Ve’nari or Lingering Cloak of Ve’nari can now be hidden when selecting
Reduce Camera Motion
or
Keep Character Centered and Reduce Camera Motion
in the Accessibility settings menu.
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Comment by
allegry
on 2021-01-14T09:46:35-06:00
Bone Spear cast time is very slo-o-o-ow.
Cast time doesn't matter when you have no interrupt up...
That is player error then, not a problem with the cast itself. Save your interrupts for priority casts, this isn't some groundbreaking new strategy.
Comment by
TOMRUS
on 2021-01-14T10:05:33-06:00
That is player error then, not a problem with the cast itself. Save your interrupts for priority casts, this isn't some groundbreaking new strategy.
This is also applies to now nerfed Necrotic Bolt cast. Or any other cast. Are you suggesting that they should just keep every oneshot cast as is? I don't think this is good game design...
Players has been extremely unhappy with current state of M+: it's too difficult compared to previous expansions, it's too unrewarding compared to previous expansions, it's just not worth doing it.
Imagine wasting half an hour or more just to get that shiny 35 anima or item this is worse than heroic raid drop... Meh...
Comment by
Dixa1
on 2021-01-14T13:01:57-06:00
Why do they nerf that ? it's not so hard to just interrupt or mass CC. I think it's for the 4 casters packs which is pretty easy when you just pull with the Orb then nuke the tiny adds and then the big one.
Maybe with enrage it's not possible to do this pack without druid/hunter/rogue ? But it's the purpose of this week to handle enrages....
PUG Life, champ. It will still be a huge challenge for those who play mythic+, but it's overly punishing on heroic especially in pugs where there's not only a chance you don't have enough interrupts or any (oh hai 2 warlocks), they are long cooldowns, the interrupters don't watch chat or don't actually speak the same language.
Comment by
Ternel
on 2021-01-14T15:46:33-06:00
So is the one caster before the bridge still a death trap?
Comment by
grayshirt
on 2021-01-14T16:12:29-06:00
When they say harmful effects of Necrotic Bolt, does that mean the damage as well as the healing absorbed?
Both damage and healing absorb.
What I find funny is that they haven't touched
Bone Spear
in Theater of Pain, which does twice more damage (easy oneshot on fortified even in low keys such as +12) than
Necrotic Bolt
and should have been nerfed too...
Pretty sure the difference is that Bone Spear only requires 1 melee kick to keep under control where as Necrotic Bolt needs like 3 as it's chain cast. So you inevitably just don't have enough kicks when pulling packs with 2+ casters with the combat length these take in most keys. Even relying on stops like stuns and CC it took way more coordination than most other dungeon trash mechanics in SL.
They could have easily given it a 10 or 20 sec CD if they wanted people to be managing it with stops and kicks but this works. The inevitable Bolts that get through won't be so deadly now and tanks/healers can CD to get through the unavoidable period most groups will find themselves without a stop available.
Comment by
Dwarfuss
on 2021-01-15T05:12:52-06:00
Exactly. M+ rewards are pretty much trash in SL.
Dunno, doing just 4 keys gets you a 2 pick on the weekly chest for the best m+ you can grab, which is better than BfA's bonus rolls, which didn't work on the weekly chest.
So it is pretty clear they are incentivizing you to do 4 m+ runs a week at the highest level you can. The prior system you only needed 1.
Except this is not M+ reward, it's weekly chest reward. M+ rewards are trash like I said earlier. And requiring 4/10 M+ runs just to pick 1 item from weekly chest is too much.
They have announced at Blizzcon 2019 that you will be able to choose 1 item out of 3 options just by doing 1 run a week to reduce RNG of weekly chest. Then they turned it into insane grind come live game...
You don't need to do 4 dungeons for weekly 1 item. You need to run one. 4 runs is for 2 item choices. 10 for 3. Running 4 keys is literally so easy even if you only have an hour to play a night you can still run 4 10s for 220 or even 4 8s for 216 choices in one week. Describing 4 mythic dungeons as an insane grind is really quite lauaghable.
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