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Legionfall War Supplies Change, Patch 7.2 Hotfixes for April 4th, 7.2.5 Brewmaster
2017/04/04 시간 15:11
에 의해 작성됨
April 4th hotfixes include improvements to Sentinax Lieutenant loot and Mythic nerfs to
. However, this also brought a major nerf to group farming - Nethershards no longer drop for players in raid groups.
Today has been a big day for new content, check out our other post on
Arathi Blizzard, Burning Crusade Timewalking, and Legion Assaults
. You only have a day or so left on the
Mage Tower Artifact Challenges
Legionfall War Supplies Change
One of the core mechanics of Broken Shore gameplay is that of acquiring Legionfall War Supplies to put towards constructing buildings, which in turn unlock various content and bonuses. Recently, we’ve begun to notice that some players have begun stockpiling their Legionfall War Supplies in order to use them at a later time. While this is fine to some degree, if it were to become a more widespread behavior, it could have severely negative effects on the rate at which buildings are constructed, thereby preventing those bonuses and content pieces from being made available.
Therefore, on Thursday, April 6 at roughly 8 PM CEST, we’ll be applying a hotfix that will reduce the maximum amount of Legionfall War Supplies a player can stockpile to 1000. This will ensure that building construction can proceed at a regular pace, while still allowing you to keep hold of several turn-ins worth of War Supplies if you like.
Note that, when this hotfix is applied, any
Legionfall War Supplies you have over the cap of 1000 will be lost
. If you’re currently carrying more than that, please make sure to turn those extra War Supplies in before Thursday.
Patch 7.2 Hotfixes
Our Valarjar allies have deployed grapple points in key locations on
Broken Shore Rare Elite icons will now appear on the
map even when the player is not currently in the
Creatures other than Rare Elites and Sentinax Lieutenants no longer drop
s for players who are in a raid group.
Rare Elites now fewer Sentinax Beacons.
Portal enemies should now drop their beacon type much more often.
Sentinax Lieutenants should drop multiple beacons for every player, allowing a quick restart after the break.
Sentinax Lieutenants now drop many more
s when slain.
Sentinax cool-down time lowered to 3 minutes (was 5 minutes).
Developers' notes: These changes are aimed at aligning the pacing of the Sentinax area without significantly changing the rewards. Upgraded portals should feel more special, portal beacons more scarce, and the final boss for each round of Sentinax activity should be a more welcome sight. Since tapping rules and behaviors of large raids of players don't present a good experience for nearby parties of five or fewer, and especially solo players who might come along, the change to drops for raid groups is intended to allow everyone more opportunities to tap enemies.
(Hotfix in testing)
should now properly suppress movement speed reduction effects, as intended.
no longer breaks
Dungeons and Raids
(Hotfix in testing) Creatures in
dungeons that do not proc Bolstering on death should also no longer summon Explosive Orbs.
Corrected the Premade Group Finder difficulty display from "Mythic+" to "Mythic Keystone", for consistency and easier searching.
영원한 밤의 대성당
now have significantly less health in Mythic difficulty.
now does much less damage in Mythic difficulty.
now hits for slightly less, and is limited to 5 stacks in Heroic and Mythic difficulties.
can now be stunned or snared.
This is the third installment in a lengthy thread discussing Brewmaster changes in Patch 7.2.5. Catch up on the
To be honest all of this "cheesing and brewmaster" thing sounds either like you're totally not aware of the fact that a lot of tank classes are able to cheese different mechanics or just like a bad excuse to make some changes to BRM for no reason.
We are absolutely aware that similar mechanics can be cheesed by other classes. It's a matter of how trivial it is to do, how frequently they can do it, how much external assistance they need, etc. A Paladin being able to
every 5min is acceptable. A Brewmaster being able to just 2-3x
every one of them is not. Guardians are also quite high on ability to do that, which will also be adjusted.
Please explain exactly how Guardians are being adjusted. We are all extremely interested to hear what your plans are for them. If you're planning on making a thread specifically for them please tell us so we can keep an eye out for one.
We will be discussing Guardians (and others) separately. Please keep this thread to Brewmaster discussion.
going to be disappointed if I waste some of the effect on DoT overlap (if this does stack).
Clarification: Purifying Brew will increase the direct damage of your next
by 50%. We don't want to beg the question of how the DoT interacts with mixing buffed/unbuffed BoFs.
EDIT: And you will be able to
, to be clear.
Usually, we don't discuss changes so early in the design process, but decided to try it out here. That's why I've focused so much on our thoughts and intent, not the exact changes we're planning, because planned changes are so ephemeral.
Our design process is extremely iterative. We start with something and tweak it until it's as good as we can get. That means it starts out pretty rough, and solidifies over time into something better, and this discussion is a perfect example of what it looks like to peak into that process.
Continuing this iteration process, listening to your feedback, and lots of internal discussion and testing, we're now leaning toward removing the
cap. (To be perfectly accurate, changing it to an obscenely large value so that it still functions as exploit prevention. If you can get to 1000%
... sorry, that's probably enough.)
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But by stockpiling we could keep a building up as soon as one went down, I've theory crafted it.
하거나, 계정이 없다면
을 해 주세요.
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