Patch 7.1 will release on October 25th!
Patch 7.1
The patch is pretty close to ready, October 25th release!
Trial of Valor will not open day 1, two weeks after the patch. After Blizzcon.
Class Balance
The team is happier with balance than they were before the tuning pass, but there is still more work to do.
It is likely that there will be more class balance changes before Patch 7.1 and after Patch 7.1.
The numbers people are looking at to gauge balance are a reflection of actual people playing the game, not a reflection of sims.
There is a large portion of the community that is looking to play the strongest thing. Those are the same people that are min-maxing and are trying to play at the cutting edge. Whichever spec is currently home to most of those people is going to get a natural bump in the results.
Frost mage is way better than the numbers on logging sites suggest because a lot of the best mages are playing Fire right now.
If Frost mages were buffed slowly into being the best spec, lots of Fire players will be upset about the effort they already put into their artifact and gear. Those players will also switch to Frost, having it swing far ahead of Fire in logs and making it look very strong.
The team is trying to avoid wild swings in class balance.
Barrage
The team wants to make Barrage more consistent, but they have to make sure you can still stand on a hill and hit mobs below you.
It may get changed to a cone that is cut in half so that you don't pull things flying high above you. It is less common to want to shoot high up into the air, but fairly common to want to shoot downwards.
Barrage also feels like the best choice in that row by far, making it hard to just pick another talent to avoid using Barrage.
Legendary Items
There are moments of excitement when a legendary item drops that you would not have with a more predictable way of obtaining them.
There are systems in place to prevent extreme bad luck from occurring.
Should there be interesting, exciting, and powerful items in the game? Should every item just be primary and secondary stats and nothing else?
Blizzard felt that character progression is an important part of the game. Items being able to influence gameplay is a part of this.
The legendary items could be sold by a vendor and require some currency, but it would just feel like a long grind. You would feel relief when you are finally done, not excitement.
Other systems in the past had you collecting somewhat random drops.
Legendary items are a direct complement to Artifact Power. You always are making progress in making your character stronger when you do most activities by earning Artifact Power.
There is frustration when you don't get a legendary item and the team is aware of this. Many of them still don't have a legendary!
There are players hoping for a specific legendary and they are disappointed when they get a different one. You will keep getting more legendary items over time.
The legendary items that provide utility are very valuable in certain situations.
There are some legendary items that aren't as great as the team would have liked. These will be buffed or redesigned in the not too distant future.
If you are a tank Demon Hunter or Monk that gets Cinidaria, the Symbiote, you probably are wondering why. Instead of being just damage, it may be changed to give you extra damage that is also Lifestealing.
The damage absorb neck doesn't feel great for tanks, but there are changes that can be made to make it better.
Mythic Emerald Nightmare
Xavius on Mythic difficulty was not tuned to the level the team would have wanted. Ideally he would have taken a couple days to kill.
The rest of the zone had a nice ramp of difficulty.
There are plenty of people progressing through the raid at a steady rate and enjoying it.
The top guilds are doing things that aren't representative of most of the players in the game. Doing many split clears resulted in clearing the raid with a higher item level than most guilds.
In the long run the team would like to find ways to dis-incentivize things that top guilds do like split clears that players don't enjoy but feel like they need to do to stay competitive.
Tanking
Rage being scaled on damage taken
Shadow Priest
There are some problems with Surrender to Madness right now. It was designed to be high risk and high reward, but has come to play a large role in the classes viability.
The team wants to offer other robust alternatives to Surrender to Madness, but this will take some time.
This probably won't take place until after Patch 7.1.
Secondary Stats
The way primary and secondary stats have played out is one of the regrets about Legion.
It is fine to have a best stat and worst stat, but items that don't have your best stat shouldn't be worthless.
This is something the team wants to fix, but it will be done slowly and with plenty of notice.
Players shouldn't feel that their item selection choices are suddenly invalid.
The secondary stats carry much more weight than primary stats right now. Some of this will be fixed as item level goes up.
Item level should determine upgrades. This is especially bad with the personal loot trading system being based on item level.
The team will continue to work on making things better here over the course of the expansion.
Crafting Costs
The team wants to see how the Blood of Sargeras trader plays out in Patch 7.1, along with some of the new Blood of Sargeras recipes.
It is still going to feel more expensive to craft things than it did in Warlords.
In Warlords, flasks and potions were very cheap and plentiful, more so than any previous point in the game's history.
There has been a shift in the supply in the past few weeks as players realized how much demand there is, part of a natural economy.
There is an adjustment in psychology in how to approach consumables. In Warlords, many guilds pre-potted on every pull during progress and farm, as well as always using flasks. Those assumptions should be re-examined now, as things didn't work like this in the past.
When you are doing your first pull on a boss to learn strategy, is that DPS potion going to do anything?
Some of these consumables were designed to be used when they will actually be useful rather than always using them without thinking.
Consumable costs will go down over the course of the expansion. The team is keeping an eye on it and if costs don't go down there may be some adjustments.
It's awesome having gathering being useful again!
Mythic Dungeons and Class Balance
All specs can't have strong and consistent AoE. The team wants there to be areas of strength and weakness.
AoE is emphasized in quick farming runs, especially when people were clearing dungeons before raids opened.
Shadow Priest is not the spec that comes to mind when you think about strong AoE, but a Shadow Priest was in the group and doing well in a Mythic +15 keystone clear.
It doesn't matter if you and your spec are good if the community perceives your spec as being bad, as it makes it hard to get a group.
World Quest Rewards
World Quests don't adjust rewards based on your loot specialization.
If the map changed every time you changed spec that would be an annoying experience.
Having to cycle between your different specs to see different rewards is not great.
It also allows you to get items for off-specs without having to change your loot spec.
Legendary Item Bad Luck Prevention
There is no time component to how this works.
If you got a legendary, you were lucky.
A single digit percentage of people who got their first legendary did get a second legendary item, but it didn't have a big impact.
The team should have implemented good luck protection for legendary items to address the perception that the system isn't working! Players can randomly get three legendary items without the system being broken, as random is random.