I’ve removed the code to look at the leveling process for the DK in the starting zone. We were “sort of” close to getting this nailed down to prevent folks from abusing the statistics in order to get out of the zone much MUCH faster.
Overall, I don’t feel it’s worth the time or effort to pursue, especially with specs becoming a thing for everyone in Patch 7.0.
I have reset the flag on ALL DKs back to Green. The jobs will run for ALL characters tonight and will mark them according to the other rules.
If you see the “Wonky” message again, please let me know.
The Blood Thirsty challenge aims to get you to level *more* through killing instead of questing. Questing is sometimes necessary to access some content and we also need to accommodate folks having completed account-wide pet battle quests: these count against even your newly created level 1 character.
Currently the quest cap is 300 for all classes except Death Knights, which is 135.
The change will set the quest cap at 150 for ALL classes starting June 1 at Midnight Pacific.
Characters that are listed on the site before June 1 will be held to the old standard (ie. grand-fathered in).
Note from the developers: Over the past couple of weeks, we’ve rolled out a series of hotfixes aimed at improving overall pacing and playability of the low-level (1-20) experience. We started by adding a number of modern conveniences to our low-level quest experience, and will continue to roll these improvements forward across other legacy content in the future. We’ve also made some improvements to the overall pace of combat at low levels: Due to the accumulated effect of years’ worth of max-level tuning adjustments, many classes were killing low-level enemies nearly instantaneously, even without heirloom gear or other advantages. A summary of the hotfixes follows:
This is part of the stuff that WatcherDev was referencing in his live chat the other week on twitch.
Most quest bosses from level 1-20 should now be multitap and will scale their health with the numbers of players fighting them.
This will make things easier for Challengers to level up.
Added dynamic respawn behavior to most level 1-20 outdoor areas, so that spawns will be more readily available during times of high player traffic.
This is going to actually increase the speed at which quests can be completed… quite often we wait around in Loch Modan for those dang Troggs to respawn.
Players who die in low-level dungeons should now release to the entrance of the dungeon, consistent with the practice in dungeons from more recent expansions.
Does not affect us.
Level 1-10 enemy NPCs now deal slightly more damage.
*slightly more damage*. Probably not enough to make it noticeable but Challengers should pay heed just in case.
Reduced the bonus to out-of-combat health regeneration that players receive when below level 20.
I think this will slightly decrease the pace of questing at this level and/or force folks towards food, drink, healing instead of just waiting for health to regen on its own.
Reduced player damage at low levels to improve overall combat pacing. In general, Strength and Agility classes saw a larger reduction in damage than did casters. Damage dealt is unchanged from level 40 onwards.
So Warriors, Paladins, Cat-Form Druids, Hunters, Monks and Rogues will feel this more. Poor Warriors. Nerfed again. I welcome a change like this especially with the default specs being introduced in Legion.
We see these changes as the beginning, rather than an endpoint – much work remains to improve tuning and pacing of the old-world level-up experience, and our efforts will continue into Legion and beyond.
I really am hoping that mob-scaling will be introduced in the old-world. I have a feeling that if things work out successfully with the Legion zones, they’ll roll it out elsewhere fairly quickly.
The concept of the Pacifist challenge was around since before WoW Challenges was a thing, however, it wasn’t until we started that the challenge was truly tracked. Since that time we’ve had six characters that have come tantalizingly close to reaching the pinnacle but fell short with sometimes only as few as one kill.
Some thought the challenge was literally impossible.
Tânee and Bloodless proved them wrong.
Tânee became our World First Pacifist hitting Level 100 with her Night Elf Rogue on May 18 2016 at 8:32:19am Pacific time. She is known to the community by having several (four?!?!) Level 90 Iron Champions. She had an overall playtime (Level 10 to 100) of 71 days, 23 hours, 13 minutes and 14 seconds.
Shortly after, a mere 44 minutes after Tânee, Bloodless became our second Pacifist Champion with his Dwarf Rogue at 9:15:48 Pacific Time. Bloodless is otherwise known to the community as Lyssan, a person known for his firsts in the Ironman Challenge. He had an overall playtime (Level 10 to 100) of 129 days, 12 hours, 13 minutes and 15 seconds.
Congratulations to both Champions and a big thank you for showing us the challenge is certainly achievable.
Congrats to Ironster for his first Warlords Iron Champion! He is the 16th green-flagged Iron and 1st Rogue for this expansion. ‘Ster has two previous Iron Champions: Poohster and Nodeadster, both Level 90 and BOTH Rogues (go figure!).
We are back into Children’s Week once again and the WoWhead.com guide has been updated but we are not seeing anything new for 2016 here. Children’s Week will run from May 2nd to May 9th.
You are allowed to do quests or achievements for the event unless they break the rules of the current challenges. Since someone will ask it, I’ll say it: Doing the quests or achievements that require you to bring the orphan into a dungeon or battleground will get you flagged.
You can earn toys, battle pets and pet care packages for pet related things… these are all okay to earn for your account, however, you would still not be allowed to use those pets to level up your challenge character.