WoW Classic Hotfixes -- Updated July 8
World of Warcraft Classic Patch Notes -- Version 1.13.5
Realm Transfers and the AQ Event
Actions Taken Against Exploitation -- July 1 Update
Seriously Though, some clarity about CC NR craftables
The Gates of Ahn'Qiraj Opening in WoW Classic
Reminder -- Silithus Stress Test Today at 3:00 p.m. PDT / 6:00 p.m. EDT
AQ PTR Stress Test, Part 2 -- June 25 at 3:00 p.m. PDT
Kwee Q. Peddlefeet still in game?
Players in CN/TW/KR Regions Get Panda Cub on WoW Classic from 6 Months of Game Time Promotion
July 8th Classic Hotfixes - Time Based Instance Limit Now Character Based
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World of Warcraft Classic Patch Notes Version 1.13.5 – July 7, 2020
WoW Classic Darkmoon Faire in Elwynn Forest for July 2020
Blizzard Clarifies that Extra Elemental Damage from Weapons is Working As Intended
Characters That Transfer Servers Cannot Open AQ Gates and Obtain Mount for 90 Days
Blizzard Has Banned 40,000 More WoW Classic Accounts Since June 17th
List of Nature Resist Pieces NOT Coming with Phase 5
MDI Spring Changes to Time Trials
After yesterday's information on the first Mythic Dungeon International on the Proving Grounds stage, Zorbrix answered some questions about how the Time Trials will work in the new MDI Division system.
Click here to read yesterday's information on the
From the MDI Handbook, there are some basic changes to the way the Time Trials work.
5.3 The Time Trial will occur three times per Division per season. Each Time Trial period will last for 72 hours. During this period, teams will have to complete three different dungeons on the Tournament Realm. Each dungeon will have a specific keystone level and keystone affix combination, set by Blizzard and communicated to teams 48 hours prior to the start of the Time Trials period.
5.4 Once the Time Trial period begins, teams will have a limited number of attempts to score their best time on each of the three dungeons. Only the first five attempts per dungeon will be counted - subsequent runs will not be counted towards your score. This includes starting a dungeon keystone run but abandoning it before completion. Attempting to circumvent this five-attempt limit could result in penalties or disqualifications from the Tournament.
One of the
about the Time Trials stage last year was that you had unlimited attempts at each dungeon to try and get a perfect time which allowed for teams to do crazy pulls throughout the entire key until you had one run which went perfectly. The new method of the Time Trials stage appears to address that.
Zorbrix explained on Twitter in more detail about how the Time Trial and Cup schedules will interact with each other.
I've gotten a few questions about how #MDI Time Trials (TT) will be scheduled.
Full details will be delivered in a handbook once we wrap up the proving grounds, but here's how things will probably look.
Each MDI Division has 3 cups per season. Each cup has a TT preceding it, that's how we decide who advances to the Top 8 Double Elim bracket for that cup.
An easy way to think about it, consider each Cup a 2 week cycle that repeats 3 times.
: Get told what dungeons/affixes are in the TT, start planning/practicing.
Saturday, Sunday, Monday
: 72 Hour TT window. 5 attempts per dungeon. Your group chooses when to play, totally up to you.
Tues -> Wed
: Top 8 notified, Rest up!
Get dungeons/affixes/bracket for that cup so you can start planning.
Sat -> Sun:
Mon -> Wed:
Cycle starts over again for next TT
The 2 divisions are offset, so when West is doing Cup 1, East is doing their first TT.
Seems like a lot but keep in mind the only days with a "set" schedule are the broadcast days, which are weekends for your time zone. All others are fairly flexible based on what works for you and your team.
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