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GCDTV is back with the Europe Winter Tournament #2 taking place from February 24th - 26th.


This tournament is the second of monthly European tournaments, with our next NA event planned for next month. 



· Games will be Best of 5 besides the Finals which will be Bo7!

· Each Team is allowed 3 players only.

· Players who break TOS will not be eligible to compete.

· Main tournament has 8 Teams max, Qualification tournament for an excess of sign ups will occur on the Friday before the main Tournament. (6:00PM CET, 12:00 P.M. Eastern time 9:00 A.M. PST)

· Sign ups close Wed, Feb 22nd





GCD Europe Winter Tournament #2


Qualification Tournament

Friday 2/24 @ 6:00PM CET, 12:00 P.M. Eastern time 9:00 A.M. PST

Day 1 / Main Tournament Begins

Saturday 2/25 @ 6:00PM CET, 12:00 P.M. Eastern time 9:00 A.M. PST

Day 2 / Finals will start:

Sunday 2/26 @ 6:00PM CET, 12:00 P.M. Eastern time 9:00 A.M. PST

at Twitch.tv/GCDTV


Sign up here!





Minimum Prize pool $1000 
1st: 60%

2nd: 30%

3rd: 10%



 To support us, please check out our Matcherino page. Type GCDTV1 to donate 1 dollar for free! Be sure to check out some of the awesome rewards also.

For further updates, follow our twitter! @gcdtv_

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Upcoming Class & PvP Changes

Official Blizzard Quote:

With the next weekly maintenance, we're planning a large round of PvP tuning changes, as well as a few PvE buffs for Unholy. Please see below for the full list of changes that are currently planned. As always, this may not be the final list - additional tuning may be added or removed before these changes go live.


Death Knight
Virulent Plague damage over time effect has been increased by 67%. Damage unchanged in PvP.
Summon Gargoyle: Gargoyle Strike damage has been increased by 50%. Damage unchanged in PvP.
Dark Arbiter: Val'kyr Strike damage has been increased by 16%. Damage unchanged in PvP.

Player versus Player

Death Knight
Dark Simulacrum's cooldown has been reduced to 25 seconds (was 30 seconds).
Blood Death Knights no longer deal reduced damage in PvP situations (was a reduction of 10%).
Crypt Fever's damage has been reduced by 15%.

Nourish now reduces the cast time of Healing Touch by 0.2 seconds (was 0.5 seconds).
Nourish will now only apply Regrowth's heal over time effect (was both the initial heal and the heal over time effect).
Abundance now reduces the cast time of Healing Touch by 5% per Rejuvenation active in PvP situations (was 10%).
Fixed a bug that caused Nature's Essence to fail to heal on Wild Growths cast in PvP if the Druid had the Nourish or Overgrowth Honor Talents.

Caltrops now deals 20% less damage in PvP, and reduces movement speed by 50% (was 70% speed).
PvP Template Agility has been reduced by 2.5%.
Healing Shell now heals for its full value in PvP.
Aimed Shot now deals an additional 5% damage in PvP situations.
PvP Template Agility has been increased by 5%.
PvP Template Haste has been reduced by 15%.
PvP Template Mastery has been increased by 33%.
PvP Template Armor has been increased by 20%.
Beast Mastery
PvP Template Agility has been increased by 5%.
PvP Template Haste has been increased by 30%.
PvP Template Versatility has been increased by 25%.
PvP Template Mastery has been reduced by 25%.
PvP Template Critical Strike has been reduced by 30%.
PvP Template Armor has been increased by 20%.

Cauterizing Blink's heal has been reduced by 33% in PvP situations.
PvP Template Intellect and Stamina have been reduced by 5%.

Avenging Crusader once again ignores line of sight when healing.
Avenging Crusader will now cause Judgment and Crusader Strike to heal even if their damage is absorbed.
Fixed a bug that caused Spreading the Word to make Blessing of Freedom trigger Cleanse's cooldown.
PvP Template Strength has been increased by 3%.

Inner Renewal now causes Power Word: Radiance to refund 25% of its mana cost when self-cast (was 50%).

Fixed a bug that caused Deadly Brew's additional free Wound Poison effect to increase to Kingsbane's damage.
Poison Bomb's damage has been reduced by 30% in PvP.
Wound Poison's healing reduction effect has been reduced to 20% in PvP (24% with Master Poisoner).
PvP Template Agility has been reduced by 5%.

PvP Template Intellect and Stamina have been increased by 5%.
Stormstrike deals 20% less damage in PvP (was 15% less damage).
PvP Template Agility has been increased by 10%.
PvP Template Stamina has been increased by 5%.
PvP Template Versatility has been increased by 30%.

PvP Template Strength and Stamina has been increased by 5%.
PvP Template Armor has been increased by 10%.
PvP Template Versatility has been increased by 17%.
Endless Rage now increases the duration of Enrage by 1 second (was 2 seconds).

Chaos Bolt's damage has been increased by 25% in PvP situations.
Reverse Entropy reduces the cast time of Chaos Bolt by 0.25 seconds in PvP situations (was 0.5 seconds).
Backdraft reduces the cast time of Chaos Bolt and Incinerate by 15% in PvP situations (was 30%).
PvP Template Intellect has been increased by 5%.
PvP Template Haste has been increased by 50%.
PvP Template Versatility has been reduced by 25%.
PvP Template Mastery has been reduced by 25%.

Artifact Power and Patch 7.2   

Official Blizzard Quote:

Artifact Power has been a hot topic lately, both around the community and within the development team. With Patch 7.2 on the horizon, introducing both new artifact traits and additional Knowledge levels, we have been reflecting on the way the system has unfolded during the first months of Legion, and evaluating changes based on the lessons we have learned thus far.

First off, a look back at where we started.

From the outset, Artifact Power was intended to serve two intertwined purposes: First, it offered max-level progression that was not entirely item-driven, along with choices and elements of character customization as players traversed their trait trees; second, it was meant to serve as a universally desired, consistent reward from all types of content.

In crafting the systems that delivered Artifact Power, we weighed the merits of hard caps versus a smoother system of diminishing returns. We had extensive experience with hard caps, through multiple past iterations of currencies like Valor Points and Conquest Points, and wanted to avoid several of the downsides of that approach. For example, a cap inherently feels like more of an expected quota, where missing a week or falling short of the cap puts you clearly, and potentially permanently, behind the curve.

Instead, as everyone knows, we settled on an open-ended system of diminishing returns. Without any hard caps on how quickly players could earn AP, it was essential to have some sort of limiting mechanism on the gap in power between players of different playstyles, and different levels of time investment. We accepted the admittedly complex design of Artifact Knowledge because it solved this problem, effectively reining in the size of this power gap. Players trying to progress past the expected artifact level for their Knowledge would run into those rapidly diminishing returns, while those who played less than that would have Knowledge as an accelerator to help them catch up to the cutting edge. When Emerald Nightmare was new content, while the average raider was at 20 or 21 points, the most dedicated might have been at 24 or 25 – a relatively modest gap.

Now, where things went wrong…

We feel that we made two major missteps with the Artifact Power system that increasingly manifested themselves as we got deeper into Patch 7.1 and 7.1.5. And both of them served to undermine that core goal of ensuring that the gap between players with different levels of time invested into the system could not grow too large.

First, the cost of ranks in the 20-point final trait remained relatively flat, as opposed to the rapid exponential scaling up to that point. This meant that someone who spent twice as much time gathering AP as I did would have roughly twice as many ranks as me. Instead of the 24 vs. 21 gaps we saw in Nightmare, a number of hardcore raiders entered Nighthold with 54 points, while others were just beginning that final progression and found themselves with nearly 10% less health and damage, equivalent to being almost a full tier of gear behind. Players who switched specs or characters along the way found themselves in a similar position. The power gap was larger than ever before, which created a sense of obligation and a number of negative social pressures that the system had previously tried to minimize. In short: We’re not at all happy with how this worked out.

A common suggestion is to simply reduce the amount of Artifact Power required to fully unlock the artifact in 7.2. This would not solve the underlying problem, but would rather reduce its duration while heightening its intensity, as competitive players sprinted to finish their Artifacts in order to be “ready.” But then we would inevitably tune around that completed power level, and other players would simply be playing catch-up the entire time. And in the long run, Artifact Power would not be serving its intended purpose of ongoing parallel progression. A capped-artifact player who goes a week without getting any item upgrades ends the week literally no stronger than before. Part of the value of the artifact, both for personal progression and guild progression, lies in ensuring that everyone is at least a bit stronger next week than they are right now, and a bit closer to overcoming whatever obstacle stands in their path. Our goal is for Artifact Power to always be of some interest as a reward, whether from a World Quest, or as a consolation prize when failing a bonus roll.

Instead, we are focusing on fixing the mistake of flat cost scaling at the end of the progression, and instead keeping the increases exponential throughout, while also strengthening Artifact Knowledge as a core pacing and catch-up mechanism. These changes should be visible in an upcoming PTR build.

This is done with the primary goal of reducing the power gap based on time investment, while preserving Artifact Power as an endgame reward that everyone values. If the leaders in Artifact Power were only a few points ahead of a more typical player, rather than crossing the finish line when most were just leaving the starting blocks, players with less time to commit would not be as disadvantaged in competitive activities. If a Warlock were choosing between having 48 points in a single spec or 44 points in all three specs if they’d split their efforts evenly, the barrier to playing multiple specs would be significantly reduced. We are still tuning the curve for 7.2 trait costs, but we’re currently targeting scaling such that someone who earns twice as much AP as me will have an artifact that’s only ~1.5% stronger; someone who earns four times as much AP as me should only be 3% stronger. On the whole, this should be a massive reduction in the power gaps we see in the live game today.

The second problem with our initial implementation was that repeatable sources of Artifact Power (Mythic Keystone dungeons in particular) dominated time-limited sources such as Emissary caches and raid bosses. The fact that a large portion of the community evaluates their Artifact Power needs using “Maw runs” as the unit of measurement is ample evidence of this failure. We very recently deployed a hotfix to increase AP earned from Nighthold in order to make raiding, with a weekly-lockout, better compare in efficiency to repeated Mythic Keystone runs. And in 7.2, we’re more thoroughly addressing this issue by adding a significant amount of AP to the weekly Mythic Keystone cache, while somewhat reducing (and normalizing based on instance length) the AP awarded by repeated runs. These changes are being made to narrow the gap in AP earning, and thus power, based on time investment.

All of the above changes are aimed at allowing players the freedom and flexibility to decide how they want to spend their time, and which goals they wish to pursue, while limiting the difference in power between players who arrive at different answers to those questions.

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PvP Discussion With the Devs
Lore shared the developers thoughts on the current PvP balance, and also the possibility of a PvP-focused Live Dev Q&A in mid March.

Official Blizzard Quote:

Specific questions are generally easier for us to answer than broad "please talk about "-style posts, but this one actually gives a good opportunity to share some of our general thoughts about PvP at the moment.

Regarding overall class balance: in Arenas, we're overall pretty happy with it at the moment. We've been hearing a lot about the prevalence of Rogue/Mage comps lately, and may end up making some changes, but we're more likely to focus on buffing some underperformers than specifically nerfing anyone right now. To put it another way: Rogue/Mage is (and should continue to be) a strong comp, we just want to make sure there's a good number of other strong comps as well.

We made some changes not long ago to Random BG matchmaking to help with healer balance, and have been very happy with the initial results. There's still some edge cases we're looking to iron out (specifically, we're sometimes seeing games where one team has 2 healers and the other has none), and so we're still working on some additional improvements. So far, though, there's been a very noticeable difference overall.

Lastly I'll mention that we're planning another PvP-focused Live Dev Q&A, probably sometime around early to mid March. We'll get a proper announcement out once we've finalized all the details.

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