Title: 2.1.0 PTR Patch Notes Post by: caladein on April 12, 2007, 09:05:20 PM from Worldodraids (http://boards.worldofraids.com/topic-3331-1.html):
I'd do a Cliff's Notes... but this is pretty massive. Quote -------------------------------------------------------------------------------- - World of Warcraft PTR Patch 2.1.0 -------------------------------------------------------------------------------- The latest patch notes can always be found at http://www.wow-europe.com/en/info/underdev/testrealm.html The Black Temple The Temple of Karabor was the center of draenei worship until its priests were slaughtered by demonically corrupted orcs. In the massacre's aftermath the warlocks of the Shadow Council seized the structure and gave it a new name: the Black Temple. When the Alliance invaded Draenor after the Second War, the orc shaman Ner'zhul hastily opened several dimensional portals in order to escape. The resulting magical backlash ripped the world apart. Drawn by these portals, the pit lord Magtheridon arrived in what had come to be known as Outland and took the temple as his seat of power. His dominion over Outland remained unchallenged until the arrival of Illidan the Betrayer. The pit lord proved no match for the wielder of the Twin Blades of Azzinoth. Today Illidan occupies the temple, awaiting any and all who would challenge his rule. Druid Epic Flight Form Introduced The Druid Epic flight form will be available through a series of quests, similar to the Warlock and Paladin Epic mount quests before it. This quest series will also open up a new boss in Sethekk Halls, and ultimately lead to the epic flight form. Ethereum Prison Players in good standing with the Consortium will be tasked to deal with the most recent activities of the nefarious Ethereum. With new quests, items, and content for the solo and small-group level 70 player, the Ethereum Prison will be the proving grounds for many aspiring to greatness. Skettis The Skyguard, Sha’tari warriors specializing in their command of the skies above Shattrath, have taken the offensive directly to the Arakkoa capital city, Skettis. Perched high in the mountains of Terrokar, and only accessible with use of a flying mount, Skettis holds new and exciting content for the solo or small-group level 70 player. All new quests, 5-person bosses, rare and epic items, and a new type of flying mount await those willing to lend their sword or stave to the battle. Nether Drake The Netherwing faction and quest line continues and the long awaited Nether Drake becomes available. The Nether Drake is a special 280% speed epic flying mount that is obtainable through solo and small-group play. The quest to obtain one will be difficult, but the reward will surely show your dedication to the Netherwing cause as you soar through the skies of Outland on your very own ethereal drake. Ogri’la The ogre plateau of enlightenment opens to those who prove their worth in Blade’s Edge Mountains. Level 70 players will be able to help the ogres of Ogri’la battle invading forces and engage in new and exciting quests, such as a repeatable and ever popular bombing-run, this time using your own flying mount but with a dangerous twist! Featuring tons of new quests, the Ogri’la faction, 5-person bosses, and rare and epic items, Ogri’la is a place we’re hoping all will aspire to enter. The Ruins of Lordaeron Arena For those combatants engaging in the Steamwheedle Cartel’s gladiatorial combat, an arena nestled within the Ruins of Lordaeron has been added to the mix of venues. Players taking part in either rated battles or skirmishes may now find themselves battling for glory within the new arena. General - The Black Temple is now available for play and Illidan awaits. Are you prepared? - The Consortium and Protectorate need your help! Players with Honored or higher reputation with the Consortium should seek out Protectorate Advisor Rahim at the Stormspire in Netherstorm or Commander Ameer at the Protectorate Watch Post in Netherstorm to get a briefing on the most recent nefarious activities of the Ethereum. - Skettis is now available. Players will need a flying mount to reach this new area. - Nether Drakes are now in the game and can be gained by continuing the Netherwing faction and quest line. - Ogri'la is now available. Level 70 players can find this new quest line in Blade's Edge Mountains. - Glancing Blows have significantly less of a chance to occur during a player’s melee attacks when targets are near the player’s level. - Magtheridon and Kael'thas now drop items that may be turned in for rewards. - Spell Haste: The amount of spell haste rating needed per percentage of haste has been increased substantially. However, spell haste will now affect channeled spells, increasing the rate of their effects and decreasing their total duration. The same amount of damage/healing per casting will occur, but will take less time. - Chance to break crowd control from damage: The increased chance for a spell to break from taking a critical strike has been removed. Instead, all targets over level 60 have a slightly larger chance to break out of crowd-controlling effects when they take damage. - Screenshots captured using the Print Screen key are now saved in JPG format. PvP - Arenas The Ruins of Lordaeron Arena is now available for play. The "Shadow Sight" buff now allows players to see other stealthed players at a greater range. Druids - The "Druid Epic Flight Form" is now available through a series of quests. - "Barkskin" now reduces all damage taken, with its duration reduced to 12 seconds and cooldown reduced to 1 minute. The tooltip has been adjusted to indicate this ability can be used while frozen, incapacitated, or cowering in fear. That functionality was already present, but not listed in the tooltip. - "Bear Form" and "Dire Bear Form": The bonus health from shapeshifting into these forms will again be removed correctly when shifting out of these forms. - "Cyclone": This ability will no longer work on hunters with "The Beast Within" active or hunter pets with "Bestial Wrath" active. - "Feral Charge" now suppresses all Slowing effects while charging the target. - Fixed a data error that caused "Swiftmend" to generate more threat than intended. - "Force of Nature": These pets will now come into the game with full health, including that gained from a percentage of their master's stamina. - "Gift of the Wild", ranks 1 and 2, are now available on trainers. - "Gift of the Wild": Rank 3 of this ability now has the same range as ranks 1 and 2. - "Improved Leader of the Pack": This ability will no longer generate threat. - "Lacerate": The tooltip has been adjusted to indicate it does initial bleed damage when the ability first lands. - "Lifebloom": Each additional application of this spell will now include the full bonus from effects which increase healing. The final heal, however, is still unaffected by stacking multiple applications of this spell. - "Mangle(Bear)": Damage increased by 15%, but bonus threat reduced so that overall threat generation will be unchanged. - "Nature's Grace": This talent is now triggered by "Swiftmend" and "Lifebloom", and is triggered by and affects "Cyclone". - "Nature's Grasp": The mana cost has been removed from all ranks as intended. - "Omen of Clarity": This spell is no longer castable in "Tree of Life Form" or "Moonkin Form". - "Prowl"will now be broken correctly by damage shields such as "Oil of Immolation". - "Rake": The tooltip has been adjusted to indicate the initial damage done is bleed damage. In addition, "Rake" can now always be re-applied, even when "Mangle" is active. - "Shapeshifting" will no longer remove the "Rotting Putrescence" creature debuff. - "Subtlety" (Restoration Talent) now applies to all spells, not just healing spells. - "Swiftmend": This ability will now be correctly penalized for casting low rank "Rejuvenations" and "Regrowths" just as other healing spells are penalized. - "Teleport: Moonglade": This spell is no longer castable in "Tree of Life Form". - "Tree of Life Form": The tooltip has been corrected to indicate "Nature's Swiftness" and "Rebirth" are castable in this form. Hunters - A new "Avoidance" ability can now be taught to hunter pets. This effect reduces the damage they take from area of effect spells and abilities. - A new "Cobra Reflexes" ability can now be taught to hunter pets. This effect increases attack speed but reduces damage. - "Arcane Shot": Casting lower ranks of "Arcane Shot" than your maximum rank will now reduce the bonus you receive from attack power. - "Aspect of the Cheetah/Pack": Wand damage will again correctly daze players with this effect active. - "Clever Traps" now affects "Snake Trap". - "Entrapment" (Survival): Effect duration reduced to 4 seconds and is now subject to diminishing returns in PvP. - "Entrapment": The tooltip has been corrected to indicate it works on "Snake Trap". - "Expose Weakness": The chance for this talent to trigger has increased to 33/66/100% chance at 1/2/3 talent points. - "Ferocious Inspiration": This ability will now trigger "Kill Command" correctly. - "Flare" cooldown increased to 20 seconds, and duration reduced to 20 seconds. - "Frenzy": This talent can now trigger from "Kill Command". - "Frost Trap": This trap no longer breaks stealth from its slowing effect. - "Go for the Throat" no longer causes additional threat. - "Hunter's Mark": This ability now becomes stronger each time the target is struck by a ranged attack. - "Improved Hunter's Mark": Adjusted the tooltip to indicate this talent only grants melee attack power equal to the base ranged attack power on the "Hunter's Mark". - "Kill Command" has been removed from the global cooldown. The shout animation has been removed. - "Readiness": Now resets the cooldown on "Misdirection". - "Revive Pet": The tooltip has been adjusted to indicate the pet returns with a percentage of its base health. It will not get an increased percentage of the bonus health it receives from a percentage of its master's stamina. - "Scatter Shot": This ability will now trigger "Kill Command" when it critically strikes. - "Survival Instincts" now also increase attack power by 2/4%. - The quest creature, Death Ravager, is no longer able to be tamed. - The Razorfang Ravager can now be tamed. - Hunter "Mend Pet"/"Improved Mend" Pet Changes: Replaced the current "Mend Pet" channel spell with an instant cast heal over time. No combat reset, resets global cooldown The mana cost has been reduced and the heal value increased. Duration on Heal Over Time increased to 15 seconds in 3 second increments. Changed the graphic to better represent the Heal Over Time effect on the pet. The "Mend Pet" heal over time buff is now able to be dispelled. Bonus healing gear will no longer effect "Mend Pet". Added a 10% and 20% reduction to the mana cost of "Mend Pet" in "Improved Mend Pet" talent (Beast Mastery). Mages - Added a new rank of "Ice Barrier" to mage trainers. - "Arcane Brilliance", rank 1, is now available from trainers. - "Arcane Brilliance": Rank 2 of this ability now has the same range as rank 1. - "Arcane Missiles": Rank 3-11 will now consistently pulse 5 shots of arcane damage. - "Arcane Missiles": This spell is now affected by "Spell Haste". - "Arcane Missiles": This spell will now obey line of sight restrictions during its entire casting. - "Arctic Winds" (Frost Talent) now also increases all Frost damage caused by 1-5%. - "Cold Snap": The tooltip has been adjusted to indicate it only resets cooldowns caused by "Frost spells". e.g.: "Cold Snap" will not reset the cooldown caused by "Dragon's Breath". - "Conjure Mana Emerald": This spell now triggers a global cooldown as intended. - "Counterspell" duration reduced to 8 seconds, and the cooldown reduced to 24 seconds. - Fixed some data errors that caused "Arcane Blast", "Ice Lance" and "Molten Armor" to generate more threat than intended. - "Frostbite" effect is now subject to diminishing returns in PvP. - "Frostbolt": Damage on rank 12 has been increased slightly to ensure it did more damage than rank 11 at all levels. - "Ice Armor": Rank 5 will now still trigger when all damage received is prevented by a damage shield, such as "Mana Shield". - "Ice Block": This ability no longer makes mages immune to "Weakened Soul" from "Power Word: Shield". However, using this ability now causes "Hypothermia", making the mage unable to cast "Ice Block" again for 30 sec. - "Improved Fire Ward": This talent will now work correctly with rank 6 of "Fire Ward". - "Invisibility": Clarified the tooltip on this ability to indicate any action breaks the invisibility affect. - "Molten Armor": This ability will no longer be triggered erroneously by some non-melee attacks, such as "Feral Faerie Fire". It will also no longer break crowd controlling affects such as "Polymorph". - "Spell Steal": Stolen buffs that affect specific spells from the original target's class will no longer have any effect for the mage. - The "Arcane Blast" debuff can no longer be dispelled. - "Water Elemental": This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect. Paladins - "Ardent Defender" (Protection Talent) now reduces damage taken by 6-30% when below 35% health. - "Avenger's Shield" no longer has a minimum range. It may be used on any target within 30 yards. - "Avenger's Shield": The damage portion of this ability will now be applied even if the victim is immune to snare. - "Divine Shield": This ability no longer removes or prevents the "Weakened Soul" debuff. - "Eye for an Eye": Some spells did not trigger "Eye for an Eye" correctly. That has been fixed. - Fixed some data errors that caused "Seal of Command" and "Seal of Blood" to generate more threat than intended. - "Forbearance": It is no longer possible to use a macro to gain the benefit of "Avenging Wrath" and "Divine Shield" at the same time. - "Greater Blessing of Kings": The cost for this blessing is now twice the cost of "Blessing of Kings", instead of a fixed cost of 150. - "Greater Blessing of Sanctuary 2": The range on this spell was incorrectly set to 30 yards. It has been changed to 40 yards. - "Greater Blessing of Wisdom 3": The range on this spell was incorrectly set to 30 yards. It has been changed to 40 yards. - "Hammer of Wrath": Rank 4, damage increased. - "Holy Concentration": This talent now affects "Binding Heal". - "Illumination": This talent now only gives 50% of the mana cost of the critical heal. It also now returns the correct amount of mana when used with ranks 4 and 5 of "Holy Shock". - "Improved Seal of Righteousness": The percentage increase in damage from this talent is now applied after all bonuses from items and effects which increase your spell damage. - New Protection Talent added: "Improved Holy Shield", 2 ranks: Increases damage caused by "Holy Shield" by 10/20% and increases the number of charges of "Holy Shield" by 2/4. - "One-Handed Weapon Specialization" (Protection): Now increases all damage caused by the paladin by 1-5% while a one-handed weapon is equipped. - "Seal of Blood": This seal will no longer cause additional chances for weapon procs to trigger. - "Seal of Righteousness": This seal will no longer cause additional chances for weapon procs to trigger. - "Seal of the Crusader": The rank 7 tooltip has been fixed to read the same as other ranks of this spell. - "Spiritual Attunement": First-aid generated healing will no longer trigger this ability. However, "Lifebloom", "Earth Shield", and "Improved Leader of the Pack" will now trigger it correctly. The tooltip has been adjusted to indicate it only works on healing from spells. - "Spiritual Attunement": Mana is no longer healed if the paladin is at full health. - "Stoicism" (Protection) should now properly affect all magic effects cast by the Paladin and no longer applies double its intended benefit to "Blessing of Might" and "Blessing of Wisdom". - "Vengeance" (Retribution Talent) now increases Holy and Physical damage by 1/2/3/4/5% for 15 seconds following a critical hit, but the effect now stacks up to 3 times. - Vindicator Aesom at Blood Watch will now correctly train a full range of paladin spells. Priests - "Binding Heal": The mana cost has been reduced by 32%. The tooltip has been adjusted to indicate it is a low threat spell, which was already the case. - "Circle of Healing" (Holy) effect increased. - "Empowered Healing" and "Holy Concentration" now affect "Binding Heal". - "Holy Fire": The rank 9 tooltip has been corrected to indicate it does Holy damage. - "Holy Nova": Rank 2 will no longer receive double the intended increase in range from "Holy Reach". - "Mind control" no longer has a 100 yard range limitation in instances. - "Pain Suppression" now reduces damage taken by 65% and increases resistance to Dispel mechanics by 65% for the duration. - "Power Word: Shield": The "Weakened Soul" effect will no longer sometimes be re-applied while zoning with this buff on. - "Prayer of Fortitude": The range on rank 3 has been changed to match all other ranks of this spell. - "Prayer of Fortitude", ranks 1 and 2, are now available on trainers. - "Prayer of Mending": This spell is now affected by "Silent Resolve", "Amplify Magic", and "Dampen Magic". - "Prayer of Shadow Protection", rank 1, is now available on trainers. - "Reflective Shield": When this effect is triggered, the priest will no longer be forced to stand up. - "Sanctity Aura" now increases all damage caused by affected targets by 1/2% and no longer increases healing done to affected targets. - "Shadowfiend": This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect. - "Shadow Weaving" (Shadow): Effect reduced by 1% per rank. - "Shadow Word: Death": Cooldown increased to 12 sec. - "Silent Resolve": Some priest spells were unaffected by this talent. They should now all be affected. - "Spirit of Redemption" and "Spiritual Guidance" now work while the priest is in "Shadowform". - "Spirit Tap": This ability will no longer be triggered by killing some creature-cast totems. - "Surge of Light": "Smite" spells triggered by this talent will no longer sometimes critically strike. In addition, the free "Smite" granted will not consume the effect of "Inner Focus". "Holy Nova" heals can now trigger "Surge of Light" as well. - "Symbol of Hope": amount of mana regained increased. - "Touch of Weakness": This spell can now activate "Surge of Light". - "Vampiric Touch": This spell now consumes the "Inner Focus buff". Rogues - Added a new double-attack animation for "Mutilate". - "Cloak of Shadows": The tooltip has been adjusted to indicate this ability removes hostile effects, rather than dispels them. "Cloak of Shadows" does not count as a dispel, and will not interact with dispel resistance or effects triggered by dispelling. This ability no longer removes the "Weakened Soul" debuff. - "Deadly Throw": This ability will now damage hunters and their pets when they are affected by "The Beast Within" or "Bestial Wrath". Those targets will still be immune to the movement impairing portion of "Deadly Throw". - Fixed a data error that caused "Ghostly Strike" and "Riposte" to generate more threat than intended. - Fixed a bug where the "Silence" effect on "Garrote" was getting resisted too often. - "Insignia of the Alliance/Horde" and "Medallion of the Alliance/Horde" now remove "Fear", "Stun" and "Polymorph" effects and no longer remove "Charm" effects. - "Improved Sap" (Subtlety) renamed "Dirty Tricks": Increases the range of your "Sap" and "Blind" abilities by 2/4 yards and reduces the energy cost of your "Sap" and "Blind" abilities by 25/50%. - Increased the frequency and amount of "Blinding Powder" found in pickpocketed junk boxes. - "Mutilate": This ability will now always consume the "Cold Blood" buff when it strikes an opponent. - Poisons: The difficulty of dispelling these is now based off the level of the player, not the level of the weapon the poison is applied to. - Reduced the reagents required to create most poisons. - "Remorseless Attacks"(Assassination): "Hemorrhage" added to the buff tooltip. This ability will no longer trigger from killing totems. - Rogue poisons no longer have charges. - "Sap" now automatically gains the full benefit of "Improved Sap". - "Shadowstep" (Subtlety): The cooldown has been reduced to 15 seconds. - "Stealth"will now be broken correctly by damage shield such as "Oil of Immolation". - "Surprise Attacks" (Combat): This talent now correctly prevents "Envenom" from being dodged. Shaman - "Ancestral Healing"(Restoration): This talent will now trigger when you critically heal yourself with "Earth Shield". - "Earth Elemental Totem": This pet will now come into the game with full health, including that gained from a percentage of its master's stamina. - "Earth Shield": Adjusted the tooltip to indicate this ability works against all types of attacks, not just melee. This ability will also now properly trigger only from taking direct damage effects. - "Elemental Focus": This talent now reduces the cost of the next damage spell by 60%. It will also now trigger from bonus spells cast by "Lightning Overload". - "Eye of the Storm" (Elemental): Clarified the tooltip on this talent to indicate it only works with Shaman spells. - "Fire Elemental Totem": This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect. It will also now properly get increased stamina from a percentage of its master's stamina. - "Flametongue Weapon": This effect will no longer trigger while you are disarmed. - "Frostbrand Weapon": Rank 6 now properly receives increased effect from spell damage bonuses. - "Healing Focus": The tooltip has been adjusted to indicate it only works with Shaman spells. e.g.: Does not work with "Gift of the Naaru". - "Heroism": Training cost increased to match the cost of "Bloodlust". - "Lightning Shield": Ranks 8 and 9 of this spell now trigger correctly while mounted. - "Magma Totem": This totem will now correctly do damage on its 10th tick, right before despawning. - "Mana Spring Totem": Duration increased to 2 minutes. - "Mana Tide Totem": This totem will no longer sometimes grant mana after it has been destroyed. It will also consistently grant mana 4 times instead of sometimes 3 and sometimes 5. - "Healing Stream Totem": Duration increased to 2 minutes. - "Mental Quickness": This talent now correctly reduces the cost of "Purge", "Flame Shock", "Frost Shock", "Earth Shock", "Bloodlust", "Heroism", "Lightning Shield", "Cure Poison", and "Cure Disease". - "Nature's Guardian" (Restoration): Some spells and abilities did not trigger this talent. That has been fixed. - "Restorative Totems" (Restoration): This talent no longer gives a bonus to a variety of jewelcrafting items. - "Shadowguard": The rank 7 tooltip is now consistent with all other ranks of "Shadowguard". - Trainer Animations: All new Shaman abilities will now correctly play the training animation when learned. - "Water Shield": When a Shaman with this spell active is afflicted with "Cyclone", the charge burned will now grant mana. - "Windfury Weapon": Mixing two different ranks of "Windfury Weapon" while dual-wielding will no longer increase the number of "Windfury Weapon" procs. Warlocks - "Amplify Curse": This ability is now consumed correctly by a "Curse of Doom" casting. - "Create Healthstone": These abilities will now be sorted in rank order in your spellbook. - "Create Spellstone": These abilities will now be sorted in rank order in your spellbook. - "Curse of the Elements" and "Curse of Shadow" now have a duration of 2 minutes when used on PvP targets. - "Curse of Tongues" now has a 12 second duration when used on PvP targets. - "Demonic Knowledge": This ability will now work with enslaved demons. - "Enslave Demon": The health bar and mana bar for enslaved demons will no longer appear to go down when they become enslaved. - Fixed some data errors that caused "Soul Leech" and "Conflagrate" to generate more threat than intended. - "Improved Drain Soul": This talent will no longer trigger when a creature other than the one you are draining dies. - "Insignia of the Alliance/Horde" and "Medallion of the Alliance/Horde" now remove "Fear", "Stun" and "Slowing" effects and no longer remove "Charm" and "Polymorph" effects. - New art added for "Ritual of Souls" channeling focus and "Soulwell" created by the spell. - "Ritual of Souls" no longer consumes a "Soul Shard" when cast in arenas. - "Shadowfury" now properly benefits from the Intensity talent. - "Spell Lock" (Felhunter) duration reduced to 5 seconds (rank 1) and 6 seconds (rank 2), and cooldown reduced to 24 seconds. - "Soulwell" now plays a sound and visual effect when you create a "Healthstone" through using it. - "Soul Link": Adjusted tooltip to explain that the damage transferred to the pet cannot be prevented. The functionality remains unchanged. This ability will now work with enslaved demons. - "Unholy Power": The tooltip has been corrected to indicate it works with the Imp's "Firebolt". Warriors - "Charge", "Intercept" and "Intervene" now suppress all Slowing effects while charging the target. - "Commanding Shout": This ability now increases your max health, but keeps your percentage health constant. - "Death Wish" and "Enrage" effects no longer stack. - "Devastate": This talent will now strike with both weapons when dual-wielding. - "Execute": When used with "Sweeping Strikes", ranks 6 and 7 of this ability will no longer cause full damage to secondary targets who are not wounded. - "Heroic Strike": The rank 10 tooltip now includes specific values for the bonus damage against dazed targets. - "Improved Revenge": Reduced the delay on the stun landing from a successful "Revenge". - "Insignia of the Alliance/Horde" and "Medallion of the Alliance/Horde" now removes "Immobilizing", "Stun" and "Polymorph" effects and no longer remove "Slowing" effects. - "Shield Slam": Rank 3 of this ability no longer gets its cost reduced twice by the "Focused Rage" talent (Protection). - "Spell Reflection" no longer has a global cooldown. - "Victory Rush": The tooltip has been adjusted to calculate the damage it deals correctly, 45% of Attack Power, not 35%. - "Flurry", Fury Talent, now increases attack speed by 5/10/15/20/25%, reduced from 10/15/20/25/30. Pets - Abilities and items that are triggered when you kill a target are also now triggered when your pet kills a target. - Fixed the amount of happiness lost when you dismiss a Nether Ray pet. - Voidwalkers will stop while they are consuming shadows. - Warlock and Hunter pets will now be automatically dismissed when you summon a mount. These pets will return on dismount. This does not affect pet happiness for Hunters. - Warlock and Hunter pets will now be automatically dismissed when you untalent. Items - All epic items of Tier 5 and beyond quality have been upgraded to reflect their intended power. - Armor: All Burning Crusade items that spent part of their budget on increased armor have been re-evaluated. Some gained additional armor, while others gained other additional bonuses. - Common unique items will not drop for you if you already have them in your inventory. - Items which start quests you've already completed will show the correct feedback if you try to use them. - Heroic difficulty instances end bosses will now always drop an epic item, in addition all bosses in Heroic difficulty instances will have a chance to drop an epic gem! - Additional darkmoon cards can now be found on high level outland creatures. They can be turned in to the darkmoon faire to make powerful new darkmoon card trinkets. Look for Lunacy, Storms, Furies and Blessings cards. - "Health Regeneration": This effect on random property items has been renamed to "Health per 5 sec". - "Khorium Lockboxes" will now drop occasionally off creatures over level 65. - "Devilsaur Tooth": This item has been reverted to pre-Burning Crusade design, granting an automatic critical strike to your pet's next attack. - "Nethershard", "Ceremonial Kris", "Illidari-Bane Mageblade", "Summoner's Blade", "Thunderlord Scalpel", "Vibro Dagger", "Vibro Sword", and "Revered Mother's Crysknife": These weapons can now only be used in the main hand. - The "Serpentshrine Shuriken" can now be sold to vendors. - "Xavian Stiletto" can now be sold to vendors. - "Wand of Biting Cold" can now be sold to vendors. - "Bloodseeker"now can now be sold to vendors. - The "Ironscale War Cloak" can now be disenchanted. - "Boots of the Infernal Coven" can now be disenchanted. - "Crown of Endless Knowledge" can now be disenchanted. - "Valanos' Longbow" can now be disenchanted. - "Ravager's Cuffs" can now be disenchanted. - "Deep Core Lantern" can now be disenchanted. - The "Devilshark Cape" can now be disenchanted. - "Demon Hide Spaulders" can now be disenchanted. - "Gladiator's Heavy Crossbow" can no longer be disenchanted. - Tranquilien Reputation Items: Some of the items on this vendor were disenchantable. They no longer are disenchantable. - "Gladiator's Endgame" can no longer be disenchanted. - Corrected a typo in the tooltip of "The Hammer of Destiny's" proc. - Corrected a typo in the tooltip of "Anesthetic Poison" in regards to the number of charge applied. - "Malefic Raiment": Corrected a tooltip calculation error. - "Bangle of Endless Blessings": Fixed tooltip error on Meditation effect. - "Cataclysm Harness": Fixed a tooltip error on "Invigorated effect". - Updated the tooltip for "Vengeance of the Illdari" to clarify that it increases spell damage. - "Blade of Eternal Darkness": The tooltip has been adjusted to indicate it only works with direct damage spells. - "Wushoolay's Charm of Nature": The tooltip has been corrected to indicate it grants spell haste. - Corrected a naming inconsistency with "Windchanneller's" items. - "Figurine of the Colossus" corrected a typo in the tooltip of the buff provided by this item. - "Marsh Lichen": This food is now considered a fungus. - "Stromgarde Muenster" is now correctly considered cheese for the purposes of feeding pets. - "Edible Fern" now triggers a global cooldown on use. - "Rumsey Rum", "Rumsey Rum Light", "Rumsey Rum Dark", "Rumsey Rum Black Label", "Halaani Whiskey", "Gordok Green Grog", "Raptor Punch", "Stormstout", "Trogg Ale", and "Thunderbrew Lager": The stat bonuses from these drinks no longer stacks with stamina bonuses from other foods. - "Felguard Annihilators" will now drop the proper loot in Heroic difficulty. - Khorium Lockboxes will now contain loot of the appropriate level. - Aeonus will now properly drop a "Primal Nether" in Heroic Difficulty. - Coilfang Collaborators will now drop the proper loot in Heroic Difficulty. - Demon Hunter Supplicants now drop the proper loot. - Auchenai Death-Speakers and Doomsayers will now drop the appropriate loot. - "Netherstrike" armor has had it's socket bonuses changed. - PvP Set Bonuses: Set bonuses of 35 resilience rating will now stack correctly if received from two different sets. - "Assassination" Set: The haste bonus from this set will no longer be triggered if your attack does not land on the target. - "Avatar Regalia" Set: Tooltips corrected on the "Shadow Word: Pain" set bonus to indicate the triggered bonus works on the next spell cast only. The bonus also now correctly affects healing spells. - "Black Dragonscale Set": The hit rating bonus from this set now stacks properly with hit rating bonuses from other effects. - "Black Dragon Mail Set": The hit rating and critical strike rating set bonuses from this set will now stack correctly with other sources of those ratings. - "Cataclysm Harness" Set: The cast time reduction to "Lesser Healing Wave" will now be displayed correctly as 1.5 sec in the "Invigorated" tooltip. - "Cenarion Raiment Set": The spell critical strike rating set bonus will now stack properly with other effects that give spell critical strike rating. - "Defiler's Purpose" Set: The critical strike rating rom this set bonus will now be applied properly. - "Defiler's Resolution" Set: The critical strike rating from this set will now stack correctly with other bonuses to critical strike rating. - "Devilsaur Armor Set": The hit rating bonus from this set now stacks properly with hit rating bonuses from other effects. - "Devilsaur" Set: The hit rating set bonus will now stack correctly with hit rating bonuses from other items. - "Earthfury" Set: The set bonus that increases totem radius now works on Wrath of Air Totem. - "Ebon Netherscale Set": The hit rating bonus from this set will now stack correctly with other hit rating bonuses. - "Frostfire" Set: The 4 piece set bonus now works correctly with rank 4 mage Armor. - "Frozen Shadoweave Set": The set bonus from these items will no longer have its tooltip modified by the "Vampiric Embrace" talent and can no longer cause a critical strike heal. - "Hallowed Raiment" Set: The "Binding Heal" set bonus on this set has been changed to 30% chance to resist losing casting time off "Binding Heal" when taking damage. - "Imbued Netherweave" Set: The critical strike rating set bonus now stacks correctly with other effects that grant critical strike rating. - "Incanter's Set": Corrected precision error in display of cast time reduction in Flamestrike. The actual value is unchanged; it was displaying a rounded-off value before. - "Justicar Armor" Set: The bonus to "Seal of Vengeance" now functions correctly. - "Malefic Raiment" Set: The set bonus granting heals from periodic spells can longer get critical strikes. - "Netherblade" Set: The set bonus giving a chance to gain combo points on finishers now works correctly with "Slice and Dice" and "Deadly Throw". - "Overlord's Resolution" Set: The dodge rating bonus from this set now stacks correctly with all other dodge rating effects. - "Voidheart" Set: This set bonus will now trigger correctly from all shadow and fire spells. - "Warbringer Armor" Set: The "Revenge" set bonus will no longer apply an excessive bonus to "Heroic Strike". - "Wyrmhid Set": Adjusted the tooltip on "Moonfire" cost reduction to indicate it is a reduces by a percentage of the base cost, not the talented cost. - "Nordrassil Regalia": The Regrowth set bonus will now correctly be consumed by the first casting of Regrowth. - "Clefthoof Hide Leggings": There were two items with this name. The world drop item has been renamed as "Elekk Hide Leggings". - "Fathom-Brooch of the Tidewalker": Healing spells and spells which are not critical strikes can now trigger this trinket. - "Heavenly Inspiration" no longer shares a cooldown with other trinkets which temporarily increase spell damage. - "The Talon of Al'ar": This trinket now applies correctly to "Scatter Shot" and "Silencing Shot". - "Energized Wristwraps": This item was incorrectly set to superior quality. It has been changed to good quality with the stat bonuses unchanged. - "Murloc Eggs": These pet-summoning items are now set to superior quality. - "Swift Flying Mounts": All the swift flying mounts will now display as epic items, rather than superior-quality items. - The "Twin-Bladed Ripper"icon has been changed. - The "Netherwhelp's Collar" now has it's own unique icon. - The "Lightsworn Hammer" icon has been changed to a mace icon. - Replaced the placeholder art for "Zeth'gor Shield" and "Dragonscale Shield" with permanent art. - "Staff of Prehistoria": A placeholder icon will no longer become visible when creating this staff. - Corrected the stats of "Girdle of the Endless Pit". - Corrected the stats of Supple Leather Boots". - "Scroll of Strength V" will now give the proper stat increase. - Corrected many issues with helmets displaying and not displaying hair correctly. - The "Stealther's Helmet of Second Sight" will now properly hide facial hair. - "Warmaul Helmet": This helmet no longer displays facial hair clipping through the helm. - The "Citrine Pendant of Golden Healing" should now properly work on players of all levels. - Removed the level requirement on "Battle Scarred Leggings". - The "Consortium Combatant's Robes" level requirement has been removed. - The "Spellfire" and "Shadoweave" tunics have been changed to robes. - "Robes of Insight" will again correctly have its effect consumed by casting "Blink". - "Masquerade Gown" will now be triggered correctly by any spell, not just critical strikes. - "Adamantite Weight Stones" now work on staves and fist weapons. - "Fel Weightstone" now works on fist weapons. - "Spymaster's Crossbow" can now be used by non-hunters. - The "Azerothian Longbow" will now properly display it's firing animation. - "Halaa Ammo" has been reduced in damage and soulbound, but you can carry any number of them. - "Draenic Light Crossbow" now correctly uses arrows and has had it's firing animation corrected. - "Lead Slug Shotgun": Correct sounds and animations are now attached. - "Longbeard Rifle" now has a gun animation and sound. - "Dragonbreath Musket", "PC-54 Shotgun", "Sporting Rifle", and "Tauren Runed Musket" all now have a gun sound and animation instead of crossbow. - "The Night Blade": The chance for the effect on this item to trigger has been reduced. - The "Flarethorn" will now display properly when sheathed. - "Aldor Guardian Rifle" will now work correctly. - "Mag'hari Light Recurve" will now work correctly. - "Ragehammer" again grants increased damage instead of attack power. - "Searing Needle": The damage effect from this item is fixed and now works correctly. - The "Illidari-Bane Mageblade" is now correctly a sword as intended. - "Atiesh", "Greatstaff of the Guardian": The party aura from these items will now be reapplied correctly when a player logs into the game while already mounted. - "Hammer of Destiny": The mana restoring effect from this item will now display in the combat log. - "Earthwarden": Damage when not shapeshifted reduced on this weapon; this was intended to be reduced like other feral weapons, but was overlooked. - The "Silver Star": This low-level quest reward has been fixed to match the new system for thrown weapons. For technical reasons, all old "Silver Stars" are now listed as "Broken" and cannot be used. New ones gained will work correctly. - "Grunt's Waterskin": This item now has the same effect as "Footman's Waterskin". - The "Decapitator" should no longer give an immune message when used on certain creature types. - The "Discombobulator Ray" no longer works on flying targets. - "Goblin Rocket Launcher": When this item stuns a warrior opponent, it can now trigger "Second Wind". - "Cosmic Infuser": This item now works with "Gift of the Naaru" and "Holy Nova". It does not work with affects which cause a target to heal themselves, "Earth Shield", "Lifebloom", "Prayer of Mending", etc., or which are caused by draining life or vampirism. Health potions and other consumables will no longer trigger it either. - "Mana Thistle": Picking this herb will no longer case abilities such as Lightning Shield to trigger and burn changes. - "Nightmare Vine": The poison from picking this herb is now considered Nature damage instead of Physical damage. - "Pendant of the Violet Eye" will no longer trigger from spells with no mana cost. It will also no longer get double procs from some Paladin spells. - "Pendant of Golden Healing": This item no longer gains benefit from bonus healing effects. - "Bangle of Endless Blessings" will no longer proc off of tradeskills. - "Bogslayer Bracers" now make the proper sound when moved in your inventory. - Reduced the "Silence" and "Interrupt" reduction provided by "Talisman of the Breaker". - "Band of the Eternal Champion": This item is no longer triggered from being hit by ranged attacks. - "Band of the Eternal Defender": The effect from this item now only affects the wearer, instead of the whole party. - "Eye of Gruul" has been redesigned to give a chance of healing discount each time a heal is cast. - "Occulus of the Hidden Eye": The tooltip for this item now specifies the user must kill a creature to gain its benefit. - "Lesser Rune of Warding": This effect will now continue to work correctly after the target dies and resurrects. - "Greater Rune of Warding": This effect will now continue to work correctly after the target dies and resurrects. - "Mark of Conquest": The mana energizing effect from this item now correctly occurs on dealing ranged damage instead of taking it. - "Glyph of Renewal": The mana regeneration from this enchantment will now stack correctly with all other mana regeneration effects. - "Libram of Eternal Rest" was causing "Judgement of the Crusader" not to refresh on each hit. That has been fixed. - "Auslese's Light Channeler": "Avenger's Shield" will now consume the effect from this item. - "Hazza'rah's Charm of Healing" now provides haste rating as intended, instead of a fixed reduced cast time. - "Aegis of Preservation": This item will now correctly heal the user; it was showing up in the log, but not increasing actual health. - "Mystical Skyfire Diamond": The triggering rate on this item has been increased, but it now only reduces the cast time on spells by half; and Warlocks casting "Corruption" with maximum ranks in "Improved Corruption" will no longer consume the "Focus" buff from this gem. - "Lifegiving Gem": This item will now only increase maximum and current health of the user by 1500. It will not also heal the user for 1500. - Enraged Fel Sparks now properly drop "Motes of Fire" instead of "Motes of Shadow". - "Primal Nethers" may now be purchased from G'eras for "Badges of Justice". - "Oracle Belt of Timeless Mystery": The "On Use" effect changed to "On Equip" as intended. - "Abyssal Cloth Slippers": There were two items with this name. The ones from the Burning Crusade have been renamed "Abyssal Cloth Footwraps". - Updated the "General's Leather Boots" to properly reflect the Alliance counterpart. - "Area 52 Defender's Pants": Arcane resistance on this item was unintended and has been removed. - "Brood Mother Leggings": Now has a spell price and can be worn by non-hunters. - "Razaani-Buster Leggings": This item can now be sold to a vendor. - "Mok'Nathal Hero's Pantaloons" now has a sell price and can be worn by non-hunters. - "Enchant Boots - Vitality": The health regeneration from this enchantment will now work in combat. - "Enchant Weapon- Spellsurge": The mana gained from this enchantment will now show up in the combat log. Professions - Alchemy The chance of a discovery occurring while making potions has been substantially increased. Elixirs now stack in two categories, Battle (Offensive) and Guardian (Defensive) Elixirs. You can only have one of each type of Elixir up at a time. As a result Elixirs now stack with class abilities such as "Arcane Intellect." Elixirs now stack to 20. Four new defensive elixirs have been added. Two are on trainers, one is in Halaa and one is in Cenarion Expedition. "Flask of Petrification" can no longer be turned off during its duration, but it now will clear all threat from all monsters for the duration of the effect. Though monsters may reacquire you after the effect ends. Cooldown time on "Earthstorm" and "Skyfire Diamond" transmutes has been reduced to 1 day. "Invulnerability" potions now stop the first 120 damage per hit for 8 seconds, rather than making the imbiber physically immune. The major protection potions made by Alchemy now require more "Mana Thistle" and vials, but create 5 potions instead of just one. "Fel Strength" elixirs now work correctly with elixir mastery. "Elemental Absorption" potions now have a 2 minute duration rather than the 60 min duration they used to have. Alchemy transmute of "Heart of Fire" to "Elemental Fire" changed to 15 minute cooldown. Reagent costs and potency of all flasks has been reduced. The cost of "Imbued Vials" has been reduced. The chance to find a "Fel Lotus" while picking an herb has been increased. "Juju Chill" and "Juju Ember" are now considered Guardian Elixirs and do not stack with other resistance buffs. "Juju Flurry" is now considered a Battle Elixir and has been converted from haste to haste rating. "Ground Scorpok Assay","Juju Might","Juju Power", "Lung Juice Cocktail", and R.O.I.D.S are now considered Battle Elixirs. "Crystal Force", "Crystal Ward","Gizzard Gum", "Infallible Mind", "Juju Escape", "Juju Guile", "Sheen of Zanza" and Swiftness of Zanza are all now considered Guardian Elixirs. "Sheen of Zanza" is now considered a Guardian Elixir. Stamina and Spirit bonuses have been reduced to 25. "Elixir of Fortitude" now correctly displays its name in its buff tooltip. The "Alchemist's Stone" bonus now works on potions that restore both health and mana. - Enchanting Enchant Bracer-Spellpower had its primal costs reduced slightly. Enchanting recipes that increase spell damage now also increase healing as well. The "Major Defense Bracer" enchantment has been moved from Ethereum Researchers to Ethereum Nullifiers. - Engineering A recipe for "Frost Grenades" and the "Icy Blasting Primers" needed to make them are now on engineering trainers. Engineering recipes can now be placed in engineering bags, as can engineer made fireworks. Many engineering recipes will now give skillups for longer than the previously did. An engineering recipe to make "Fused Wiring" can be found in both Everlook and Shattrath. Engineering Skill required to make the "Felsteel Stabilizer", "Hardened Adamantite Tube" and "Khorium Power Core" have been reduced slightly. "Adamantite Shells" now require less adamantite and do slightly more damage. The recipe for "Elemental Blasting Powder" now gives 4 powder when creating it, though it now requires an additional mote of earth. Engineers now make 3 "Smoke Flares" instead of just one when they create them. Also "Smoke Flares" now have a buy/sell price. "Seaforium" now opens locked chests as well as locked doors. The Consortium Vendor Karaaz now sells the engineering recipe for an "Elemental Seaforium Charge" if you are revered with them. The "Poultryizer" has a smaller chance of getting malfunction effects and is now a superior quality item. The "Nigh Invulnerability Belt" now has a smaller chance of failure. "Healing Potion Injectors" and "Mana Potion Injectors" created by engineers now have new icons. "Goblin Rocket Launcher" now has a 2 minute cooldown, and had its casting time reduced to 3.5 sec. - Fishing The fishing timer has been reduced from 30 to 20 seconds and it now takes less time to fish. The fishing timer can no longer run through its duration without a fish biting. Fishing has been removed from Arathi Basin and Alterac Valley. You can now fish in Underbog. - Jewelcrafting The jewelcrafting UI now has gems split up by color so it is easier to find gems of a specific color to create. A new set of more powerful gems can be found by raiding Hyjal and Black Temple. Their stats exceed those of previous gems that could be found. A number new gem cuts to existing gems have been added to the game. Included among them are a spell hit gem and more multi-stat gems that have attack power on them. Jewelcrafters can make two new melee oriented meta gems. One is found randomly as a world drop and the other sold by the reputation vendor. Thorium Setting only requires 2 thorium bars now Many Jewelcrafting recipes that required 200-280 skill to learn now have changed/reduced materials required to make them Mithril filigree has a slightly reduced range that it gives skillups. A number of jewelcrafting gems now give skill increases for slightly longer than they used to. "Pendant of Blasting" and "Necklace of Battle" will now grant their click effects to players correctly, previously they only worked on characters higher than level 47. Jewelcrafting Onslaught ring thorium cost reduced The vendor value for the raw green gems have been reduced. This will also make these gems cheaper to put up on the auction house (Blood Garnet, Golden Draenite, etc...) Prospecting now always yields at least 1 gem. Grand Master Jewelcrafters Hamanar (Shattrath City), Jazdalaad (The Stormspire), Kalaen (Thrallmar) and Tatiana (Honor Hold) may teach all levels of Jewelcrafting. The recipe for "Figurine - Golden Hare" no longer requires a "Cut Citrine". It now requires copper bars. - Leatherworking Skinning higher level creatures will give more leather; you will no longer get a single leather scrap. "Knothide Armor" kits now require less leather to make and give skill increases for longer. Leatherworking made primalstrike set now has an attack power set bonus rather than a strength set bonus. Additional snakes that drop cobra scales are in the highlands of nagrand as well as in shadowmoon valley. Leatherworker made "Drums of Restoration" had their health/mana effects reduced slightly. "Nethercobra Leg Armor" and "Nethercleft Leg Armor" have been slightly improved. Added Warped Flesh to high level warpstalkers. "Heavy Clefthoof Boots", "Heavy Clefthoof Leggings",and "Heavy Clefthoof Vest" have had their armor increased at the expense of some stamina and defense rating. - Additional Profession Changes Gathering skills no longer fail when you have reached the maximum skill possible. The "Stoneforged Claymore" model has been updated. "Fel Iron Bars" now have an icon unique from "Felsteel Bars". "Felsteel Bars" are now good quality (green items). The Tailoring recipe "Ebon Shadowbag" no longer drops on Spirit Walkers. Profession recipes that had 24 hour or longer cooldowns, have had their cooldowns reduced by 1 hour. Alliance Cooks can now purchase the "Mok'Nathal Shortrib" and "Crunchy Serpent" recipes at Toshley's Station. Monsters will now attack players who are mining mineral nodes near to them, even if they didn't notice them previously. Golden Spellthread and Runic Spellthread have been slightly improved. Enchant Weapon- "Major Spellpower" enchant has been stolen from the Razaani spell thieves by the Bash'ir spell thieves. The Bash'ir are more likely to have the recipe than the Razaani previously did, however. "Imbued Netherweave Tunic" and robe recipes are vendor purchased so are now white instead of blue. "Nightmare Seed" found with herbalism now requires level 60 to use. The location of many of the Outland mineral nodes have been adjusted both to put them in locations that are more traveled and to make them more likely to be near creatures. Essences (Earth, Fire, Air, Water, Living) have had their drop rates significantly increased. Also Outland creatures that dropped motes will now have a chance of dropping essences as well. Materials required to make the Blacksmithing Adamantite plate armor have been reduced. The Epic bind on equip Blacksmith weapon recipes now require more materials to make. On to post two... Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on April 12, 2007, 09:08:17 PM Quote Quest - You can now interact with wanted posters while mounted. - "Grishnath Orbs" can no longer be interacted with unless the character is on the quest, "Exorcising the Trees". - The Ammen Vale quest, "Rescue the Survivors!" is now properly flagged as draenei-only. Non-draenei who have this quest in their log should abandon it. - Fixed a grammatical error in the quest, "The Ring of Mmmrrrggglll". - The quest, "Defiling Uther's Tomb" no longer has a time limit attached to it. - The level for the Hellfire Peninsula quest, "Natural Remedies" has been dropped from 64 to 63. - The "Shadowy Disguise" for the quest, "Who Are They?" can no longer be gained while shapeshifted. - Adjusted a few "Restless Bones" piles in the Bone Wastes so that they were not under the ground. - Fixed an issue with the quest, "Sabotage the Warp-Gate!", which would sometimes fail the escort as it began. - The Blade's Edge Mountains quest, "On Spirit's Wings" is no longer shareable. - Fixed some typos in the quest, "Reunion". - Completing the Horde quest, "Reunion", will now auto-launch the next quest in the series, "On Spirit's Wings". - Directions to the Bloodmaul Camp are now included in the quest, "The Smallest Creatures". - The Horde version of the quest, "Gorgrom the Dragon-Eater" is no longer shareable. - Completing the Horde version of the quest "Gorgrom the Dragon-Eater" will now auto-launch the quest, "Prisoner of the Bladespire". - Directions to Gruul's Lair are now included in the quest, "Prisoner of the Bladespire". - The Scrap Reaver X6000 from the quest, "You, Robot", no longer has its "Repair" ability. - Matron Varah of Mok'Nathal Village no longer offers the quest, "Understanding the Mok'Nathal". Now, only Leoroxx has that distinction, as was intended. - Minimap arrow for the quest, "Report to the Allerian Post" fixed. - "Whispers of the Raven God": Understanding Ravenspeech will now hit players at range. - Bash'ir Landing and Razaan's Landing in Blade's Edge Mountains have been significantly expanded to support questing. - Skettis in Terokkar Forest has had some adjustments to support questing. - Millhouse Manastorm will now only award players credit for completing the "Trial of the Naaru: Tenacity" upon the death of Harbinger Skyriss and only ONCE. Players will no longer receive credit through a gossip option on Millhouse. - Goliathon, involved in the "Natural Remedies" quest, is now level 63. Goliathon Shardlings are now level 60-61. - Uvuros in Shadowmoon Valley has had its powers and abilities reduced. - The "Brain Damage" buff given from "Ethereum Essences" now lasts 60 seconds. - Ethereum Relay corpses will now be viewable and lootable without having to be under the influence of "Brain Damage." - The quests "Trouble at Auchindoun," "The Codex of Blood," "Into the Heart of the Labyrinth," "Find Spy To'gun," and "The Soul Devices," have had their minimum level reduced to 68. - The drop rate for "Rotten Arakkoa Eggs" used in the quest "Of Thistleheads and Eggs..." has been increased. - "The Cipher of Damnation - Borak's Charge", has had its recommended players increased to 4. - Ruul the Darkener has had his hit points and abilities slightly adjusted to make him not as "punishing". - The questline, "Zuluhed the Whacked" now requires that players kill Zuluhed as part of the completion criteria. - The "Charred Bone Fragment" for the quest "Digging Up the Past" is now on a quicker respawn timer. - "Sunfury Disguise" pieces are now flagged as multi-drop. - The Enraged Wraiths that spawn during the Eversong quest "Powering Our Defenses" have been scaled back in difficulty. - "Fengus' Ferocity","Mol'dar's Moxie","Rallying Cry of the Dragonslayer", "Slip'kik's Savvy" and "Spirit of Zandalar" these buffs will no longer work on targets over level 63. - "Of Thistleheads and Eggs": The "Rotting Putresence" debuff gained during this quest is now correctly considered a stun, and affects which remove stuns will remove it. - "Shizz Work": The "Stanky debuff" will no longer cause some procs to trigger. Reputation - Players will experience diminished gains in reputation from killing outdoor mobs while in raids larger than five players. - "Scout's Arrow" reputation requirement for Cenarion Expedition has been moved to friendly. - "Warden's Arrow" minimum level has been changed to 68. - "Coilfang Armaments" will now drop from heroic difficulty Slave Pens. - New title of "Justicar"is now available for Alliance players exalted with AV, AB and WSG factions. - New title of "Conqueror" is now available for Horde players exalted with AV, AB and WSG factions. - An option is available at Exalted with the Violet Eye to turn in faction ring along with gold for a different exalted-level faction ring. Dungeons and Raids - Sounds and voice-overs have been added to all Outland dungeons and raid zones. - Lightsworn Vindicators outside the Black Temple will no longer attack players who are Hostile with the Aldor. - Creatures will no longer "Cleave" targets that aren't in front of them. - "Silence" spell duration has been changed from 6 to 5 seconds. - "Polymorph" spell duration has been changed from 20 seconds to 8 seconds. - "Hooked Net" spell duration changed from 10 to 6 seconds. - "Electrified Net" spell duration changed from 10 to 6 seconds. - "Net" spell duration changed from 10 to 6 seconds. - Creatures will no longer perform "Sweeping Strikes". - Creature versions of "Hamstring" now deal 20% of the creature's normal melee damage, and is no longer tied to the creature's normal swings. - Creature versions of "Wing Clip" now deal 20% of the creature's normal melee damage. - Many humanoid Heroic creatures that are marked as uncharmable can now be seduced by a Warlock's Succubus pet. - There is now a control panel to control the waterfall that blocks the entrance to Coilfang Raid to allow people stuck on the other side of the waterfall to leave. - Mortog Steamhead standing outside of the Coilfang dungeons will repair armor and weapons as well as sell various items to those exalted with the Cenarion Expedition. - Most dungeon boss creatures will no longer slow their movement speed when they are wounded. - Hellfire Citadel:Ramparts Bonechewer Destroyers now has a 2 second melee round time and will no longer "Knock Away" and wipe the target's threat on Heroic. Bonechewer Darkcasters now attack slower. Bleeding Hollow Scryer's "Fear" extended the repeat cooldown so the ability will happen less frequently. Bonechewer Raveners on Heroic, damage has been reduced and will now attack slower. The "Liquid Fire" damage radius graphic has been slightly altered to align more properly with damage; and damage has been significantly reduced in Heroic difficulty. Omor the Unscarred's "Treacherous Bane" ability on Heroic will now have the correct damage listed on the tooltip. The damage has also been reduced in Heroic. Changed the graphic to be more noticeable. Added a 2 second cast time to Omor the Unscarred's "Treacherous Aura" and "Treacherous Bane" abilities. Vazruden's "Revenge" damage has been raised on Heroic difficulty. Nazan now emotes before landing. Nazan now has a slight delay before fireballing after breathing fire while landed. Vazruden's Warn Horn is now present in Hellfire Ramparts. It can be used to call Vazruden back if he leaves the instance between wipes. - Hellfire Citadel: Blood Furnace Shadowmoon Adepts on Heroic now double attack instead of triple attack on occasion. Laughing Skull Legionnaire no longer uses the "Sweeping Strikes" ability. Shadowmoon Technician's "Silence" spell is used less frequently. Laughing Skull Warden will stay engaged with his main target on Heroic difficulty. The Maker's "Exploding Beaker" damage and knockback radii have changed for consistency to both be 8 yards. The Maker's "Exploding Beaker" damage has been increased on Heroic difficulty. Shadowmoon Technician's "Throw Dynamite" ability damage has been increased. Nascent Fel Orc will Dual Wield properly now. Keli'dan the Breaker's "Shadow Bolt Volley" has had both its damage and range increased Shadowmoon Channeler's "Mark of Shadow" will have a longer delay before being cast at the start of the fight and now does more damage. Felguard Annihilators and Felguard Brutes will now do less damage. - Hellfire Citadel: Shattered Halls The "Resist Shadow" buff cast by Shadowmoon Acolytes will be dispelled from players if they leave the dungeon. Shattered Hand Reavers will do less damage in Heroic difficulty. The "Uppercut" used by the Shattered Hand Reaver now has a smaller combat range. Rabid Warhounds on Heroic will now do less damage. Shattered Hand Houndmaster's "Impaling bolt" damage and movement impairing effects have been increased. Warbringer O'mrogg now applies a smaller amount of threat to the target of his "Beatdown" ability and will now correctly disable his "Burning Maul" ability after a wipe. Warbringer O'mrogg and Warchief Kargath Bladefist can be seen from a farther distance. Warchief Kargath Bladefist can now travel slightly farther during "Blade Dance". - Coilfang: The Slave Pens Coilfang Defenders are only found in pairs while in Heroic difficulty. Wastewalker Slaves will now be more difficult in Heroic difficulty. Coilfang Defenders in Heroic difficulty no longer dual wield with their shields. Rokmar the Crackler will now only apply "Grievous Wound" to his current target. The maximum range of Quagmirran's "Poison Bolt Volley" has been increased and the spell now ignores line of sight. The damage over time component also is now fully affected by a player's nature resistance. Coilfang Defenders should come in no more than a 2 pulls in Slave Pens on Heroic Difficulty. The 2 Myrmidon, 1 Sorceress, 1 Slavehandler pull has been changed to a 2 Myrmidon pull. "Naturalist Bite" is now level 70 in Heroic difficulty Slave Pens. - Coilfang: The Underbog Underbat in Heroic difficulty damage has been reduced. Underbog Lurker in Heroic difficulty damage has been reduced. "Wild Growth" on the Underbog Lurkers has been fixed. Underbog Lurkers will now have a slight delay before using the "Coral Cut" ability on a target. Murkblood Oracles and Murkblood Healers now have more mana. The Murkblood Spearmen's "Throw" ability does more damage in Heroic difficulty. Lykul Wasp and Lykul Stinger melee damage has been reduced. Underbog Lords have had their damage reduced. The Black Stalker's "Spore Strider Summon" should happen at more regular intervals and be less random. - Coilfang: Steamvaults Coilfang Oracles, Coilfang Sirens and Coilfang Sorceresses now have more mana. Coilfang Engineer damage has been increased in Heroic difficulty. Coilfang Engineer "Throw Bomb" ability damage has been increased and will throw more frequently. Steam Surger damage damage has been significantly reduced. Tidal Surger damage has been slightly reduced in Heroic difficulty. The Bog Overlord's "Trample" has been changed to be a 50 yard radius effect, but now does decreased damage and will be used less frequently in both heroic and normal difficulty. Coilfang Siren's "Fear" now has a 1 second cast time and no longer removes all threat from feared players. - Coilfang: Serpentshrine Cavern The creatures that lead up to Hydross the Unstable and creatures at the six pumping stations are now on a 2 hour respawn instead of 45 minutes. Slight changes on most creatures have been made including: aggro range changed to 30 yards detect, 15 yard call for help and hitpoints reduced. (Boss specific adds are not affected by this hitpoint reduction.) Slightly reduced the number of creatures from the cavern entrance. Modified the patrol patterns of some of the murlocs in Morogrim's room to make them easier to pull. Non-boss creatures in Serpentshrine will now no longer respawn if the nearby boss has been killed, and should not respawn while in combat with the boss in question. Fixed an issue with Hydross where you would kill him and he would instead change into his alternate form with 1 health. The "Mark of Hydross" and "Mark of Corruption" debuffs can now affect the increases of the nature or frost damage taken up to 500%. "Refreshing Mist" now correctly restores health. Fixed an exploit related to Leotheras' "Consuming Madness" spell. Lady Vashj can no longer use the ability "Persuasion". Toxic Spores no longer deal damage upon impact. Tidewalker Lurkers no longer call for help from other nearby creatures. Greyheart Technicians are now much easier to kill, and deal less damage. Coilfang Priestesses may now be polymorphed. Coilfang Priestess' "Holy Fire" spell now deals Holy damage, and the damage dealt by the spell has been lowered. Morogrim Tidewalker's "Earthquake" no longer obeys line of sight restrictions - Auchindoun: Mana-Tombs Ethereal Sorcerer's in Heroic difficulty will summon Arcane Fiends less frequently. The Dark Shell of Pandemonious is now more visibly noticeable when cast. The duration has been lowered from 8 to 6 seconds for Heroic difficulty. Ethereal Priests, Ethereal Sorcerors, Spellbinders, and Theurgists now have more mana. Nexus-Prince Shaffar's will now summon "Ethereal Beacon" at a more regular interval. - Auchindoun: Auchenai Crypts Angered and Raging Skeletons have had their movement speed decreased on Heroic difficulty. Avatar of the Martyred's "Mortal Strike" damage has been reduced. Shirrak the Dead Watcher's "Fiery Blast" damage has been reduced on Heroic difficulty. Raging Souls will now correctly despawn after casting their "Rage" spell on Heroic difficulty. - Auchindoun: Sethekk Halls Sethekk Guard's damage has been greatly reduced. Sethekk Ravenguard's damage has been reduced on Heroic difficulty. Darkweaver Syth's aggro radius has been increased, and he can now see through both stealth and invisibility. Sethekk Oracle's "Arcane Lightning" damage reduced and it will be cast less frequently. Sethekk Oracles, Sethekk Shamans, Cobalt Serpents, and Time-Lost Scryers in Normal difficulty now have mor mana. Sethekk Prophets, Time-Lost Controllers, and Time-Lost Shadowmages in both difficultys now have mor mana. Added a 1 second cast time to the "Spell Reflection" ability of the Sethekk Initiates. Note that this is an ability and not a spell, and as such the ability can not be interrupted via counterspell, kick, and other interrupts. The "Arcane Destruction" buff cast by Sethekk Scryers when mind controlled or spell-steal is used, will now be automatically dispelled when a player leaves the instance. Sethekk Talon Lords now wield a scimitar and shield instead of a polearm. Time-Lost Shadowmage will now be able to cast "Curse of the Dark Talon" spell more than once. Talon King Ikiss on Heroic difficulty has been significantly reworked. He now has a point blank area of effect slow spell, increased damage on the Arcane volley , increased damage on the "Arcane Explosion", and reduced the frequency on his "Polymorph". Talon King Ikiss is more obvious when he is about to cast "Arcane Explosion". - Auchindoun: Shadow Labyrinth The "Shadow Defense" spell cast by a Cabal Acolyte when mind controlled or spell-steal is used, will now be automatically dispelled when a player leaves the instance. Fel Overseer's "Mortal Strike" in Heroic difficulty now deals less damage. Malicious Instructor, Cabal Cultist, Cabal Assassin, Cabal Fanatic and Blackheart the Inciter have all had their damage reduced in Heroic difficulty. Cabal Cultist's damage has been reduced in Heroic difficulty changed. The damage dealt by Murmur's "Thundering Storm" is now increased properly by "Resonance". - Caverns of Time: Escape from Durnholde The Durnholde Mage's "Polymorph" spell will be cast less frequently. Infinite Slayer's "Mortal Strike" damage has been reduced. Lieutenant Drake's melee speed has been slowed slightly and damage reduced. Captain Skarloc's "Consecration" ability and melee damage has been increased on Heroic difficulty. Infinite Defiler's "Curse of Infinity" on Heroic difficulty has been renamed to "Bane of Infinity", since the effect is not removable as a curse. - The Human Illusion spell will now interact correctly with "Shadowform" and "Druid" shapeshifts. - Caverns of Time: Opening of the Dark Portal Temporus' "Spell Reflection" ability on Heroic difficulty now has a duration of 6 instead of 8 seconds. Temporus may no longer be disarmed. Chrono Lord Deja's "Time Lapse" may no longer be reflected. - Karazhan Prince Malchezaar's door will now close when his encounter begins. Prince Malchezaar's aggro range has been reduced. Romulo's "Daring spell" now increases haste and damage by 35% instead of 50%. Romulo's "Poisoned Thrust" will now be used less frequently. "Backward Lunge" damage has been decreased. The "Deadly Swathe" now operates based on the new creature cleave rule when engaging Romulo. Fixed an issue where if Romulo or Julianne were "killed" in the final phase and the raid then died, the "dead" actor would not despawn, forcing players to soft reset the instance to fix things. "Blinding Passion" will now only hit players. Immunity effects such as "Ice Block" will no longer remove the secondary effects of being Little Red Riding Hood. Fixed a bug that was causing Maiden of Virtue's "Repentance" to hit her current target. Ethereal Theives and Spellfilchers in the upper floors have been retuned slightly. Terestian Illhoof will no longer sacrifice his primary target. Terestian Illhoof will now wait longer before resurrecting his imp, Kil'rek. Terestian Illhoof's Imps have had their hitpoints reduced slightly. Spectral Guest melee damage per second has been slightly reduced. Shade of Aran's conjured elementals now despawn when he is defeated. Nether Protection will no longer cause "Flame Wreath" to detonate. Netherspite correctly puts the raid into combat and is no longer affected by immolate and other forms of vertex coloring. Roar is now susceptible to "Horror" effects. The "Rolling Pin" of the Ghostly Baker will now only deal damage to one target. Karazhan Tomes Redemption of the Fallen will now correctly summon a lvl 70 creature. Wrath of the Titans will no longer gain the full effect from +dmg gear Torment of the Worgen will now deal additional shadow damage when it procs (previously it did not work and did not log) Legacy of the Mountain King remains unchanged. Dark Screechers should no longer chain-cast "Sonic Burst". Negatron's Earthquake will now play correctly. - Tempest Keep The hitpoints of all non-boss mobs has been reduced. The boss specific adds should not be affected by this change. - Tempest Keep: The Botanica Bloodwarder Protector's "Crystal Strike" may now be dodged and parried. Tempest-Forge Peacekeepers now deal Physical melee damage instead of Arcane, and now longer perform the "Arcane Blast" ability on Heroic difficulty. The duration of "Vial of Poison" has been reduced significantly. Greater Frayer's do more damage in Heroic difficulty. Nethervine Reapers and Inciters' damage has been reduced in Heroic difficulty. Thorngrin the Tender's damage has been reduced in Heroic difficulty. Mutate Fleshlasher's damage has bene reduced in Heroic difficulty. The Sunseeker Gene-Splicer's "Death & Decay" will occur less frequently and the damage has been reduced on Heroic difficulty. Mutate Fear-Shrieker and Mutate Horror hit points are reduced Warp Splinter's "Arcane Volley" damage has been reduced on Heroic. The Bloodwarder Protector's involved in the fight with the Mutate Horror's and Mutate Fear-Shrieker's in The Botanica no longer remain at 1 health and will properly be killed. - Tempest Keep: The Mechanar Bloodwarder Physicians now have more mana. Nethermancer Sepethrea will no longer break nearby players' stealth when engaged. - Tempest Keep: The Arcatraz Protean Nightmare,and Arcatraz Defenders damage has been reduced in Heroic difficulty. There are less Arcatraz Sentinel corpses in the dungeon. Zereketh the Unbound's "Seed of Corruption" will not knock players back as far. Zereketh's melee damage has been reduced on Heroic difficulty. Zereketh's "Shadow Nova" and the Death Watcher's "Death Blast" damage has been reduced.. The Arcatraz Sentinel's "Energy Discharge" damage has been reduced. Negaton Screamer and Negatron Warp-Master melee damage has been reduced on Heroic difficulty. Eredar Deathbringer's "Diminish Soul" damage has been reduced. Eredar Soul-Eater's "Soul Chill" damage has been significantly reduced. Skulking Witch's "Chastise" ability damage has been reduced on Heroic difficulty. The Unbound Devastator will no longer be able to use the "Devastate" and "Deafening Roar" abilities at the same time. A small shared cooldown has been added to both abilities. Ethereum Wave-Casters, Ethereum Life-Binder, and Gargantuan Abyssal melee damage has been reduced on Heroic difficulty. Unchained Doombringer's "War Stomp" now deals less damage. Harbinger Skyriss's "Mind Rend" will be used less frequently and the damage has been reduced. Harbinger Skyriss's "Domination" duration has been changed to 6 seconds. Harbinger Skyriss's "Mana Burn" drain has been reduced on Heroic. Akkiris Lightning-Waker's "Lightning Discharge" damage has been reduced on Heroic. User Interface - Players will now be able to access the "Looking For Group Channel" by joining the "Looking For Group/Looking for More" tool. - Using abilities and casting spells that cannot be used while mounted will now auto-dismount players as needed. This can be disabled by turning off the auto-dismount option in the UI options. - Spells that have reagent costs will show the number of uses left in the lower right corner of the action icon, just like consumable items on the action bar. - Holding down the shift key while mousing over an equippable item that you can use will now show you the tooltip for the item you currently have equipped in that slot as well (much like how the auction house currently works). - The network performance meter now shows framerate and how much memory AddOns are using. - You can socket items while in flight. - When consuming reagents or using items on the action bar, smaller stacks will be used before larger stacks. - Players who feign death no longer appear dead to party and raid members and friendly spells will not be interrupted. - Sending item links with invalid enchantments will disconnect you. - Equippable items displayed as quest rewards will always show you the tooltip of the item you are currently wearing in that slot. - The area of interest while on a flight path is farther along the path instead of in front of you. - Your current target will now display all of the duration based spells that you have cast on them with cooldown rings so you will know how much longer they will last. Very useful for warlock damage over time spells and druid healing over time spells as well as many others. - Raid Windows now remember their position in the gamefield between sessions. - A Main tank and Main assist window have been added to the raid UI that can be pulled out into the gamefield. These windows automatically show the main tank/main assist's target by default. - Profession UI now has a search field. Text that is entered into the search field searches against item names, reagent names and item levels (if you include a level). For instance you can type "Peace" into the search field to see all of your recipes that use Peacebloom, or type in "20-30" to see all of you level 20-30 recipes. This search field only appears once you have more than 75 skill in your profession. - Profession UI now has a checkbox that allows you to search by only items that you have the materials to make. - Active corpses or objects (ones with loot on them) now can be selected and looted, even if they are underneath another corpse that does not have loot on it. - While flying or swimming the 'X' key will now make you move down. - Hunter Pets now display their spell damage bonus on the pet pane. The actual effect will nearly always be less than the bonus listed as it depends on the bonus coefficient of the spell the pet is using. - Hunters now have a UI option "Auto Attack/Auto Shot" that if turned off means that the hunter will not automatically switch between ranged attack and melee attack difficulty when the range changes. - Party members will no longer see a hunter who is feigning death as actually dead. - Shamans are now a darker blue in the raid UI so they have a more distinct color. - Items that have additional armor on them higher than standard for an item of that quality and level will have the armor value displayed in green. - Gems are now searchable in the Auction House under the heading of "Gem" with the gems then broken up by color so you can search for all gems of a specific color. - When items are being put up for sale on the Auction House, if the item you are putting up for bid is the same item and quanity as the previous item you put up for bid, it will automatically fill in the price and buyout for you with your previous price. - The 'Status Bar Text' option in the interface options UI will now display numberic values for all party members health/mana bars in addition to your own. - Raid and Battleground chat options have been added to the chat button that is attached to the chat log. - New Tips of the day have been added. - You can now link recipes into chat. If you have chat input open and you shift-click on one of your recipes in your profession UI then it will put a link to that recipe with the reagents it requires to make into chat. - Raid assistants can now start a ready check. - You can now display the amount of healing you do to a target in the gamefield. This option can be turned on with the "Healing" option in the floating combat text section of interface options. - The Auction House now has a reset button that will reset all fields you have entered to allow you to quickly try a different search. - Movement now interrupts the usage of the "Evergrove Wand". - Casting beneficial spells while using the "Overseer Disguise" will now drop the disguise. - The "Overseer Disguise" now has a 1 second casting time, and can no longer be activated while in combat. - The "Triangulation Device" from the "Triangulation Point" quests in Netherstorm will no longer allow the character to see "Ethereum Relays". - The directional indicators on the minimap for the towns have been added in Outlands. - Searches in the auction house for French, German, and Spanish now do character swapping for some accented characters to yield better results. - User Interface Scripting Macro Features: New conditional [flyable] which is true if you're in a location where you could use a flying mount You can use %f in chat text to refer to your focus, the same way %t or %n refers to your target. Added macro option support for /dismount Macros containing conditionals will automatically update their visual feedback as appropriate during play. #show and #showtooltip can be given conditionals and will update dynamically #show and #showtooltip can be given a slot number, to display the appropriate feedback for that slot Added bag and slot number support to: /castsequence, /cast, /castrandom, /use, /userandom, /equip, /equipslot New slash command /cancelform The /equip command can take item identifiers specified as item: <id>: e.g. /equip [modifier:alt] item:25640 You can provide several conditional clauses for a single action, which will be performed if any of the clauses evaluates to true. e.g. /cast [target=target,help,nodead] [target=targettarget,help, nodead] [target=player] Flash of Light For additional notes on Lua and XML changes please visit the UI & Macros Forum- http://forums.worldofwarcraft....p;forumId=11114 World Environment - Two new graveyards have been added to Blade's Edge Mountains. - Wandering NPCs will turn to face you more quickly when you interact with them. - The Fel Cannons in Outland should no longer be falling thru the terrain. - Obsidian Elementals are now correctly immune to bleed effects. - The casting of the "Sun Shield" spell used by Firewing Warlocks will now show up in the combat log. - Void Baron Galaxis will no longer despawn 10 seconds after death. - Uvuros now moves considerably faster than before. - Arch Mage Xintor now has pickpocket loot. - Auchenai Crypts: Creatures here will no longer occasionally drop aquatic-oriented items, Fish Scales, etc. - Boulderfist Warrior: Mages can now Blink when stunned by this creature. In addition, its "Shoulder Charge" ability now has a minimum range. - Dark Worg: This creature no longer drops cash. - Dragonhawks: Some of these creatures were unskinnable. Almost all are now skinnable. Exception: Feral Dragonhawk Hatchlings. - Dust Howler: This creature's "Howling Dust" ability is now correctly removed by "Cloak of Shadows". - Earthcaller Ryga, Eclipsion Cavalier,Eclipsion Soldier,Vyral the Vile, Eclipsion Spellbinder,Gan'arg Sapper,Grillok "Darkeye", Hand of Kargath, Mag'har Grunt, Unliving Caretaker, Unyielding Sorcerer,Worg Master Kruush, Z'kral, Blacktalon the Savage and Debilitated Mag'har Grunt all now have pickpocket loot. - Fel Cannons: These creatures now drop loot. - Krellack can now be skinned. - Lady Shav'rar: Druid shapeshifting now breaks the creature's freeze affect. - Mana Wraith: This creature is no longer immune to the hunter pet ability "Warp". - Mennu: The boss's healing ward totem will no longer trigger kill procs when killed. - Mosh'ogg Witch Doctor: The "Ward of Laze" totems summoned by this creature can no longer be destroyed by area attacks. - "Motes of Mana": Several water-themed creatures were dropping "Motes of Mana"; they now drop "Motes of Water". - Murkblood Scavengers: The cash dropped by these creatures has been drastically reduced. - Rockflayers: All creatures of this type now have pickpocket loot. - Scarshield Spellbinder: The fire resist buff from this creature will no longer work on targets over level 63. - Skettis Arakkoa: These creatures will now drop Arakkoa Feathers as intended. - Unbound Devastator: The disarm from this creature now fails against disarm-immune targets. - Throne Hound: This creature now has elite-quality loot. - Throne of Kil'jaedan: Elite creatures in this area now drop elite-quality loot. - Veil Lithic Arakoa: These creatures will now drop Arakkoa Feathers as intended. - Area 52: Added a guard near an exploitable "dead zone" in town. - A new flightmaster has been added to Forest Song in Ashenvale. - New flight points have been added: --Felwood, Emerald Sanctuary (Both) --Ashenvale, Forest Song (Alliance) - New flight paths added: --Stormwind <-> Thorium Point --Grom'gol Base Camp <-> Flame Crest --Ratchet <-> Gadgetzan, Astranaar, Brackenwall Village --Brackenwall Village <-> Ratchet, Camp Taurajo, Freewind Post --Thunderbluff <-> Zoram'gar Outpost --Evergrove <-> Toshley's Station --Honor Hold <-> Shattrath - Many flight paths have been adjusted to be shorter, faster flights. - Several flight paths which clipped thru objects have been adjusted. - An Inn and mailbox have been added to Evergrove in Blades Edge Mountains. - A Forge and Anvil has been added to Cosmowrench in Netherstorm. - Improved combat movement for flying creatures. Mac - Added 'maxfps' game variable, when set to a non-zero value it will limit the game's frame rate when the game is the frontmost application or full screen. Also added 'maxfpsbk' game variable, when set to a non-zero value it will limit the game's frame rate when the game is not in the foreground. Each of these variables can be left set to '0' which disables them, or an integer value representing the desired frame rate limit." Bug Fixes - Nazan in the Hellfire Ramparts is no longer affected by "Disarm". - "Tainted Cores" in Serpentshrine Cavern are now unique. - Fixed several combat log issues where certain types of damage were not being reported. - Many quests were incorrectly shareable even when items were necessary for accepting the quest. These quests are no longer shareable. - Fixed an error where the G15 Keyboard LCD screen will sometimes not display the correct battleground name when Alt+Tabbing back into World of Warcraft. - Fixed some sound errors in which some sounds were either repeating or were not playing properly. - Fixed many locations in which players had been getting stuck. - Fixed an issue in which gnomes were unable to surface properly after being underwater. - Fixed various graphical errors. - Coral Sharks will no longer attack players standing at the edge of the docks high above the water on Theramore Isle. - The bleed effect from the druid ability "Pounce" will now properly apply to targets who are immune to stun. - The Exodar Peacekeeper guards will now give the correct directions to the auction house. - Fixed an error where tauren males and gnomes were unable to gain the benefit of drinking water when in areas of shallow and deep water. - Fixed an error where some characters appeared to be drinking while standing up. - The target Spell Cooldown Timer has been improved. - Using "Tome of Conjure Water IX" on another Mage will no longer teach that Mage "Conjure Water" (Rank 9). - The quest item "Felsworn Gas Mask" is no longer sellable. - Thorngrin the Tenderwill no longer "Sacrifice" totems and pets. - The game will now end properly in the Eye of the Storm Battleground if you cap the flag and it puts you over 2000 resources. - Fixed an issue where creatures who were killed would disappear before ever becoming a lootable corpse. - "Stoneclaw Totem",rank 3, will now pulse correctly. - General Vorpal in the Shadow Labyrinth will no longer evade when standing on a particular spot. - The Dragon, Vhel'Khur, will no longer evade when pulled in Shadowmoon Valley. - Players will no longer crash out of the game when resizing the game window with the Auction House menu open. - Shattrath City Peacekeepers will now attack players who attack others from a distance. - The "Burnoose of Shifting Ages" can now be disenchanted. - Adjusted many quest rewards for better consistency. - The Rotate Minimap feature is now working. - Zoning into an expansion dungeon and changing the difficulty at the same time will no longer cause players to disconnect. - If a player is casting a spell when the debuff "Shadow of Death" fades from them, they will no longer die when the spell completes. - Fixed many interface graphical errors. - Force-quitting or crashing out of the WoW client while taxiing across zone boundries can no longer cause the player to be locked out of zone-specific chat channels. - Player pets can no longer attack PvP players while not being flagged for PvP. - In battlegrounds, pets with a damage over time spell will no longer continue to attack the caster after "Resurrection". - There is now a message telling players that the replacement for their final "Violet Signets" will cost 100 gold. - Fixed an issue where quest items were remaining in a player's inventory even after abandoning the quest. - Fixed several raid UI errors. - In the Black Morass, gnomes are now able to run through the water like other races. - Male gnome /cheer animation is no longer incomplete. - Numerous performance optimizations have been made across all platforms. - Performance improvements for systems without vertex shaders enabled. - Proper recognition of SSE support for Pentium III has been implemented resulting in improved performance on this platform. - The Warrior ability "Spell Reflection" can no longer be used if a shield is unequipped. - Players will no longer be able to use "Charge" types of abilities to port the user up to flying-mounted characters. - Players can be no longer be feared when using the Zephyrium Capacitorium during the Test Flight quests out of Toshley's Station. Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on April 12, 2007, 10:19:33 PM Short version from what I skimmed over:
-Heroics made easier. Wimpy heroic bosses made tougher, tougher heroic bosses made wimpier, trash toned down a little bit (but not enough from the sound of it). -Some of the Karazhan bosses have been toned down, some of the trash has been very slightly toned down (no respawn time fixes I guess). -Alchemy nerf, no mention of changing encounters. -Lots of class nerfs, minus priests. Pallys, time to reroll/unsub. -Lots of little creature/quest bugfixes. -Various changes to other tradeskills and some improvement of the tradeskill UI. -Tier 5+ quality items improved a bit. I saw some examples elsewhere and well...it's not that much of an improvement. Items that were worse than 5-man blues and Karazhan epics are now simply sidegrades, woo! -Black Temple added. Woo hoo, more shit for Nihilililium/DnT to grind 6 days a week and complain about. -More solo/5-man quest areas with rewards added, including some epics (rep I imagine) even. No new instances, but still cool. -New uber flying mount, attached to what is probably a soul crushingly awful quest series because you must suffer for mounts. -Some new UI script stuff which means you get to go modless for a week again. -All instance mobs made less annoying. No more sweeping strikes or asscleaves. Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on April 12, 2007, 10:34:12 PM Is there an official link somewhere?
Taking them at face value I wouldn't say it's time for paladins to reroll yet. For starters the real nerfs only hit holy paladins (there were some very minor other ones not worth talking about), and only their mana efficiency which everyone agrees was broken. Quote - "Illumination": This talent now only gives 50% of the mana cost of the critical heal. It also now returns the correct amount of mana when used with ranks 4 and 5 of "Holy Shock". - "Spiritual Attunement": Mana is no longer healed if the paladin is at full health. That basically means no more double dipping from shadow priests with spiritual attunement and less mana from crits. The jury is out on whether the percentages on illumination go too far, but I'd say the direction they're coming from is pretty valid if it's felt that paladins had too much mana efficiency. Nerfs aren't bad in and of themselves, just depends on it they were too far. Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on April 12, 2007, 10:37:17 PM Man, no one wants to believe the patch notes. Go check the website for the PTR.
Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on April 12, 2007, 10:44:42 PM Why would I believe patch notes I haven't verified without seeing an official link? The link to worldofraids was broken and the "latest patch notes can be found here" link did not show these, nor did the WoW.com frontpage contain any information about the patch, and there was nothing in the post saying that it was the real and official, just "from Worldodraids:" which could mean anything.
Moving on, when did Blizzard decide to digress from the decision to put out small, quick patches in favour of slowass mega patches that delay fixes, annoy cutomers, are a bitch to test, and take longer to rebalance? Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on April 12, 2007, 10:49:28 PM Download the test client and read the notes.
Okay, nevermind, they're right here. http://forums.worldofwarcraft.com/thread.html?topicId=94203802&sid=1 Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on April 12, 2007, 11:01:15 PM I believed they were real after your first reply to me, I figured you wouldn't have said it if they weren't. :P
Title: Re: 2.1.0 PTR Patch Notes Post by: Teleku on April 12, 2007, 11:13:15 PM Ouch, more priest nerfs with no actual useful buffs (changes to binding heal might be) and Alchemy recieving an overall nerf (getting new elixirs, and elixirs stacking up to 20 no is nice, but the nerf to flasks and stacking elixirs is going to hurt). This one is going to hit me doubly hard. They also `fixed` the bug that allowed my surge of light to chain proc. :cry: That made it really usefull actually, and now my priest is going to be nerfed even more in pvp.
They are adding in alot of nice new content though, with some cool changes. But still, ouchies. Title: Re: 2.1.0 PTR Patch Notes Post by: rk47 on April 12, 2007, 11:29:09 PM "Elemental Focus": This talent now reduces the cost of the next
damage spell by 60%. It will also now trigger from bonus spells cast by "Lightning Overload". Hmm I understand this will make next spell costs only 40% of the original mana, but I do not understand what it means by triggering from L-Overload. Perhaps they meant CRIT off extra spells from Overload. Still, this is bad news for my shammy's mana problems. :( with negligible buff. Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on April 12, 2007, 11:47:13 PM - "Circle of Healing" (Holy) effect increased. = +25 Title: Re: 2.1.0 PTR Patch Notes Post by: pxib on April 13, 2007, 12:02:14 AM Back when I played the game, my main was a shadow priest and I've been watching for anything that made me want to resub because they've been continuously nerfed from basically day one... then all of a sudden BC comes out and there are these funky new abilities and DOT crits and stuff and I'm thinking "heyyy... maybe..."
and then they've nerfed all of those and all of the old abilities I used to like too... shadowweaving down to 2% per application instead of 3%? Because 3% was too powerful? And why does Shadow Word: Death need a 12 second timer? Because having an eight second timer like mages or a 6 second timer like shamans for a blast spell that HITS YOU TOO IF YOU DON'T KILL YOUR OPPONENT was too powerful? Geez. Already priests have half as many skills as capable classes and very little utility... but paladins are crying because they may no longer be superior healers to priests, and meanwhile druids gain the ability to FLY?! FFS I got out while the getting was good. Title: Re: 2.1.0 PTR Patch Notes Post by: Hellinar on April 13, 2007, 12:23:44 AM Quote - Proper recognition of SSE support for Pentium III has been implemented resulting in improved performance on this platform. About time! :-) I'm boggled that they even bothered. P IIIs are still big in China maybe? Vanguard this isn't. Title: Re: 2.1.0 PTR Patch Notes Post by: Rasix on April 13, 2007, 12:24:37 AM Geez. Already priests have half as many skills as capable classes and very little utility... but paladins are crying because they may no longer be superior healers to priests, and meanwhile druids gain the ability to FLY?! Druids get to fly for free basically at 68. Epic flight form will require druids to buy Master(?) Riding just like anyone else. Druids got some help for boomkin aggro and a nerf/buff to their crafted tanking suit depending on what that ends up looking like (good thing I already socked them >< ). Not a whole bunch. Quote - "Improved Leader of the Pack": This ability will no longer generate threat. Curious to see what affect this has on my aggro generation. Still, happy.. lots of solo/small group stuff in that patch. Title: Re: 2.1.0 PTR Patch Notes Post by: SurfD on April 13, 2007, 12:40:58 AM Druids dont really get to fly for "free".
In grand total, we save about 800 or less gold for our "epic flight form", the equivilent to the 280% speed flying mount. To get our flight form, we have to buy up to 150 riding skill. Then we purchase our flight form for 8g, which gives us a 60% movement speed, and gives us 150->225 riding skill for free (the riding skill needed to use the ghetto flying mount), grand total savings of around 650g?) Epic Flight Form is going to require that: A: we buy the 5k g riding skill (225-300) B: we probably end up being required to do some soulcrushingly hard heroic mode dungeon runs and spend cash on reagents and whatnot and do some stupidly long quest to get what basicly amounts to 1 saved inventory slot and an instant cast 280% speed mount, savings of 100g? Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on April 13, 2007, 12:59:32 AM and now my priest is going to be nerfed even more in pvp. Pain Suppression got a massive buff in the Arena, 5% extra mitigation now 65% chance to resist Dispels. Now, it's actually useful when facing a team with a competent Shaman or Priest! The Shadow Word: Death change is basically going to take a nice chunk out of a Shadow Priest's PvE DPS, SW:D accounted for about 1/3 of my damage per-DoTs so it's basically a nerf of around ~5% on our overall damage capability. Also, the "downside" of SW:D was a joke when you take into account VE. On the changes to Illumination... it's pretty big: Let's assume a Paladin is chain-casting Flash Heal (which they are most of the time anyway). The last rank of Flash Heal is 470 mana and my decently geared Paladin friend has 25% Spell Crit with Flash Heal. They can cast 40 Flash Heals a minute, and thus 10 of them should crit. Currently, Illumination would provide 4700/min in this case or 392 MP5. Now though, it only returns (and they lost) 196 MP5! Over the duration of tonight's Moroes clear that would come out to a loss of ~14900 mana over the entire fight. Title: Re: 2.1.0 PTR Patch Notes Post by: Simond on April 13, 2007, 01:41:07 AM Quote - Proper recognition of SSE support for Pentium III has been implemented resulting in improved performance on this platform. About time! :-) I'm boggled that they even bothered. P IIIs are still big in China maybe? Vanguard this isn't. Anyway, the alchemy 'nerf' is something requested by most raiders - having to farm consumables for hours on end per raid boss wasn't working out too well, apparently. ISTR seeing something from Tigole re: retuning bosses (as in "Yes, we know") but I can't find a link. Title: Re: 2.1.0 PTR Patch Notes Post by: Trippy on April 13, 2007, 01:46:50 AM Quote - Proper recognition of SSE support for Pentium III has been About time! :-)implemented resulting in improved performance on this platform. I'm boggled that they even bothered. P IIIs are still big in China maybe? Vanguard this isn't. Title: Re: 2.1.0 PTR Patch Notes Post by: Yoshimaru on April 13, 2007, 02:06:32 AM Well I'm glad canceling my account 2 weeks ago was justified. PvP Frost mages got a royal fucking.
Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on April 13, 2007, 04:32:32 AM Wow, I can't even read them all right now but that's a huge list. Liked most of what I saw for hunters, too. I must be dreaming.
Title: Re: 2.1.0 PTR Patch Notes Post by: MrHat on April 13, 2007, 05:11:51 AM Imp. Sap is trainable now.
Title: Re: 2.1.0 PTR Patch Notes Post by: Dren on April 13, 2007, 05:39:44 AM Imp. Sap is trainable now. I had missed that. That's good news except I just respecced last night. Looks like I'll be doing it again for even more cash soon. :-( For the most part, Rogues got some nice changes there. Taking charges off of poison and lower mat req's for poisons will help me a ton. I've been burning through them like crazy. I spend a lot of time trying to find the nearest poisons dealer. The time I spend doing that is NOT fun. Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 13, 2007, 07:48:32 AM Lots of nice little UI and other changes to take away some annoying stuff. That was way too much to read but does "- Polymorph spell duration has been changed from 20 seconds to 8 seconds." sound as bad as I think it does? There were also some nerfs to other crowd control...
I'm going to the priest boards now where I imagine I will find half a dozen "LoL they buffed circle of healing again" type threads. Title: Re: 2.1.0 PTR Patch Notes Post by: Furiously on April 13, 2007, 08:16:36 AM Lots of nice little UI and other changes to take away some annoying stuff. That was way too much to read but does "- Polymorph spell duration has been changed from 20 seconds to 8 seconds." sound as bad as I think it does? There were also some nerfs to other crowd control... I can see where this is a good thing for PvP but for PvE this totally stinks. Big buff to rogues. Title: Re: 2.1.0 PTR Patch Notes Post by: Modern Angel on April 13, 2007, 08:18:30 AM A patch that big is going to be gloriously busted when it hits Live.
Oh, and sweet alchemy nerf! Why, Nethaera said that the bosses were being retuned for "fully flasked raids"! Way to be Blizzard. Title: Re: 2.1.0 PTR Patch Notes Post by: Hellinar on April 13, 2007, 08:19:59 AM That was way too much to read but does "- Polymorph spell duration has been changed from 20 seconds to 8 seconds." sound as bad as I think it does? That was in the "Dungeons and Raids", and I read it as a nerf to NPCs not players. I wonder if Blizzard has a CS for NPCs who has to deal with all their complaints :lol: Title: Re: 2.1.0 PTR Patch Notes Post by: Dren on April 13, 2007, 09:53:58 AM So correct me if I'm wrong, but this is how I'm seeing the potions things going.
Raiders: "Hey, Blizzard we can't complete these high end instances without chugging a ton of potions. We are sick of having to farm mat's/gold for the potions. That's not why we play this game!" Blizzard: "Ok, we'll make it so you can't chug a lot of potions." Raiders: "..." Alchemists/herbalists: "WTF!?" Am I getting that correctly? Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on April 13, 2007, 09:58:24 AM Pretty much. The only thing you're missing is;
Blizzard: "Well we have to design the encounters around the assumtion that EVERYONE is chugging and farming those potions. If we don't, then the encounters are trivial and some segment WILL do just that and blow right through the encounter." Raiders: "Oh, right, but it still sucks, do something about it, but keep it hard for everyone_not_us!" Title: Re: 2.1.0 PTR Patch Notes Post by: Furiously on April 13, 2007, 10:01:26 AM So - as a non-holy spec'd pali.... my thoughts...
Capt. America shield being usable at any time is very nice. (Can now throw it in melee range). Costs too much to cast, but good taunt. I'm debating if the 50% less damage when below 20% health is better then 30% less health when below 35% health. Meh change. The other nerf is a talent changed from 10% extra damage with 1h to 5% extra damage. loss of 5% damage isn't huge either way. I'll probably drop that talent and pick the holy shield talent going in. It adds 4 additional shield blocks and ups the damage like 20% on each block. The additional guaranteed blocks will be real nice for instances. Title: Re: 2.1.0 PTR Patch Notes Post by: Dren on April 13, 2007, 10:02:03 AM Gotcha.
In their quest towards making everything non-trivial, I wonder if they ever figure out just how many people quit due to content being too trivial as opposed to just unreachable. The way they do things, I'm guessing they think raiders are what make the world go around. Title: Re: 2.1.0 PTR Patch Notes Post by: Dren on April 13, 2007, 10:08:38 AM The other nerf is a talent changed from 10% extra damage with 1h to 5% extra damage. loss of 5% damage isn't huge either way. I read that as a buff. It is now 5% to ALL damage while wielding a one-hander. That means any damage you put out like retribution, judgements, etc. At least that is how I read it. That is way more than 10% of melee damage alone. Title: Re: 2.1.0 PTR Patch Notes Post by: Modern Angel on April 13, 2007, 10:10:20 AM Pretty much. The only thing you're missing is; Blizzard: "Well we have to design the encounters around the assumtion that EVERYONE is chugging and farming those potions. If we don't, then the encounters are trivial and some segment WILL do just that and blow right through the encounter." Raiders: "Oh, right, but it still sucks, do something about it, but keep it hard for everyone_not_us!" No, no, no. The whole damned raid game is tuned for the top 20 guilds in the world because of consumables. So a million less hardcore guilds start asking for some way to alleviate the suck and it mainly centered on flasks. So they nerf flask effects (drastically, to their credit) but proceed to tune every encounter on the game as though the entire raid was flasked. You know how many pots I needed (and I mean NEEDED) to clear BWL? Fucking zero. And the game didn't break when Nihilum used 40 flasks of the titans on C'thun because I was still in BWL. It's gee swell that it's seven mana thistle per person for the raid instead of thirty per but that still sucks. Title: Re: 2.1.0 PTR Patch Notes Post by: Furiously on April 13, 2007, 10:30:51 AM The other nerf is a talent changed from 10% extra damage with 1h to 5% extra damage. loss of 5% damage isn't huge either way. I read that as a buff. It is now 5% to ALL damage while wielding a one-hander. That means any damage you put out like retribution, judgements, etc. At least that is how I read it. That is way more than 10% of melee damage alone. Damn! where I am going to find the points! Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on April 13, 2007, 10:43:19 AM Well I'm glad canceling my account 2 weeks ago was justified. PvP Frost mages got a royal fucking. Wha? I'm curious about this because I play a frost mage who world PvPs when necessary. The only thing I saw was the diminishing returns on frostbite (problem, but understandable) and losing the ability to ice block, cold snap, ice block, which seems to my noobular self to be of limited use. Title: Re: 2.1.0 PTR Patch Notes Post by: bhodi on April 13, 2007, 10:46:15 AM New tier 6 warlock:
(http://img404.imageshack.us/img404/1638/warlock2t6zz6.jpg) (http://imageshack.us) (http://img404.imageshack.us/img404/3079/warlockt6gj9.jpg) (http://imageshack.us) War (http://img404.imageshack.us/img404/467/warrriort6vn6.jpg) (http://imageshack.us) Rogue (http://img404.imageshack.us/img404/9528/roguet6lv9.jpg) (http://imageshack.us) Hunter (http://img404.imageshack.us/img404/6154/huntert6kh1.jpg) (http://imageshack.us) supposedly the eyes move around on the hunter set. Title: Re: 2.1.0 PTR Patch Notes Post by: Polysorbate80 on April 13, 2007, 11:12:04 AM supposedly the eyes move around on the hunter set. So you can more easily see people coming and run away before they have the chance to point and laugh at you? That is almost as ugly as the Paladin Pink Power Ranger armor set Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 13, 2007, 11:21:10 AM If I played a warlock who wasn't in one of the very top guilds who will be able to get that set I would quit right now out of pure jealousy. I wonder if priests get angel wings. Are you sure those are real?
Poor hunters :( On the plus side though maybe the whole set isn't visible because they decided it sucked at that stage and are redoing it. Title: Re: 2.1.0 PTR Patch Notes Post by: WayAbvPar on April 13, 2007, 11:27:12 AM Dear FSM those Tier 6 sets are fugly (other than the lock, which looks nice and evil).
Title: Re: 2.1.0 PTR Patch Notes Post by: Furiously on April 13, 2007, 11:39:12 AM I wonder if priests get angel wings. Pali's get them as a spell effect. Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on April 13, 2007, 11:40:53 AM Dear FSM those Tier 6 sets are fugly (other than the lock, which looks nice and evil). At least Blizzard is consistent. You can always count on the next tier to be a) over the top and b) fugly. Title: Re: 2.1.0 PTR Patch Notes Post by: Morat20 on April 13, 2007, 11:53:33 AM Oh thank God -- Mend Pet is now an insta-cast HoT. Thank FUCKING GOD!. That plus Avoidance + Cobra Reflexes makes me almost willing to drag my hunter out of his snooze.
Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on April 13, 2007, 12:02:09 PM Man, 3 Tier sets of armor in less than a half a year? You'll never see anyone in full Tier 4/5.
Title: Re: 2.1.0 PTR Patch Notes Post by: Morat20 on April 13, 2007, 12:16:08 PM Hey! They fixed the Arcane Missile bug. That's only been around forever. It says ranks 3 to 11 will now consistently pulse 5 shots -- does that mean no more "Channeling while nothing fires" or the "Channeling then all the pulses come right at the end"? Maybe we'll be lucky, and it's both.
Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 13, 2007, 12:27:11 PM Do you get banned/suspended for hurling obscenities at a CM? (http://forums.worldofwarcraft.com/thread.html?topicId=94941257&sid=1&pageNo=1) Because by the fourth or fifth page every third post calls Eyonix a $@#ing idiot.
Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 13, 2007, 12:40:24 PM Some more tier 6 stolen from the wowboards which were stolen from some other place:
Shaman (http://i14.photobucket.com/albums/a311/Jashinslayer/t6_shaman.jpg) Paladin (http://i14.photobucket.com/albums/a311/Jashinslayer/t6_pala.jpg) Hunter (http://i14.photobucket.com/albums/a311/Jashinslayer/t6_hunter.jpg) Warrior (http://i14.photobucket.com/albums/a311/Jashinslayer/dwarfm.jpg) Priest (http://i14.photobucket.com/albums/a311/Jashinslayer/priest_tier6.jpg) Rogue (http://i14.photobucket.com/albums/a311/Jashinslayer/tier6rogfull.jpg) Warlock (http://i14.photobucket.com/albums/a311/Jashinslayer/lock_t6.jpg) Gnome Warlock (http://i14.photobucket.com/albums/a311/Jashinslayer/t6_gn_lo.jpg) I hate all of them except the warlock and warrior ones. Edit: Epic Druid flight form (http://aycu07.webshots.com/image/15206/2002799044887441192_rs.jpg) Title: Re: 2.1.0 PTR Patch Notes Post by: Modern Angel on April 13, 2007, 12:43:30 PM Those lock sets are awesome.
Title: Re: 2.1.0 PTR Patch Notes Post by: Modern Angel on April 13, 2007, 12:48:30 PM Do you get banned/suspended for hurling obscenities at a CM? (http://forums.worldofwarcraft.com/thread.html?topicId=94941257&sid=1&pageNo=1) Because by the fourth or fifth page every third post calls Eyonix a $@#ing idiot. Holy shit! I have never seen more evidence that Blizzard's staff are playing a different game than that right there. Wow... Title: Re: 2.1.0 PTR Patch Notes Post by: Yoshimaru on April 13, 2007, 12:55:39 PM Well I'm glad canceling my account 2 weeks ago was justified. PvP Frost mages got a royal fucking. Wha? I'm curious about this because I play a frost mage who world PvPs when necessary. The only thing I saw was the diminishing returns on frostbite (problem, but understandable) and losing the ability to ice block, cold snap, ice block, which seems to my noobular self to be of limited use. Double Iceblocking, paticuarly in the arenas, was a crucial part of the frost build. Even in 1v1's with classes such as rogues the added 30 second debuff will kill us. You're going to see a lot more AP/PoM mages now. Title: Re: 2.1.0 PTR Patch Notes Post by: Lantyssa on April 13, 2007, 01:08:11 PM Oh thank God -- Mend Pet is now an insta-cast HoT. Thank FUCKING GOD!. That plus Avoidance + Cobra Reflexes makes me almost willing to drag my hunter out of his snooze. NOW I might be a little upset I took Improved Monkey over Improved Mending. I do like the Hunter changes though.Title: Re: 2.1.0 PTR Patch Notes Post by: Morat20 on April 13, 2007, 01:35:57 PM Oh thank God -- Mend Pet is now an insta-cast HoT. Thank FUCKING GOD!. That plus Avoidance + Cobra Reflexes makes me almost willing to drag my hunter out of his snooze. NOW I might be a little upset I took Improved Monkey over Improved Mending. I do like the Hunter changes though.At least having a pet that can survive in instances might make it more fun. Title: Re: 2.1.0 PTR Patch Notes Post by: Lantyssa on April 13, 2007, 01:41:39 PM There are some simple but convenient UI enhancements, too.
Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on April 13, 2007, 01:48:33 PM Motherfucker that's some sweet 'lock gear. Once again Hunters look like dipshits. The priest stuff isn't too bad, but nowhere near the awesomeness of locks.
Pretty much. The only thing you're missing is; Blizzard: "Well we have to design the encounters around the assumtion that EVERYONE is chugging and farming those potions. If we don't, then the encounters are trivial and some segment WILL do just that and blow right through the encounter." Raiders: "Oh, right, but it still sucks, do something about it, but keep it hard for everyone_not_us!" No, no, no. The whole damned raid game is tuned for the top 20 guilds in the world because of consumables. So a million less hardcore guilds start asking for some way to alleviate the suck and it mainly centered on flasks. So they nerf flask effects (drastically, to their credit) but proceed to tune every encounter on the game as though the entire raid was flasked. You know how many pots I needed (and I mean NEEDED) to clear BWL? Fucking zero. And the game didn't break when Nihilum used 40 flasks of the titans on C'thun because I was still in BWL. It's gee swell that it's seven mana thistle per person for the raid instead of thirty per but that still sucks. Pika? How is that different from what I said. The assumption is ALWAYS that they tune for the top 20 guilds in the world. Blizzard just happened to add-in, "If they also drank every consumable possible on every single person." That's been their tuning strategy from AQ-onward. They even said as much in the previous thread about the alchemy changes. Yes, it's asinine, but there it is. Title: Re: 2.1.0 PTR Patch Notes Post by: Phred on April 13, 2007, 07:41:44 PM Wow, I can't even read them all right now but that's a huge list. Liked most of what I saw for hunters, too. I must be dreaming. The nerf to downranking arcane shot hurts. I guess Blizzard really doesnt want hunters using anything but steady shot. Title: Re: 2.1.0 PTR Patch Notes Post by: Tannhauser on April 13, 2007, 09:12:48 PM I cancelled last week and this makes me even more glad I did. The nerfs are disappointing, especially to my mage class. Polymorph duration now at 8secs? So how is it considered CC in instances? I have to stand there and keep reapplying? Meanwhile the group loses my dps.
Maybe I don't get Blizz's intentions but they don't get my dollars. Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on April 13, 2007, 10:01:18 PM I cancelled last week and this makes me even more glad I did. The nerfs are disappointing, especially to my mage class. Polymorph duration now at 8secs? So how is it considered CC in instances? I have to stand there and keep reapplying? Meanwhile the group loses my dps. Maybe I don't get Blizz's intentions but they don't get my dollars. We are pretty sure that's for mobs, not players. Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on April 13, 2007, 10:41:11 PM Wow, I can't even read them all right now but that's a huge list. Liked most of what I saw for hunters, too. I must be dreaming. The nerf to downranking arcane shot hurts. I guess Blizzard really doesnt want hunters using anything but steady shot. Meh, no big deal to me. There aren't enough 2.9s+ weapons out there to weave-in that arcane shot every time anyway. However, yes, they want us to use steady as our primary dps shot. Title: Re: 2.1.0 PTR Patch Notes Post by: Fordel on April 13, 2007, 11:16:44 PM I like the priest armor better then the lock armor. I can already see the lock wings just causing all kinds of LoS issues :x
Title: Re: 2.1.0 PTR Patch Notes Post by: LK on April 14, 2007, 12:46:17 AM I cancelled last week and this makes me even more glad I did. The nerfs are disappointing, especially to my mage class. Polymorph duration now at 8secs? So how is it considered CC in instances? I have to stand there and keep reapplying? Meanwhile the group loses my dps. Maybe I don't get Blizz's intentions but they don't get my dollars. We are pretty sure that's for mobs, not players. I don't think they are affecting Polymorph in PvE. Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on April 14, 2007, 01:10:31 AM Double Iceblocking, paticuarly in the arenas, was a crucial part of the frost build. Even in 1v1's with classes such as rogues the added 30 second debuff will kill us. You're going to see a lot more AP/PoM mages now. This is a good thing. You'll still be seeing a lot of frost mages in arenas, now it might be a little more balanced. Actually I'm not even sure if the change to fire will be all that big at all, especially in the top teams, those games go for long enough for the mage to get in the second iceblock basically every time. Honestly I've not understood mage complaints ever. You guys have been one of the strongest classes in PVP, both solo and group, for as long as there has been PVP, and none of the nerfs has ever changed that. For 5man PVE mages are one of the most useful classes in the game, and again this has never changed. Raiding has been questionable at times, but then it has been for every class in the game at some point. I guess I don't understand the "nerf=bad" mentality at all. Like when people drag out a long list of past nerfs? Who gives a fuck, how effective are you now? To me, mages still look strong. Title: Re: 2.1.0 PTR Patch Notes Post by: Teleku on April 14, 2007, 10:50:12 PM Here is a video of all the Teir 6 sets in motion: http://www.youtube.com/watch?v=U5cGEqSDz6I
It would appear that the wings on the warlock only pop out for a few seconds when the player puts on the helmet. Which is probably for the best. Title: Re: 2.1.0 PTR Patch Notes Post by: Alkiera on April 14, 2007, 10:58:59 PM Here is a video of all the Teir 6 sets in motion: http://www.youtube.com/watch?v=U5cGEqSDz6I It would appear that the wings on the warlock only pop out for a few seconds when the player puts on the helmet. Which is probably for the best. Why are all those guys wearing breastplates on their shoulders? I guess it's helpful for protecting your neck/head, but for the majority of the classes, the shoulders/helm are the only real parts to their armor... the rest of them might as well be a single color-matched texture for all it adds. At least my main is a druid, if I ever get any of that ridiculous crap, I can just hide in oomkin form. -- Alkiera Title: Re: 2.1.0 PTR Patch Notes Post by: Paelos on April 14, 2007, 10:59:49 PM I'll sum up the current (and past, and all the future) patches:
-OMG Nerfs to <insert class here> -Everyone not in class says they are full of shit and that it's a balance -Class screams and screams -Every tells the class to shut up -Blizzard placates the class with a small change in a minor patch -Class shuts up for a while, still grumbling but paying their fees -Blizzard rolls around on large piles of cash with many beautiful ladies -Somehow the world keeps turning despite your horrible nerf -Months later you can't recall patch notes from previous periods Anyone getting "nerfed" now should just shut up and beat the rush. Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 15, 2007, 07:56:55 AM Here is a video of all the Tier 6 sets in motion: http://www.youtube.com/watch?v=U5cGEqSDz6I When I saw the druid set I thought to myself "wow, that actually looks worse than the hunter" then I saw the hunter in action and literally laughed out loud. The pauldrons on the shaman are so enormous they look ridiculous, and that's in a game where all shoulder pieces are already huge.It would appear that the wings on the warlock only pop out for a few seconds when the player puts on the helmet. Which is probably for the best. I should have known there'd be a catch to those warlock wings, blizzard has to save something for tiers 8-123. Title: Re: 2.1.0 PTR Patch Notes Post by: Chenghiz on April 15, 2007, 11:48:35 AM Class whining is ridiculous, as always. If you enjoy playing, play. If not, reroll or quit, but know that your class will be buffed again later so ultimately your choice is futile.
As for consumables, apparently they are making turnin tokens for health and mana potions drop from trash in SSC and The Eye, which should alleviate the remaining consumable problem (after making elixirs/flasks limited). Frost mages ice blocking twice in a row has to have been one of the cheesiest things any class could do in arenas, and I'm glad they nerfed it. That ability made having 21 points in frost almost a necessity to be competitive, and even now a 30 second cooldown is short enough that it's still entirely viable. Title: Re: 2.1.0 PTR Patch Notes Post by: Koyasha on April 15, 2007, 01:09:30 PM I don't understand the benefit of ice blocking twice in a row in arenas, really. What's the point? Sure, you're invulnerable longer, but you're also not doing anything. No DPS, no CC, etc, so basically your team has 1 less person in it until the ice blocks run out.
As for the Paladin and Priest changes, that I'm most familiar with.. The change to Spiritual Attunement was necessary, but it's going to hurt the intended purpose of the skill anyway (giving Paladin tanks infinite mana to continue holding agro throughout an encounter, like warriors and druids do with their rage). The change to Illumination coming at the same time, and being so large, seems a bit heavy-handed. Testing smaller nerfs would have been better, I think. 70-80% would have been sufficient. Main problem is, paladins have relied on Illumination for some time, and a lot of Burning Crusade gear is itemized for illumination. If some math I saw on the official boards is correct, the illumination nerf effectively reduces a paladin's mana pool by 16.5%. That's a lot. Priest nerfs continue to be baffling. They haven't really come out and said what they're trying to fix, but from the Vampiric Embrace nerf last time, followed by the Shadow Weaving nerf this time, it seems clear they're trying to reduce the amount of healing Vampiric Embrace does. But the method they're going about it makes little sense. Considering that Shadow Weaving and Vampiric Embrace have been fine ever since they were implemented and problems are only showing up now, it's clearly a problem with gear reaching previously impossible levels of +shadow and +spell damage. The solution, if you want to nerf VE healing, isn't to nerf the base skill, which nerfs every shadow priest all the way down to the lower levels that just got the skill and have absolutely zero spell damage, is to nerf the way +spell damage interacts with VE. +damage up to a certain maximum determined by the base damage of the spell in question gets full healing effect from VE, +damage beyond that doesn't change the damage output, but scales downward with the healing recourse. So that if the +damage is sufficiently high to hit that mark, it stops being as effective for healing, providing a scaling cap on the maximum amount each particular Shadow damage spell can heal, determined by the base damage of the spell. That prevents VE healing from being overpowered, does not nerf lower level priests with less +damage, and most importantly, continues to scale into the future, because problems based on increasing amounts of +damage gear will just repeat themselves when even more improved gear comes out, possibly in the next expansion, unless the actual issue is directly addressed. Title: Re: 2.1.0 PTR Patch Notes Post by: Trouble on April 15, 2007, 02:49:46 PM I don't understand the benefit of ice blocking twice in a row in arenas, really. What's the point? Sure, you're invulnerable longer, but you're also not doing anything. No DPS, no CC, etc, so basically your team has 1 less person in it until the ice blocks run out. Because in the arena every second matters. When you choose a mage as your target and he iceblocks you have a few options. Switch targets which will take you a few seconds to coordinate and execute. If you have a priest and you choose to mass dispel it will take probably a minimum of 3 seconds for that to happen and maybe upwards of 5 seconds if he's slow. In that 3-5 second window, whichever option you've chosen, there's a significant chance that one of your teammates has died. Most arena matches are won or lost within the first 15 seconds of battle. That's why iceblock and double iceblock are so powerful. Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 17, 2007, 09:47:21 AM Illidan is a pimp.
(http://img249.imageshack.us/img249/4588/onenx3.jpg) (http://img383.imageshack.us/img383/6162/twoxd5.jpg) Title: Re: 2.1.0 PTR Patch Notes Post by: Teleku on April 17, 2007, 09:52:14 AM So when raiding Illidan's layer, I get to fight off hordes of crazed elven whores?
Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on April 17, 2007, 10:04:37 AM So while discussing the Alchemy nerfs in guild vent on Sunday, I mentioned my suspicion that Tailoring would be the next on the chopping block. A few gulidies agreed with me, with one postulating that the first nerf would be Blizzard linking the cooldown timers for all the new cloths, once Alchemists figured out that little bonus that Tailors get vs Transmutes. I tend to agree with that, and am keeping an eye out for it now.
Title: Re: 2.1.0 PTR Patch Notes Post by: Polysorbate80 on April 17, 2007, 10:41:42 AM save something for tiers 8-123. Tier 123 is easy: The shoulder armor collapses under its own gravitational pull, imploding the character into a microscopic black hole. Client performance improves vastly over tier 122, whose 5,234,102,985,657,194 polygons have reduced framerates to .000000000000000001/sec. Title: Re: 2.1.0 PTR Patch Notes Post by: Alkiera on April 17, 2007, 11:43:31 AM save something for tiers 8-123. Tier 123 is easy: The shoulder armor collapses under its own gravitational pull, imploding the character into a microscopic black hole. Client performance improves vastly over tier 122, whose 5,234,102,985,657,194 polygons have reduced framerates to .000000000000000001/sec. It won't matter anyway, as the bloom effect from tier 97+ will be so bright no one who has them will have retinas anymore. -- Alkiera Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 17, 2007, 11:58:29 AM Blizzard will use their billions to hire physicists to create entirely new dimensions enabling unlimited growth of shoulder armour.
So while discussing the Alchemy nerfs in guild vent on Sunday, I mentioned my suspicion that Tailoring would be the next on the chopping block. A few gulidies agreed with me, with one postulating that the first nerf would be Blizzard linking the cooldown timers for all the new cloths, once Alchemists figured out that little bonus that Tailors get vs Transmutes. I tend to agree with that, and am keeping an eye out for it now. On the plus side it seems like you can respec from mooncloth to shadowcloth etc now. You don't have to relevel 350-375 on the ptr either. If that stays I'll probably drop my skinning to take up tailoring, especially since primal nethers can be gained from badges now. I doubt I'll ever do the whole raiding thing so the best I can get is the crafted purples.Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on April 17, 2007, 12:36:29 PM Blizzard will use their billions to hire physicists to create entirely new dimensions enabling unlimited growth of shoulder armour. If they don't, you'll no doubt be able to see people in Outland from Azeroth and vice versa by looking at the sky and finding the planet with shoulder armor sticking out. Title: Re: 2.1.0 PTR Patch Notes Post by: ajax34i on April 17, 2007, 01:49:46 PM We're gonna need to invent periscopes to see out of the chestplate and past the shoulders. Hey, maybe that'll revive the Engineering profession. Or maybe we'll just drill holes at the groin, to see through.
Title: Re: 2.1.0 PTR Patch Notes Post by: SurfD on April 17, 2007, 01:56:49 PM On the plus side it seems like you can respec from mooncloth to shadowcloth etc now. You don't have to relevel 350-375 on the ptr either. If that stays I'll probably drop my skinning to take up tailoring, especially since primal nethers can be gained from badges now. I doubt I'll ever do the whole raiding thing so the best I can get is the crafted purples. Oh? Where is that mentioned? Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 17, 2007, 02:03:27 PM It doesn't show up in the OP so I guess they have been updating the notes, same goes for leatherworking.
Additional Profession Changes * You can now unspecialize in tailoring and leatherworking, and then select a new specialization. This is a repeatable choice, but costs gold each time. (http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html) A thread about it. (http://forums.worldofwarcraft.com/thread.html?topicId=96123461&sid=1) Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 18, 2007, 04:51:40 PM Is the ten day free trial to burning crusade new? (http://www.worldofwarcraft.com/burningcrusade/trial/)
Title: Re: 2.1.0 PTR Patch Notes Post by: pxib on April 18, 2007, 09:23:53 PM Is the ten day free trial to burning crusade new? (http://www.worldofwarcraft.com/burningcrusade/trial/) Beginning of the end. The days of endless money hats are over.Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on April 18, 2007, 09:30:36 PM Uh... wuh? Forgot the green text?
They've had a free trial for the base game for almost a year and a half. That and that BC trial is only for current/former full accounts... I don't really see how this signals much of anything outside of "it's been three months since BC's release." Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on April 19, 2007, 05:05:06 AM This thread needs more Hyu or Falconeer to herald WoW's imminent demise again.
Title: Re: 2.1.0 PTR Patch Notes Post by: Dren on April 19, 2007, 05:26:31 AM I think it is a smart business model to start the free trials well before they actually "need" to do it. Doing it now invites even more of the non-MMO crowds to come give it a try and get hooked. The game still has huge popularity and appeal to the masses, this is exactly the time to make entry easy.
If you wait until the game has gone into near obscurity, what difference does a free trial make at that point? Title: Re: 2.1.0 PTR Patch Notes Post by: ajax34i on April 19, 2007, 06:22:23 AM This is probably more aimed at getting the people with regular L60 accounts to upgrade to the expansion already, so that they don't have to support the non-expanded game by itself, and move on.
They can't wait until "the game has gone into near obscurity" because they have a large company and infrastructure to support. I'd venture to say (out of thin air, of course) that if it dips below 4 million accounts they're in trouble. Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on April 19, 2007, 07:00:13 AM I'm kind of surprised that they only seem to have picked up about 500,000 more accounts with the release of BC, I thought for sure that would put them over the ten million mark due to people resubscribing.
I base that number on their January 11th (http://www.blizzard.com/press/070111.shtml) and March 7th (http://www.blizzard.com/press/070307.shtml) press releases. Edit: "Kind up surprised", what the hell was that? Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on April 19, 2007, 09:36:14 AM I'm kind up surprised that they only seem to have picked up about 500,000 more accounts with the release of BC, I thought for sure that would put them over the ten million mark due to people resubscribing. I base that number on their January 11th (http://www.blizzard.com/press/070111.shtml) and March 7th (http://www.blizzard.com/press/070307.shtml) press releases. It's sorta funny, though, to be surprised that they "only" picked up enough new accounts to bulldoze EQ1 at its height all over again. Title: Re: 2.1.0 PTR Patch Notes Post by: Dren on April 19, 2007, 09:53:36 AM I'm kind up surprised that they only seem to have picked up about 500,000 more accounts with the release of BC, I thought for sure that would put them over the ten million mark due to people resubscribing. I base that number on their January 11th (http://www.blizzard.com/press/070111.shtml) and March 7th (http://www.blizzard.com/press/070307.shtml) press releases. You're assuming that the number of people that unsubscribed was that big to begin with. My guess is that isn't near as many as people would want to believe. You hear all the vocal people yelling out their quitting, but when talking about these kinds of numbers, they are in the very very lowest of percentages. Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on April 19, 2007, 10:20:32 AM Not to mention a lot of "quit til BC" players could have kept their subs and just not played during that time (or sneakily rerolled or messed around on alts or w/e).
Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on May 06, 2007, 12:55:01 AM Just an FYI, there's a new wrinkle to the 2.1 patch.
Pretty much every single level 70 epic item is being reworked. From the looks of it, Heroic epics, faction epics, Tier 4, and Karazhan loot are all getting decent buffs (5-10 item levels respectively. Faction epic weapons are now pretty much exactly on par with Karazhan gear in its current form). Some of the Heroic Items are getting major changes (most of the silly "hybrid" druid items are being changed to nice feral druid items). Title: Re: 2.1.0 PTR Patch Notes Post by: Ironwood on May 06, 2007, 01:01:28 AM Where you seeing this ?
Title: Re: 2.1.0 PTR Patch Notes Post by: Chenghiz on May 06, 2007, 01:23:32 AM There's a thread on the EJ forums about it, and posts on World of Raids about the changes.
Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on May 06, 2007, 04:46:14 AM Official Response (http://forums.worldofwarcraft.com/thread.html?topicId=100931928&pageNo=1&sid=1#14)
Yeah, yay for reitemization.. wonder if they'll do hunter stuff to work better with new mechanics. Title: Re: 2.1.0 PTR Patch Notes Post by: Phred on May 06, 2007, 04:56:48 AM Official Response (http://forums.worldofwarcraft.com/thread.html?topicId=100931928&pageNo=1&sid=1#14) Yeah, yay for reitemization.. wonder if they'll do hunter stuff to work better with new mechanics. Currently the t5 set they are giving out on the beta server loses me 100atk and .5 crit over my current mix of dungeon blues and old pre-bc raid gear. Not sure if they are going to rebuff the t5 stuff, I thought they already had. Title: Re: 2.1.0 PTR Patch Notes Post by: Teleku on May 06, 2007, 05:25:49 AM See, as much as blizzard makes some choices that piss me off sometimes, they do always seem to end up listening to people and actually cave in, giving them what they want. Kind of nice to see a company admit mistakes and rethink their strategy.
Now if only they would rethink some of the damn alchemy changes (well, I guess I have to see how they look when they go live. Might not be that bad). Title: Re: 2.1.0 PTR Patch Notes Post by: rk47 on May 06, 2007, 05:49:14 AM See, as much as blizzard makes some choices that piss me off sometimes, they do always seem to end up listening to people and actually cave in, giving them what they want. Kind of nice to see a company admit mistakes and rethink their strategy. Now if only they would rethink some of the damn alchemy changes (well, I guess I have to see how they look when they go live. Might not be that bad). everyone except shamans Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on May 06, 2007, 06:02:03 AM Official Response (http://forums.worldofwarcraft.com/thread.html?topicId=100931928&pageNo=1&sid=1#14) Yeah, yay for reitemization.. wonder if they'll do hunter stuff to work better with new mechanics. Currently the t5 set they are giving out on the beta server loses me 100atk and .5 crit over my current mix of dungeon blues and old pre-bc raid gear. Not sure if they are going to rebuff the t5 stuff, I thought they already had. They haven't, they've done a bunch but according to the blue post the tiers are going to be next week. Title: Re: 2.1.0 PTR Patch Notes Post by: Miasma on May 06, 2007, 08:57:40 AM See, as much as blizzard makes some choices that piss me off sometimes, they do always seem to end up listening to people and actually cave in, giving them what they want. Kind of nice to see a company admit mistakes and rethink their strategy. They intentionally play a psychological game. If they want to nerf something by 10% they will announce it as a 20% nerf, then when everybody yells and screams they will bring it back to the original 10% they wanted in the first place. Almost all the people stop crying out for blood because they think "Well gee at least it isn't a 20% nerf", and few bother to complain about even the 10% anymore.Now if only they would rethink some of the damn alchemy changes (well, I guess I have to see how they look when they go live. Might not be that bad). Title: Re: 2.1.0 PTR Patch Notes Post by: WayAbvPar on May 07, 2007, 10:05:40 AM So, what century is this patch going live?
Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on May 07, 2007, 10:07:26 AM So, what century is this patch going live? No word since they're still putting in all those and item changes... and of course that will affect their raid tuning for Hyjal and BT... so it could take a while Of course, if my guildmates keep asking every other day, I'll keep saying next week. Title: Re: 2.1.0 PTR Patch Notes Post by: Morfiend on May 07, 2007, 11:38:49 AM I heard that baring any wacky stuff with the latest PTR patch, the plan is to go live next Tuesday. I dont see how they can do it this soon though. I expect it to be very buggy.
Title: Re: 2.1.0 PTR Patch Notes Post by: Chenghiz on May 07, 2007, 06:20:10 PM It's going live sometime in May, but anything beyond that is speculation at this point. Apparently they have so far done only a third of the planned upgrades to level 70 PVE epics.
Title: Re: 2.1.0 PTR Patch Notes Post by: Paelos on May 07, 2007, 09:06:04 PM Hopefully the Karazhan stuff gets some serious buffs. It's really stupid to watch most of my dps pass time and again on stuff because their 5 man blues are better. If you are going to make something epic, make it epic.
Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on May 08, 2007, 12:32:12 AM Hopefully the Karazhan stuff gets some serious buffs. It's really stupid to watch most of my dps pass time and again on stuff because their 5 man blues are better. If you are going to make something epic, make it epic. The buffs to Kara stuff are okay... (http://wow-en.curse-gaming.com/general-news/community-news/2-1-ptr-572007-patch-changes-item-upgrades-1/) (Picture set one (http://percentsign20.com/files/wow/2.1.0/karazhan-1.jpg), two (http://percentsign20.com/files/wow/2.1.0/karazhan-1.jpg), and three (http://percentsign20.com/files/wow/2.1.0/karazhan-1.jpg) for those that can't view Curse.) For example, the Ribbon of Sacrifice (http://www.wowhead.com/?item=28590) from the Opera had its special effect increased by 50% (+30 Healing per Fecundity buff) and added +73 healing, which now actually makes it a solid upgrade over the level 70 blue trinkets (as they're +70 healing with an effect). Didn't notice a few drops though that I have off the earlier bosses (like the caster boots off Maiden) early on though, so I'm wondering if they're buffing all the items, or just a large majority of the later drops as I see maybe a handful of items from the first few bosses in those pictures. Title: Re: 2.1.0 PTR Patch Notes Post by: SurfD on May 08, 2007, 12:58:11 AM my understanding is EVERY epic quality drop of level 70 or greater is being re-itemized.
www.mmo-champion.com has a fairly comprehensive list sorted by instance / boss of what the new stuff is. Some things are just getting a small upgrade all around (+2 or 3 to each stat), while some of the crappily designed hybrid items are being retooled to be either not so hybrid, or better designed overall. And some weapons are getting some serious buffs. Gorehowl (from prince in karazan) is now a seriously nasty weapon, and the Mindblade from prince goes up to 203 +damage, among others. There are going to be a LOT of very pissed off warriors and many very happy DPS paladins / shamans / hunters who got weapons that said warriors were passing on as being crappy. Title: Re: 2.1.0 PTR Patch Notes Post by: Ironwood on May 08, 2007, 01:21:32 AM Fuck Them; They should have known better.
Title: Re: 2.1.0 PTR Patch Notes Post by: Modern Angel on May 08, 2007, 06:03:23 AM Yeah, exactly. The itemization math on epics was glaringly, obviously wrong. I know this isn't one of those game breaking bugs that we've all come to know and love in MMOs but it's just as devastating to the type of game WoW is.
What's goingto be intriguing to watch is how many man hours this and the inevitable fix for this patch (because, oh, is it going to be buggy) will leech from their next expansion. There is pretty much exactly one year's of content in BC. Casual players will certainly be repped the fuck up by then, casual raiders should be hitting their limits in the new paradigm right about two months from now and the hardcore raiders will exhaust themselves by this fall. Spending five months fixing broken assed shit in 2.0 has got to set them back somewhere. Title: Re: 2.1.0 PTR Patch Notes Post by: Simond on May 08, 2007, 06:08:51 AM So, what century is this patch going live? www.patchtimer.org for all your patch timing needs. ;)Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on May 08, 2007, 04:21:54 PM What's funny is that if everyone gets buffed too much it'll be right back to the Pre-BC equipment gap. The only thing that will keep it from being too awful is that rep epics are very plentiful across the factions and aren't too hard to get if you're one of those people who only hits 5-man instances. Heroics are still thoroughly unpuggable and just glaringly too hard without a perfect group makeup for the most part, so I'm not counting Heroic epics.
Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on May 08, 2007, 05:04:02 PM As far as I can see, they're just adding separation between the the faction/early-Kara epics and the level 70 blues. All of the epics are staying the same relative to each other it seems.
Title: Re: 2.1.0 PTR Patch Notes Post by: Modern Angel on May 08, 2007, 08:51:08 PM As far as I can see, they're just adding separation between the the faction/early-Kara epics and the level 70 blues. All of the epics are staying the same relative to each other it seems. Mmm.... my Emerald Ripper is being upgraded to current gladiator status with my impending axe being bumped up to 95 dps or so, I'd anticipate. Heroics are getting nerfed somewhat and the change in glancing blows/AE melee mechanics should make them easier. Title: Re: 2.1.0 PTR Patch Notes Post by: Paelos on May 09, 2007, 02:34:13 PM What's funny is that if everyone gets buffed too much it'll be right back to the Pre-BC equipment gap. The only thing that will keep it from being too awful is that rep epics are very plentiful across the factions and aren't too hard to get if you're one of those people who only hits 5-man instances. Heroics are still thoroughly unpuggable and just glaringly too hard without a perfect group makeup for the most part, so I'm not counting Heroic epics. The problem was that there was no gap at all. Karazhan provided very few actual upgrades to blue items, and it was supposed to be the filtering point into 25 man instances. Not to mention the fact that encounters in Karazhan when people had most of their blue sets were still ridiculously overpowered and had to be nerfed time and again just to create some kind of parity. IMO, there has to be a pretty good jump between gear sets. You want to get a good solid reward at the end of difficult instances instead of ho hum percentage gains. You want those pieces that drop to give you a better advantage in the place as you kill earlier bosses to learn later ones. I never ever EVER want to see an AQ40 again, and I'm pretty sure that's consistent across the board of the raiding community. Title: Re: 2.1.0 PTR Patch Notes Post by: Fordel on May 10, 2007, 11:48:12 PM Any idea if they are going to look at the Arena/PvP armor? I'm not sure if they are off or not iLvL wise... but it would be really nice if the balance armor for druids had some spellcrit on it. The 10% mana reduction bonus for moonfire can be changed too :-P
Title: Re: 2.1.0 PTR Patch Notes Post by: Chenghiz on May 12, 2007, 12:48:58 AM They should be looking at the pvp and arena epics this week.
Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on May 12, 2007, 01:29:19 PM If they add healer (non-set) honor gear I'm going to be very happy and yet very upset that I bought half of them already in their DPS variant.
Title: Re: 2.1.0 PTR Patch Notes Post by: Trouble on May 13, 2007, 11:17:01 AM The main complaint about the gear gap pre-TBC was its impact on PvP. With the addition of arenas, arena gear, and resilience, this is almost a moot point. Even tier 6 wouldn't really be suitable gear for the most part. You need loads of stamina and resilience on your pvp gear with a decent amount of damage stats. The problem was they basically introduced two solutions to the same problem. One was a great solution (arenas and gear with a focus on stam and resilience) and one was shitty (no gear progression from raiding). Removing gear progression from raiding "fixed" one problem and caused a dozen other, worse ones.
Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on May 13, 2007, 12:35:49 PM I'd also like to point out that blizzard seriously needs to make socket bonuses better for some spec-equipment. Every single bit of socketed epic tank equipment I see is just socketed with Solid Stars of Elune (+stamina) and nothing else because um...why the hell would you WANT anything else? Why give yourself a little extra +hit or +def and then a piddly socket bonus when you can just stuff it full of +stamina gems?
Title: Re: 2.1.0 PTR Patch Notes Post by: Paelos on May 13, 2007, 01:04:56 PM I'd also like to point out that blizzard seriously needs to make socket bonuses better for some spec-equipment. Every single bit of socketed epic tank equipment I see is just socketed with Solid Stars of Elune (+stamina) and nothing else because um...why the hell would you WANT anything else? Why give yourself a little extra +hit or +def and then a piddly socket bonus when you can just stuff it full of +stamina gems? Meh, it depends heavily on the item. Yellow sockets are fine because you can put good +stam/+def gems in them and claim the bonus. A lot of bonuses are to dodge/parry rating as well, which is fairly large for tanks that deal with raid bosses since that negates all damage. Red sockets on tanking gear are generally very weak, but if you put a +dodge thing in there, you can do yourself some big favors. Title: Re: 2.1.0 PTR Patch Notes Post by: rk47 on May 13, 2007, 06:10:35 PM I'd also like to point out that blizzard seriously needs to make socket bonuses better for some spec-equipment. Every single bit of socketed epic tank equipment I see is just socketed with Solid Stars of Elune (+stamina) and nothing else because um...why the hell would you WANT anything else? Why give yourself a little extra +hit or +def and then a piddly socket bonus when you can just stuff it full of +stamina gems? Netherstrike, Dragonscale Leatherworking Set Bonus +23 Spell Dmg Lots of +crit +INT +STA +Spell Dmg Socket Bonus. +2 AGI ? Wtf? Title: Re: 2.1.0 PTR Patch Notes Post by: Ironwood on May 14, 2007, 01:43:47 AM Yup, we really got sold a lemon with sockets and socket stuff.
The dreams of Diablo were cruelly shattered. Title: Re: 2.1.0 PTR Patch Notes Post by: Zetor on May 14, 2007, 02:42:25 AM Sockets are pretty much just glorified +12 sta (warrior) / +8 spellpower (warlock) / etc "enchants", true. The epic gems you can get from heroics provide some variety, but ultimately they're worse than regular blue gems unless you are building a pvp set or something (ie. the +6 str +5 resilience gem). Ultimately I think the set bonuses are too weak to allow for variance. Who's going to socket a red gem instead of +12 sta just for a 2 block rating bonus?
I do stack +crit and +str in my warrior's pvp set, but for tanking it's all about the +sta. Maybe a few of those +sta +def gems to hit 490, but eh.. and I don't have enough hp to feel comfortable socketing +dodge. +parry is pretty much useless, too expensive. (is this changing with 2.1?) -- Z. Title: Re: 2.1.0 PTR Patch Notes Post by: Threash on May 14, 2007, 07:51:53 AM The main complaint about the gear gap pre-TBC was its impact on PvP. With the addition of arenas, arena gear, and resilience, this is almost a moot point. Even tier 6 wouldn't really be suitable gear for the most part. You need loads of stamina and resilience on your pvp gear with a decent amount of damage stats. I used to think that way too but the truth is a lot of classes are better off using pve gear in the arenas because they are hardly ever the main target. A paladin is always better off using healing pve gear, nobody ever goes for the pali first, hell stick a soul link warlock with 12k hps and 200+ resil on your team and everyone else can go full dps mode because hes the only one who'll ever get targeted. Title: Re: 2.1.0 PTR Patch Notes Post by: Trouble on May 14, 2007, 02:40:30 PM The main complaint about the gear gap pre-TBC was its impact on PvP. With the addition of arenas, arena gear, and resilience, this is almost a moot point. Even tier 6 wouldn't really be suitable gear for the most part. You need loads of stamina and resilience on your pvp gear with a decent amount of damage stats. I used to think that way too but the truth is a lot of classes are better off using pve gear in the arenas because they are hardly ever the main target. A paladin is always better off using healing pve gear, nobody ever goes for the pali first, hell stick a soul link warlock with 12k hps and 200+ resil on your team and everyone else can go full dps mode because hes the only one who'll ever get targeted. That's not reliable enough to bank on, not at the high end anyway. There are a lot of different strategies and if you want to win you need to be prepared with the right gear. I think Paladin is the only class that would count for this exception, in almost all cases they are targeted last. Otherwise, I've seen just about every other strategy executed to success. Target the highest dpsers, target the first person you see, target the clothy, target the healer, etc. Title: Re: 2.1.0 PTR Patch Notes Post by: Chenghiz on May 14, 2007, 02:47:38 PM Also resilience/survivability gear is much much much more important in 2v2 and 3v3 arenas where there is no safety in anonymity.
Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on May 15, 2007, 04:59:51 AM They should be looking at the pvp and arena epics this week. Arena and PvP stuff is updated. (http://wow-en.curse-gaming.com/general-news/community-news/2-1-ptr-5142007-patch-changes-item-upgrades/) Same changes as the previous ones: a few points here and there. (The weapons might show a bit more changes as they changed the fist off-hand from 1.8 to 1.5 speed.) For example my Arena Robe gained: 3 Stam 2 Int 3 Resilience 5 Spell Damage Which adds up quite a bit when you factor in a whole slew of epics. Title: Re: 2.1.0 PTR Patch Notes Post by: Chenghiz on May 15, 2007, 03:11:59 PM The weapons' changes are really underwhelming. My Kharazan offhand gained 7 DPS, the arena weapons gained 3. The offhand speed changes are pretty major for rogues though, making them some of the best DPS offhands in the game.
Title: Re: 2.1.0 PTR Patch Notes Post by: MrHat on May 22, 2007, 04:39:01 AM Patch is live today, I think, for those that care.
Title: Re: 2.1.0 PTR Patch Notes Post by: Rasix on May 22, 2007, 10:05:42 AM Out of pure selfishness, I'm hoping they didn't make the 200-300 jewelcrafting too much easier. I powered to 300 oblivious of the patch notes, costing myself more gold than I care to recount. Boy, that is one painful, costly grind requiring a lot of rarer gem drops. Prospecting is a total crap shoot at times.
At least I caught the notes before I prospected a 20 slot bag full of fel iron/adamantite ore. Edit: Wow, thorium setting changed to 1 thorium in release. Was 2 in patch notes. I blew a lot of thorium on that crap. Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on May 22, 2007, 10:36:07 AM I should have played on TC a bit more.. but I expect my hunter is still gimpy in PvP.
Ah well, Hordie mage now FTW. I'll keep the Hunter on the back-burner, and use the priest if I feel like checking out the new high-level dungeons. Title: Re: 2.1.0 PTR Patch Notes Post by: Kail on May 22, 2007, 12:12:09 PM Hmm, looks like the ingredients for super healing potions and super mana potions have been switched with each other. Wierd.
Edit: Okay, what the HELL? There are NO NPCs in Garadar? Alliance guys are standing around in the inn, poking me. And I keep getting some wierd graphics glitch with mountains in the distance flickering? What the fuck is going on? Edit 2: Okay, no NPCs in Nagarand, period, as far as I can tell... mobs included... I'd check the other zones to see if this is a problem there, too, but the flight master has vanished into the fucking nether. Title: Re: 2.1.0 PTR Patch Notes Post by: Rasix on May 22, 2007, 12:18:30 PM Hmm, looks like the ingredients for super healing potions and super mana potions have been switched with each other. Wierd. That doesn't make a whole hell of a lot of sense, IMO. Netherblooom is a harder herb to find (in a higher level area) and Super Healing Potions are a lower skill potion. Glad my alchemist is already past a point where this matters to him. And.. back to feral when I get home. I'd like to actually be able to complete the 5 person group quests in this zone. People really hate the shit out of moonies unless you're doing a Seth stealth run. Title: Re: 2.1.0 PTR Patch Notes Post by: Hutch on May 22, 2007, 12:31:25 PM Up until today, I've only heard rumors about the "fear nerf", which according to the patch notes, looks more like a "cc nerf".
Now I've read the live patch notes. Does the change really only apply to level 60+ targets? Is the fear-dot-dot-dot-rinse-repeat strategy still going to work in sub-60 pvp? Anyone in game yet with a fear ability? Any anecdotes to share? Title: Re: 2.1.0 PTR Patch Notes Post by: Rasix on May 22, 2007, 12:48:12 PM Quote Darkweaver Syth's aggro radius has been increased, and he can now see through both stealth and invisibility. :? Quote Reduced the number of creatures in Shadow Labyrinth. :-) Title: Re: 2.1.0 PTR Patch Notes Post by: WayAbvPar on May 22, 2007, 01:06:26 PM Quote Reduced the number of creatures in Shadow Labyrinth. Does that mean it won't take 30 minutes to clear the goddamned room with the pews now? That is the only part of SL that I hate. Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on May 23, 2007, 03:50:38 AM Quote Reduced the number of creatures in Shadow Labyrinth. Does that mean it won't take 30 minutes to clear the goddamned room with the pews now? That is the only part of SL that I hate. Also, what is with all the DPS race bosses in the endgame 5-mans? Title: Re: 2.1.0 PTR Patch Notes Post by: Ironwood on May 23, 2007, 03:53:12 AM My hunter is now INSANELY overpowered. This mend pet change is huge.
Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on May 23, 2007, 04:07:03 AM My hunter is now INSANELY overpowered. This mend pet change is huge. Pika? For PvE or PvP? What spec? I couldn't be arsed to actually put in the effort to check things out. Between all the server reboots and crashes I just played my Horde Mage on another server. Level 29, whee. Now if only I wasn't just a squishy target for supertwinks in PvP right now. Title: Re: 2.1.0 PTR Patch Notes Post by: Paelos on May 23, 2007, 06:57:59 AM I tried a few heroics post-patch, and they are actually managable now with an epic off the last boss everytime. It's pretty much turned me around on the entire premise of raiding them.
Title: Re: 2.1.0 PTR Patch Notes Post by: Chenghiz on May 23, 2007, 10:19:10 AM Mend pet has made hunters a lot easier to solo with, as if that was a problem in the first place. I'm not sure what level your hunter is, Merusk, but if you think he's underpowered in PvP you should try playing him again. Hunters are ridiculous.
Quote That doesn't make a whole hell of a lot of sense, IMO. Netherblooom is a harder herb to find (in a higher level area) and Super Healing Potions are a lower skill potion. Glad my alchemist is already past a point where this matters to him. They switched them because the demand for mana pots was much higher than health, so they wanted to make them easier to make. Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on May 23, 2007, 11:05:20 AM Hunter's 70 with the gun from Kara. I'm marks spec, though, and that's traditionally been the weakest PvP spec. However, beast has always been too 'gimmicky' for me and survival has been gimped.
My RAP's something like 2089 now with the patch changes, so I crit for 1500+ BUT, that's still only 1/2 of the life of a clothie IF I crit on both long-cooldown abilities (4s and 10s are FOREVER in PvP). Easy enough to pick-off people who're being softened-up, but since the hunter is Alliance, cooperative PvP is right-out the window. PvE hunts pwn face, PvP it's been less than that for a while. Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on May 23, 2007, 08:16:45 PM I tried a few heroics post-patch, and they are actually managable now with an epic off the last boss everytime. It's pretty much turned me around on the entire premise of raiding them. No more neigh-instant obliteration if you don't have insane CC?Title: Re: 2.1.0 PTR Patch Notes Post by: Paelos on May 23, 2007, 08:18:20 PM I tried a few heroics post-patch, and they are actually managable now with an epic off the last boss everytime. It's pretty much turned me around on the entire premise of raiding them. No more neigh-instant obliteration if you don't have insane CC?Nah we ran the Slave pens with a feral druid, prot warrior, mage, lock, and priest. We had basically one CC and some OTing. The mobs hit the tanks for so much less now one healer isn't even a problem on both guys. Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on May 23, 2007, 09:20:01 PM Oh yeah, some of the heroics (well, could be all of them, not all the spoiler sites have been updated fully) now have new epic items in them. Also, all the epic weapons in heroics have been upgraded as well (something that wasn't showing on WoWhead and other spoiler websites).
So far the only things I know are new are a new set of tanking plate shoulders, hunter/enhancement shammy gloves, and resto/elemental shammy shoulders. edit: and once more, there's an interview with Tigole (ugh) and some other guy I can't remember on WorldofRaids where they talk about the future. Tigole says he'd love to redo Gnomeregan. Yeah, I bet he would. Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on May 24, 2007, 06:19:43 AM Tigole says he'd love to redo Gnomeregan. Someone needs to. Title: Re: 2.1.0 PTR Patch Notes Post by: Chimpy on May 24, 2007, 08:08:37 AM Tigole says he'd love to redo Gnomeregan. Yeah, I bet he would. God damnit now I have those stupid soundclips from the last boss in Gnomer going through my head. Thanks a lot. Title: Re: 2.1.0 PTR Patch Notes Post by: Jeff Kelly on May 24, 2007, 08:15:07 AM edit: and once more, there's an interview with Tigole (ugh) and some other guy I can't remember on WorldofRaids where they talk about the future. Tigole says he'd love to redo Gnomeregan. Yeah, I bet he would. If Tigole redoes Gnomeregan it will probably be a Level 70 heroic 5-man where you have to faction grind to gain access need all the potions available to survive, where every encounter is max-dps and with an enrage timer razuvious style and you have to farm ages to get some sort of resistance equip to survive the final boss. Also it will be buggy as hell and won't drop anything worthwile at all. As usual really. Title: Re: 2.1.0 PTR Patch Notes Post by: Fabricated on May 24, 2007, 08:26:00 AM I'd be happy just because the Gnomes would get some fucking lore for a change.
-Night Elves have all their happy tree bullshit with the Emerald Dream and their connections to the main plot of WC3. -Dwarves were created by the gods that made the whole planet. -Humans have most of the pivotal roles in the lore. -Blood Elves actually had lore BEFORE the expansion. -Taurens...well okay you kinda got me, but they got more backstory than the Gnomes. -Orcs. Thrall, duh. -Trolls. A bunch of really important characters I cannot remember since their naming conventions suck. -Forsaken. Actually got a lot of lore in the game. -Draenai. Retconned lore, but lore none the less. -Gnomes...they're gnomes. They're kinda there. They had a city but they lost it. Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on May 24, 2007, 08:30:12 AM Gnomes already have more lore than they deserve.
My hate of gnomes is on par with most other folks hate of elves. Fucking gnomes. Title: Re: 2.1.0 PTR Patch Notes Post by: Chimpy on May 24, 2007, 08:39:14 AM The only good gnome is a leper gnome.
Title: Re: 2.1.0 PTR Patch Notes Post by: bhodi on May 24, 2007, 09:10:52 AM Hey, fuck you guys, you would have to WALK from Stormwind to Ironforge without us!
Title: Re: 2.1.0 PTR Patch Notes Post by: Lum on May 24, 2007, 09:22:02 AM Hey, don't be hating on the gnomes.
"I like big posteriors and I cannot prevaricate!" Title: Re: 2.1.0 PTR Patch Notes Post by: Rasix on May 24, 2007, 09:24:45 AM The only good gnome is a leper gnome. Or a dead one. There is no greater feeling than watching a gnome death animation. Especially if they were jumping at the time of expiration. Joy. That being said, it's the only alliance toon I'd ever play. Being that small in PVP is just too big of an advantage to pass up. Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on May 24, 2007, 10:06:53 AM Gnomes already have more lore than they deserve. My hate of gnomes is on par with most other folks hate of elves. Fucking gnomes. Hear, hear. Quote you would have to WALK from Stormwind to Ironforge without us! Only once. Quote "I like big posteriors and I cannot prevaricate!" .. is the only good thing about gnomes. That, and the other voice emote "[Shout-outs]... you might be short, but you're real, baby!" Title: Re: 2.1.0 PTR Patch Notes Post by: rk47 on May 24, 2007, 10:59:59 AM gnomes racials are not bad actually. Pretty good for warlocks +5% int is more mana and a little bit more spell crit and Escape Artist is instant and applicable for PVE/PVP.
Much better than Human Spirit & Perception. Title: Re: 2.1.0 PTR Patch Notes Post by: Cyndre on May 24, 2007, 11:01:50 AM I'm just glad we don't drown in Black Morass anymore. Working properly is enough for me... lore would just be overboard imho.
Title: Re: 2.1.0 PTR Patch Notes Post by: Triforcer on May 24, 2007, 01:34:19 PM After the patch, I STILL can't get my Karaz key because the three instances in Netherstorm (Mechanar, etc.) crash my computer EVERY SINGLE TIME I enter them. I had been playing WoW for nearly two years, off and on, and NEVER ONCE did any specific area of game geography cause my computer to go berserk. I always get to one of the rooms with one of the bridges over the white sparkly bottomless pit, and then I crash and enrage my group :-P
Title: Re: 2.1.0 PTR Patch Notes Post by: Kail on May 24, 2007, 02:01:22 PM Yeah, I've been having (http://www.kerao.net/external/WoWGlitch1.jpg) a lot (http://www.kerao.net/external/WoWGlitch2.jpg) of problems (http://www.kerao.net/external/WoWGlitch3.jpg) with the patch, too... Mountains in the distance keep flickering, texture issues, crashes to desktop... very odd. Hope they fix it soon. The amount of gold spam I'm getting hit with has dropped substantially, though.
Title: Re: 2.1.0 PTR Patch Notes Post by: SurfD on May 24, 2007, 02:36:46 PM After the patch, I STILL can't get my Karaz key because the three instances in Netherstorm (Mechanar, etc.) crash my computer EVERY SINGLE TIME I enter them. I had been playing WoW for nearly two years, off and on, and NEVER ONCE did any specific area of game geography cause my computer to go berserk. I always get to one of the rooms with one of the bridges over the white sparkly bottomless pit, and then I crash and enrage my group :-P A warlock guildie of mine appearently gets fatal exception errors EVERY single time he gets into a fight with a particular type of mob in Netherstorm. He can target it fine, but if he actually fights it, it hard crashes his WoW. Title: Re: 2.1.0 PTR Patch Notes Post by: Ironwood on May 25, 2007, 01:06:12 AM My animations are fucked. Watching the Fel Reaver glide over the mountains like a dalek was pretty fucking messed up.
Title: Re: 2.1.0 PTR Patch Notes Post by: Azazel on May 25, 2007, 02:37:07 AM Tigole says he'd love to redo Gnomeregan. Someone needs to. leave it the fuck alone and build a new low-mid-end instance. Unless he's talking about taking out some of the trash. That would be acceptable. Title: Re: 2.1.0 PTR Patch Notes Post by: Threash on May 25, 2007, 07:44:21 AM gnomes racials are not bad actually. Pretty good for warlocks +5% int is more mana and a little bit more spell crit and Escape Artist is instant and applicable for PVE/PVP. Much better than Human Spirit & Perception. At the moment a lot of the top pvp teams are rerolling alliance for their superior pvp racials, which i find hilarious because everyone always considered the horde racials better for pvp. Turns out the problem was simply that the alliance is 90% elves and humans rather than the incredibly powerfull dwarves and gnomes. Stone form + escape artist + FEAR WARD trump anything the horde gets, mainly the fear ward though. Title: Re: 2.1.0 PTR Patch Notes Post by: Chimpy on May 25, 2007, 08:25:33 AM My animations are fucked. Watching the Fel Reaver glide over the mountains like a dalek was pretty fucking messed up. Did you try deleteing your WDB folder and logging back in? (don't recommend doing this in Ogrimmar or Ironforge though) Any time I had weird graphics problems after a patch deleting that folder and letting it recache all the image data helped. Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on May 25, 2007, 08:35:32 AM It's that the importance of defense and offense have switched in the transition from BGs to the Arena. Alliance has always had good defensive racials, and that's what gets the job done. It's not that Horde have inferior general-PvP racials, it's that the Arena places such an emphasis on defense that it plays to the Alliance's racial emphasis (reason that UD/Tauren are so popular for the classes they can be).
Don't get me wrong though, giving Fear Ward to Draenei instead of Blood Elves still irks me the wrong way. Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on May 25, 2007, 08:56:18 AM gnomes racials are not bad actually. Pretty good for warlocks +5% int is more mana and a little bit more spell crit and Escape Artist is instant and applicable for PVE/PVP. Much better than Human Spirit & Perception. At the moment a lot of the top pvp teams are rerolling alliance for their superior pvp racials, which i find hilarious because everyone always considered the horde racials better for pvp. Turns out the problem was simply that the alliance is 90% elves and humans rather than the incredibly powerfull dwarves and gnomes. Stone form + escape artist + FEAR WARD trump anything the horde gets, mainly the fear ward though. Dwarves were always the best priest race by far, and a decent PVP race for any class. Gnomes though... gnomes used to be SHIT. Escape Artist used to be a 1.5 second cast, only removed 1 effect (so you'd be fucked if you had nova and chill from ice armor on you), and IIRC was on a 2 or 3 minute timer. Oh and at one point you couldn't EA out of nova for months. In short it was a shitty, shitty move. Buffing it out the ass did wonders for its power though. :P Oddly enough dwarves are less powerful than they used to be, stone form was once a 20 second effect and now it's 12 seconds. A sad day when that change went through. :( I reckon actual racials are pretty balanced right now, though I still hate WoTF because it just totally rapes against the only alliance mains I've ever had (priest and warlock). It's just the fear ward + desperate prayer combo that makes alliance arguably better. Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on May 25, 2007, 10:10:10 AM Don't get me wrong though, giving Fear Ward to Draenei instead of Blood Elves still irks me the wrong way. Is there something that irks you the right way? I agree with the statement though... if their new strategy is to level the two sides by giving both sides pallys and shammys, they should consider giving fear ward to both sides. It's the only racial I think of that's that powerful. Re: stoneform, I only ever used it with my dwarf priest to get rid of poison effects. 12 or 20 seconds, your chance of guessing when a poison effect was inbound is pretty low vs the ability to dump it/them. Title: Re: 2.1.0 PTR Patch Notes Post by: Morfiend on May 25, 2007, 10:12:42 AM Don't get me wrong though, giving Fear Ward to Draenei instead of Blood Elves still irks me the wrong way. Couldnt agree more. It was the perfect time to fix the imbalance of Fear Ward, and what did they do? Give it to fuck Draenei. Some times the stupidity boggles the mind. Title: Re: 2.1.0 PTR Patch Notes Post by: Chimpy on May 25, 2007, 10:21:55 AM I agree with the statement though... if their new strategy is to level the two sides by giving both sides pallys and shammys, they should consider giving fear ward to both sides. It's the only racial I think of that's that powerful. IIRC They said they would fix the fear ward problem by removing the amount of fear mechanics in future encounters. But giving another race the damn thing was annoying. Of course, having raided heavily on both sides before I stopped playing. I found that alliance tends to treat fear ward as a necessity and the tanks don't learn the relatively simple tactic of having 2 tanks alternating stance dances to offset fear effects early on so when things went nuts they went really nuts. Title: Re: 2.1.0 PTR Patch Notes Post by: Jobu on May 25, 2007, 10:31:02 AM Did the ignite mechanics change again in this patch? It seems to actually be rolling again.... kind of. I can't quite tell. Title: Re: 2.1.0 PTR Patch Notes Post by: ajax34i on May 25, 2007, 12:14:51 PM They'd have to give WotF to the Alliance, though, so you'd have Horde Priests [just BElves] gaining Fear Ward, and Alliance [a number of classes all belonging to one race] gaining WotF. If they're gonna equalize anti-crowd-control, they better get everything equalized.
Title: Re: 2.1.0 PTR Patch Notes Post by: Chimpy on May 25, 2007, 02:02:55 PM They'd have to give WotF to the Alliance, though, so you'd have Horde Priests [just BElves] gaining Fear Ward, and Alliance [a number of classes all belonging to one race] gaining WotF. If they're gonna equalize anti-crowd-control, they better get everything equalized. WoTF and fear ward are totally different things. One is a self cast reactive spell, the other is a cast on anyone pro-active counter. The balancing issue for the factions was an almost entirely PvE thing anyway, and WoTF was only slightly less useless than the orc bloodfury racial in PvE. Giving a second alliance race fear ward was one of the most inexplicable things done by blizzard in the expansion. Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on May 25, 2007, 02:24:36 PM They'd have to give WotF to the Alliance, though, so you'd have Horde Priests [just BElves] gaining Fear Ward, and Alliance [a number of classes all belonging to one race] gaining WotF. If they're gonna equalize anti-crowd-control, they better get everything equalized. WoTF and fear ward are totally different things. One is a self cast reactive spell, the other is a cast on anyone pro-active counter. The balancing issue for the factions was an almost entirely PvE thing anyway, and WoTF was only slightly less useless than the orc bloodfury racial in PvE. Giving a second alliance race fear ward was one of the most inexplicable things done by blizzard in the expansion. Yeah, I actually thought about WoTF when I was trying to think of racials to compare. The differences is that's a pure racial ability. Priests just have these special racial spells, which is slightly different. For example humans get desperate prayer as well, but undead priests get some other thing (call of the grave) and night elves get starshards and elune's grace. However, no races share "pure" racials like escape artist, stoneform, cannibalize, etc. Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on May 25, 2007, 02:39:39 PM Of course, having raided heavily on both sides before I stopped playing. I found that alliance tends to treat fear ward as a necessity and the tanks don't learn the relatively simple tactic of having 2 tanks alternating stance dances to offset fear effects early on so when things went nuts they went really nuts. It's the same reason that most Hunters can't Ice Trap to save their lives: they've relied on Mages forever for CC. For the Priest Racials though: Damage = Undead and Troll (w/ 2.1 and only marginally) Defense = Human (marginally), Draenei, and Dwarf Useless = Blood Elf, Night Elf (HAHA, that's what you get for being attractive!) Title: Re: 2.1.0 PTR Patch Notes Post by: Zetor on May 25, 2007, 03:58:59 PM I believe the problem is the entire "Undead rogues with fearward" thing. Since about 80+% of all horde mages/warlocks/priests/rogues are undead, it'd make pvp for alliance warlocks and priests even more "interesting" than it already is... I have an alliance affliction warlock + holy priest, so I can relate. In other words, [long stream of expletives]...
... personally I think they need to realize that hard-counter racials [wotf, escape artist] are out of whack. -- Z. Title: Re: 2.1.0 PTR Patch Notes Post by: Calantus on May 25, 2007, 05:28:15 PM I'd give up fear ward if undead lost WoTF in exchange, get rid of all the racial fear breaks/immunes. It's just so fucking annoying having an entire race cancel out your only CC. In arena, if the enemy are non-undead our chances of winning just shot up by a whole lot because the second fear bomb I drop is actually going to do something useful.
Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on May 25, 2007, 05:59:28 PM I'd give up fear ward if undead lost WoTF in exchange Can you imagine the wailing and gnashing if undead lost WoTF or it got nerfed? I don't have a single undead character but I wouldn't support it just because it would create a black hole of bitching that would suck the whole internet down into a singularity. Title: Re: 2.1.0 PTR Patch Notes Post by: Chimpy on May 25, 2007, 06:16:35 PM I'd give up fear ward if undead lost WoTF in exchange Can you imagine the wailing and gnashing if undead lost WoTF or it got nerfed? It has been nerfed more than once since release. Title: Re: 2.1.0 PTR Patch Notes Post by: ajax34i on May 25, 2007, 09:27:22 PM Giving a second alliance race fear ward was one of the most inexplicable things done by blizzard in the expansion. It's explicable if they equate fear ward with WotF in some way. It's not that they wanted the Alliance to have more fear wards, it's that they didn't want the Horde side to have it. Trinket + racial, only two ways to deal with fear for each side, supposedly. Well, now, three, as a lot of classes get 15% fear resist talents. Title: Re: 2.1.0 PTR Patch Notes Post by: Zetor on May 26, 2007, 01:28:42 AM It has been nerfed more than once since release. With good reason, too (originally it lasted 20 seconds, still on its 2 minute cooldown, which means warlocks and priests had zero chance against a competent undead; it also broke sap/gouge type effects). It's STILL the best pvp racial in the game, by far, and the only way to break seduce and mindcontrol since charm breaks were removed from trinkets.Now for pve, yeah, it's not too useful, though the biggest 'fear ward' fight [nightbane] just got nerfed so the tank has 2.5 seconds to switch stances for the fear. If he can't even do that, well... So yeah, I'd be for removing all hard-counter racials (not just wotf, but escape artist etc). They just unbalance the game too much, a race choice shouldn't determine a matchup by itself. Edit: Bloodfury isn't useless in pve at all.. it's a free damage trinket! My warlock cries great tears of gnome justice every day for not rolling orc in the first place. :P -- Z. Title: Re: 2.1.0 PTR Patch Notes Post by: rk47 on May 26, 2007, 02:59:58 AM don't forget the stun resist on orcs too. geez. :P
Title: Re: 2.1.0 PTR Patch Notes Post by: CassandraR on May 26, 2007, 03:06:37 AM Eh. I'd be much more in favor of removing all the CC in PvP and rebalancing around its lack.
Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on June 12, 2007, 02:41:28 PM Pointless post with nowhere else to put it!
I got my netherdrake over the weekend and was flying around doing the usual farming-for-mines run in netherstorm after a 2 week hiatus. (all my playtime was spent doing the rep quests.. and just the rep quests I wasn't one of the crazies farming eggs.) Nifty trivia: I'm now friendly with the dragons at Crystal Ridge and can wander there with impunity. Flag yourself "at war" and you can kill them without a single add or a rep hit. Funny. Title: Re: 2.1.0 PTR Patch Notes Post by: Threash on June 13, 2007, 07:10:26 AM You could do that ever since you hit neutral actually :)
Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on June 13, 2007, 07:30:41 AM You could do that ever since you hit neutral actually :) I imagine so.. but I didn't hit neutral until after the patch when everyone and their brother was trying to do the Dragonmaw fortress event again. Prior to that it was like pulling teeth even trying to get a group together for it, since it was 'useless'. Title: Re: 2.1.0 PTR Patch Notes Post by: Morfiend on June 13, 2007, 10:53:51 AM I also got my Netherdrake Mount. Its pretty cool, but I wish they would shrink the model a tad. I cant fit through some doors while flying on it.
Title: Re: 2.1.0 PTR Patch Notes Post by: WayAbvPar on June 13, 2007, 11:04:20 AM My wallet is too small for my $50s, and my diamond shoes are too tight!
Title: Re: 2.1.0 PTR Patch Notes Post by: Kail on June 13, 2007, 11:26:07 AM I also got my Netherdrake Mount. Its pretty cool, but I wish they would shrink the model a tad. I cant fit through some doors while flying on it. Rrgh. I just got my basic flying mount, and I've got nothing left (about 4g or so). The Netherdrake requires you to have the 5000g Top Gun training before you can do the rep grinding, right? Title: Re: 2.1.0 PTR Patch Notes Post by: Jayce on June 13, 2007, 02:09:39 PM My wallet is too small for my $50s, and my diamond shoes are too tight! Well played sir! However I do agree with Morph.. I'm not sure whether I even care to get one since they are like riding a small building. Title: Re: 2.1.0 PTR Patch Notes Post by: Merusk on June 13, 2007, 02:28:02 PM My wallet is too small for my $50s, and my diamond shoes are too tight! Well played sir! However I do agree with Morph.. I'm not sure whether I even care to get one since they are like riding a small building. They're tiny compared to the Netherdragon you ride at the end of the quests. I want THAT! Title: Re: 2.1.0 PTR Patch Notes Post by: caladein on June 13, 2007, 03:40:34 PM If you want all the repeatable quest (i.e. easy easy money) goodness of the Netherwing chain without the cock-block of 300 Riding, you can always do the Skyguard and Ogri'la quests. Both factions sort of tie into each other which is nice, give out decent money, and the rewards are pretty nice (a few item levels above the old Exalted with X stuff).
Just about everyone forgot those two. Can't really blame them for "oooh dragon, shiny" :P. |