Pages: [1] 2
|
 |
|
Author
|
Topic: super secret next patch notes (Read 16220 times)
|
El Gallo
Terracotta Army
Posts: 2213
|
Supposedly, someone got suspended for posting these on the official boards, but they have gotten around a few boards today. If they are fake, someone did a good job faking a believable but boring patch. Massive warrior changes ahoy! On a serious note, item revamps for Strat, Scholo and MC are welcome sights. Chilldren's Week is celebrated in Orgrimmar and Stormwind at the start of May, lasting for a week. It is a time to give back to the innocents of war, the orphans.
Invasions of elementals at different locations on Kalimdor have been reported as occurring sporadically every few days. Concerned adventurers should investigate Silithus, Un'Goro Crater, Azshara and Winterspring to counter these incursions.
General
* Mana regeneration is now disrupted when a spell has completed casting rather than at the start of cast. It will resume normally 5 seconds after the last spell cast. * Blood Fury - Now increases base melee attack power by 25% for 15 seconds. When it fades base melee attack power is reduced by 25% for 45 seconds. * Perception - Increased detection bonus. * Spells and abilities that interrupt a channeled spell will now properly interrupt the entire spell school for the interrupt duration. * Fixed a bug where attack power bonuses were not properly affected by percent damage modifiers for Ambush, Backstab, Ghostly Strike, Ravage, Riposte, Scatter Shot and Shred. Specific ability changes described below. * Fixed a bug where weapon skills were inappropriately capped at 5 times level. Characters should now gain benefit from weapon skill bonuses beyond their normal cap. * Charm and Polymorph mechanics can now be reactively countered by spells and abilities (e.g. Will of the Forsaken will counter Mind Control). * Berserking - Is now usable after being the target of a critical hit. Increases melee, ranged and spell casting speed by 25% but increases all damage taken by 10% for the duration. * There are new load screens for the Stratholme, Scholomance and Blackrock Depths instances. Additionally, many of the previous load screens throughout the world have been replaced with new art. Enjoy! * Level 60 mounts purchased at vendors now have a whole new look. Undead mounts already have a different look for their faster mounts and so have not changed. The new mounts can be seen standing near the mount vendors. If you have one of the old fast mounts you can exchange it for one with a new look at the mount vendor.
PvP # Guard directions, signs and signposts have been added to point you toward the PvP Officer Lounges in Stormwind City (Champions' Hall) and Orgrimmar (Hall of Legends).
Druids
* Ravage and Shred now properly increase the attack power contribution by the percent modifier. * Shapeshifting into an animal form will now remove polymorph effects.
Hunters
* The Hunter Epic quest series is now in game and waiting to be found. * Scatter Shot (Talent) - Now usable while moving and no longer interrupts ranged combat. Now properly reduces the ranged attack power contribution by the percent modifier. * Highland Striders no longer have Cower (Rank 3) when tamed. * New Pet Ability: Dive - Increases movement speed for a short duration. * New Pet Ability: Dash - Increases movement speed for a short duration. * Freezing Trap - Visual changed. * Track Hidden - Increased stealth detection. * Scorpid Sting - Fixed a bug where it was not considered a poison. It can now be removed by poison curing effects.
Mages
Improved Scorch (Talent) - Redesign. Scorch spells have a 20/40/60/80/100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 2% and can be stacked up to 5 times for a total of 10% increased Fire damage. New Spell: Arcane Brilliance (available at level 56 - Loot) - Infuses the target's party with brilliance, increasing their Intellect. Improved Mana Shield - Design changed. Instead of increasing the amount absorbed, it now decreases the mana lost per point of damage taken by 10/20%. An error message is now displayed if you try to use Blink on boats and zeppelins. Wand Specialization - Fixed a bug where the damage increase with this talent was too high. Cone of Cold - Now subject to diminishing returns in PvP. This is considered a slowing effect. Frost Nova - Now subject to diminishing returns in PvP. This is considered an immobilizing effect. Pyroblast and Fireball damage over time will now stack together.
Paladins
Paladin epic mount quest added, talk to Duthroian Rall or Brandur Ironhammer to begin the quest. Sanctity Aura - Fixed a bug where the spell/talent was unlearned after logging out if learned before level 40. Resistance Auras - Paladins should now be able to switch from a resistance aura to any other resistance aura without canceling the current one first. Improved Seal of Justice - Fixed a bug that caused the talent to have no effect. It will now increase the frequency that the stun effect will land.
Priests
A new Priest epic quest series is now in the game and waiting to be found. Levitate - Duration and mana cost increased. Touch of Weakness - Should now be affected by the Blackout, Darkness, Force of Will, Shadow Focus, Shadow Weaving and Silent Resolve talents. Starshards - Should now be affected by the Focused Casting, Force of Will, and Silent Resolve talents. Holy Fire - Should now be affected by the Focused Casting talent. Mind Flay - Should now be affected by the Focused Casting talent. Desperate Prayer - Should now be affected by the Holy Specialization talents. Vampiric Embrace - Active icon tooltip rewritten to be more clear. Holy Nova - Now causes an explosion of holy light around the caster, causing Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards. These effects now cause no threat as opposed to reducing threat temporarily. Holy Fire - We've made several changes to Holy Fire in an effort to make this a more usable, efficient, damage spell. We've reduced the cast time from 5 seconds to 4 seconds, which reduced the damage caused. From there, we increased the damage and shifted more of the spell's potency into the damage over time portion. We also increased the duration and reduced the mana cost and cool down. While the direct damage portion was reduced slightly from the previous version, each tick of damage should be unchanged as well as delivering one additional tick of damage. In total, the relative damage and efficiency of the spell have been increased. Wand Specialization - Fixed a bug where the damage increase with this talent was too high.
Rogues
Combo points will no longer be removed if the target is deselected. They will only be removed if a different target is selected. Vanish - Increased stealth bonus. Ambush, Backstab, Ghostly Strike, and Riposte now properly increase the attack power contribution by the percent modifier. The Kick ability prevents the target from casting spells in the same school when channeled casting is interrupted. If using Gouge triggers the Stormshroud Armor lightning effect, the gouge will no longer be instantly interrupted. The Rogue trainers will now point the player to an appropriate area with boxes to unlock depending on the lockpicking skill of the player. Preparation - Will now clear the cooldown of the Blade Flurry ability.
Shaman
Earth Shock - The visual for ranks 2 through 7 has been changed to be consistent with rank 1. Windfury - Fixed a bug that caused an additional attack beyond what was intended. In addition, fixed a bug that caused the next normal melee attack to happen sooner than intended. Level 58+ Shaman should talk to Sagorne Creststrider in Orgrimmar; there is a special quest for them involving a dreaded death knight who dwells in the depths of the Scholomance. Frost Shock - Now subject to diminishing returns in PvP. This is considered a slowing effect.
Warlocks
Warlock epic mount quest added. To begin the quest, speak with a demon trainer in any of the capital cities. The Warlock Infernal quest is now available and can be found in Felwood. The Warlock Ritual of Doom quest is now available and can be found in the Tainted Scar. The succubus now has a new look. Paranoia (Felhunter) - Increased stealth detection. Seduction (Succubus) - Is now considered a Fear effect for purposes of diminishing returns.
Warriors
Thunder Clap - Visual and animation changed.
Items The following set items have had their art updated: Devout Crown and Mantle, Magister's Crown, Circlet of Prophecy, All parts of the Warrior "Might" set, Lightforge Helm, Helm of Valor, Dreadmist Mask, Wildheart Cowl, Pauldrons and Coif of Elements. Other class sets will receive updated art in future patches. Random world items that had increased healing effects were mislabeled, and the amount of increased healing appeared to be half of what was actually occurring. The amount shown on the item is now an accurate representation of the healing increase. The Celestial Orb and Robe of the Archmage will no longer trigger the cooldowns of a Mage's mana gems. Mana gems are now on their own unique cooldown category. Tiny Black Whelping item changed to Dark Whelpling to reflect the name of the creature summoned. Fixed a typo in the aura description for the Mighty Rage potion. +Spell damage and +Healing effects have been increased in effectiveness to make them more attractive to players. Effects that increased damage and healing done by all magical spells received the largest increase, especially if the previous amount was small. We also fixed a couple bugs relating to these effects. Pimgib's Collar is now unique. Frayed Abomination Stichings are now considered to be uncommon items. Fordring's Seal has been improved with additional Stamina and Intellect. Ring of Protection's armor has been lowered, but the ring's Stamina has been increased. Voodoo Band has been slightly improved. Underworld Band is no longer unique. Filling jars of ooze no longer puts you into combat. The Rod of the Ogre Magi properly sheathes now. Changed the tooltip of the Bloodfang Hood's effect to properly indicate the duration of the stun. The Demon Forged Breastplate effect no longer requires channeling. Tooltips for the Blazefury Medallion, Storm Gauntlets, Fiery Plate Gauntlets Blessed Sunfruit, Blessed Sunfruit Juice, and ragged John's Neverending Cup modified to more appropriately describe their effects. The Amberseal Keeper's melee DPS has been reduced, but an additional +Spell Damage effect has been added instead. Onyxia Hide Backpacks are now 18 slot containers. Warstrike Shoulder Pads have been improved. Living Leggings, Breastplate, and Shoulders now have Stamina, but had their Nature Resistance lowered. Legplates and Legguards of the Chromatic Defier have been improved. The drop rate of Essence of Undead has been lowered. The drop rate for Gift of the Wild and Prayer of Fortitude has been considerably increased. General Drakkisath will now drop 2-4 Blood of the Black Dragon Champion instead of 1. Professions
A significant number of additional engineering devices have been added to the world both as new recipes on vendors and as drops on monsters in the higher level (50+) dungeons and in raids. Seven new blacksmithing recipes are available to seasoned blacksmiths via a series of turnin quests. Three new armorsmithing recipes are available to master armorsmiths. All 3 recipes are gained via quest. The Turtle Scale gloves recipe has been changed to have a white name rather than green since it can now be purchased at the store. Generally, recipes with white names are store-bought and ones with green or blue (or purple) names are drops from monsters. Some Blasting Powder icons Changed. Leatherworkers can now make throwing balls (as a toy). Ghostweave Belt pattern is no longer bind on acquire. Randal Worth in Stormwind now only teaches apprentice level leatherworking. Expert Blacksmithing Trainers will now point you to the appropriate artisan smith when you get a high enough skill. Bombs now cause a disorient effect when they go off, this was not working correctly previously. Flame Deflector and Frost Deflector now do an elemental damage absorb rather than a resistance increase. Minor Recombobulator now restores health and mana as well as removing polymorph effects. Target Dummies now generate an initial taunt pulse so creatures will attack them for the first 5 seconds after they are dropped. Gnomish Death Ray damage increased slightly and cooldown reduced to 5 minutes. The level of the Mechanical Dragonlings, Battlechicken and Bombs dropped by the Goblin Bomb Dropper now scale with your engineering skill, so they will be always useful against enemies. Their damage and health has remained the same. Requirements to make the Helm of Fire were reduced.
Raids & Dungeons
Azuregos now has a new debuff - Mark of Frost. A player who is hit with the Mark of Frost will be frozen in a block of ice should they attempt to re-engage Azuregos. Bael'gar, Lord Incendius, and Golem Lord Argelmach are now slightly lower level than previously. This will provide a much better progression of creature and boss levels in Blackrock Depths. The Baroness Anastari encounter has been changed. Players who become unpossessed will now have full health, and after the Baroness unpossesses a player there will be a much longer cooldown before she can cast possess again. These changes should make her a more balanced encounter for a 5 man group. Lava Surgers no longer respawn once you kill Garr. When Majordomo Executus submits, a chest is spawned next to him. This chest should only spawn the FIRST time he is defeated in a saved instance. If a guild tries him a second or third night, no chest should spawn. Ragnaros now stays up 2 hours rather than 1 after being summoned. The Golemagg and Shazzrah encounters in the Molten Core has undergone some changes.
Scholomance Itemization
20 new Rare items have been added to Scholomance. Several Uncommon items have been upgraded to Rare quality. Rattlegore, Jandice Barov, and Lord Alexei Barov will now always drop at least one Rare item. Ras Frostwhisper will always drop at least two Rare items.
Stratholme Itemization
26 new Rare items have been added to Stratholme. Several Uncommon items have been upgraded to Rare quality. Archivist Galford, Baroness Anastasi, Nerub'enkan, and Maleki the Pallid will now always drop at least one Rare item.
Raid Itemization
Onyxia, Azuregos, Lord Kazzak, and all Molten Core boss creatures have all received some new items on their loot tables. Onyxia will once again drop two upper tier class set helms. Most of the non-class set items that dropped from Molten Core and Onyxia have had their effective levels increased, resulting in higher DPS weapons, and/or better stats and effects. Players who defeat the Majordomo Executus encounter will now be rewarded with new epic items. This reward will only be granted the first time the encounter is defeated during the 6 day lifespan of a Molten Core instance. The loot tables for some of the Molten Core bosses have been improved so they drop an additional epic item per kill. World bosses such as Onyxia, Azuregos, and Lord Kazzak will no longer drop random blue items of a level lower than 50. Prior to this patch, Molten Core boss creatures could drop items from one of two different tiered sets for every character class. The loot tables have been changed so Molten Core bosses will now only drop items from the lower tier class sets. However, some of the items from those sets were not previously dropping in Molten Core. These missing class set items will now drop in Molten Core, allowing players to complete their lower tier class sets. The higher tier class set pieces that once dropped in Molten Core will be found once again in Blackwing Lair, the next raiding zone scheduled for release in a future patch. Future patches will include even more item rewards for these raid encounters, as well as improvements to the statistics, effects, and set bonuses for both tiers of the raid armor sets.
Quests
Party Quest share information is now working. If you mouse over a quest that multiple party members have, it will display a mouseover tooltip indicating what nearby party member are on that quest. Also to the left of the quest name in your quest log it will list a number in parenthesis indicating how many other players in your party have that quest. Quest givers who have repeatable quests now display with a blue question mark over their head instead of the standard yellow exclamation point/question mark. The Molten Core discovery quest has had its objective moved from inside the Molten Core to Blackrock Depths. Paladins who have completed their Epic Mount quest can repeat the final event in Scholomance for fun (and loot) by speaking with Lord Grayson Shadowbreaker. Lunaclaw’s spirit should stay around longer before despawning, and the spirit should simply despawn as oppose to "die". The description text for both the Horde and Alliance versions of the "Rabine Saturna" quest have been clarified. The reward text for the "Hive in the Tower" quest has been clarified. Fixed the Resonite Crystal not spawning in the Stonetalon Quest "Earthen Arise." Kinelory in Arathi Highlands is now PvP-enabling, so Horde players who attack her will be flagged for PvP. Quickened Ana’thek the Cruel’s (quest target in Stranglethorn) respawn rate. He and his entourage now spawn every 5-8 minutes. Removed Stormwind Faction reward from the Greenwarden quest line in the Wetlands. The time Decrepit Guardians stay spawned (they're the mobs trapping the Annals of Darrowshire in Andorhal) increased from 1 minute to 2 minutes. The elementals in the plaguelands no longer attack the Spectral Defenders. The "haunting" radius of Pamela’s doll pieces in Darrowshire was reduced. You must now be closer to a doll piece before ghosts appear. Increased the respawn time of Mok'rash in Stranglethorn Vale from 9 hours to 2 hours on average. Fixed a bug that caused Razzle in Dun Morogh to become non-interactable. Added text to the Fresh Zhevra Carcass to clarify it’s use in the Ishamuhale quest. Typos in various quests have been corrected.
User Interface
Temporary weapon enchantments will now display as buff icons to the right of your normal buff icons. Recipes you already know will not show up in the auction listing if "Usable Items" is checked. The mouseover UI in the bottom right corner will no longer overlay the extra action bars if you have them up. If the subject line is not filled in when you put an item in a piece of mail, it will automatically be filled in with the item being sent. Mousing over the interface options menu will no longer count as a mouseover on objects underneath the interface window (Thus making it hard to set your chat windows to be fully transparent among other things).
World Environment
Andorhal has been overhauled to improve framerate, navigability, and monster spawns. Repositioned quest spawns in light of new city layout (tower marker indicators, silos, etc.). Doubled the number of small lockboxes present for the "Counting Out Time" quest. Araj should now spawn as a result of destroying the crystals in the towers of Andorhal. Kardris Dreamseeker is now being addressed properly as a female, rather than a male. There are new load screens for the Stratholme, Scholomance and Blackrock Depths instances. Additionally, many of the previous load screens throughout the world have been replaced with new art. Enjoy! Bloodvenom Post - Crossroads (Horde) no longer flies you through a tree. Sorry for the scrapes and bruises. Shalzaru's Lair on the Isle of Dread off the coast of Feralas now properly displays its name when you enter the cave. The dragon bones just to the southwest of The Swarming Pillar in Silithus have been named the Bones of Grakkarond. The levels of the NPCs in Camp Mojache have been raised to be commensurate with their counterparts at Feathermoon Stronghold. Patrolling scouts that can see through stealth and invisibility have been added to Darnassus, Stormwind City, Undercity and Thunder Bluff. The range of restock time for Argent Dawn vendors has been widened. Cairne Bloodhoof is now a little more talkative. High Priest Rohan is now properly associated with the Ironforge faction. Grimand Elmore in Stormwind is more talkative. Town Criers in all the major cities now have basic gossip text. More references to the fictitious locale of "Chillwind Point" have been squashed in favor of the very real "Chillwind Camp". Players will no longer get stuck in a location in the Ruins of Eldarath in Azshara. Fires in Thunder Axe Fortress in Desolace now have proper names. No longer a tree floating off the ground in the Sishir Canyon area of the Stonetalon Mountains. There is no longer a floating tree in Westfall above the defias tower. There are no longer fish flying around above the water line in Silverpine Forest. Female orcs no longer get stuck in scaffolding in Lost Rigger Cove. Removed a crate that was clipping through a tent/hut in Coldridge Valley. Removed the terrain that popped in and out of the crevice in the entrance to Foothold Citadel on Theramore Isle. Properly named the intact watchtower near Southshore. The Rainsticks sign in Thunderbluff is no longer floating. Removed floating object from Nijel's Point in Desolace. Removed an invisible collision wall located in the Barrens near the Bramblescar area. Players can no longer kill creatures with ranged attacks while the mobs are unable to damage the player when standing atop the cauldrons in Eastern Plaguelands. Closed a hole in the world in the Searing Gorge. There is no longer a hole in the world at Dun Garok. The minimum level requirement on the Dire Maul meeting stone has been properly assigned. The minimum level requirement on the Temple of Atal'Hakkar Meeting Stone has been properly assigned. The minimum level requirement on the Blackrock Spire Meeting Stone has been properly assigned. There is no longer a hole in the world in Raven Hill, Duskwood. The orczeppelinhouse.wmo in Grom'Gol Base Camp no longer has a portalling issue. A tree located too far above the ground in Feralas has been "replanted". The dock on the Forgotten Coast in Feralas is no longer partially floating above the ground. There is no longer water missing from the pool by the Grimtotems in the Lower Wilds of Feralas. A rock that was sitting above the ground at the top of one of the falls in Nighthaven has landed. Players no longer will get stuck in a location at Gurubashi Arena in Stranglethorn Vale. Major Mana potions buy/sell price slightly increased. Aggro radius of Bears and Wolves in Silverpine have been reduced. The Dry times in Ironforge have ended and the Stonefire Tavern in Ironforge now has alcohol again. Fixed a grammatical error in one of Captain Kromcrush’s yells in Dire Maul. Mizzle the Crafty in Dire Maul shouldn't be so repetitive in proclaiming a new king if the player cycles through gossip too quickly. Williden Marshal’s gossip text has been polished.
|
|
« Last Edit: April 06, 2005, 03:14:23 PM by El Gallo »
|
|
This post makes me want to squeeze into my badass red jeans.
|
|
|
Morfiend
Terracotta Army
Posts: 6009
wants a greif tittle
|
And you guys thought Rogues took it in the ass LAST patch. This one is going to be WAY WAY worse.
|
|
|
|
Threash
Terracotta Army
Posts: 9171
|
And you guys thought Rogues took it in the ass LAST patch. This one is going to be WAY WAY worse.
Hmm how so? i just skimmed over the changes and i saw some nice rogue improvements.
|
I am the .00000001428%
|
|
|
sidereal
|
Players can no longer kill creatures with ranged attacks while the mobs are unable to damage the player when standing atop the cauldrons in Eastern Plaguelands. Awesome. I'll have to try that before the patch.
|
THIS IS THE MOST I HAVE EVERY WANTED TO GET IN TO A BETA
|
|
|
Paelos
Contributor
Posts: 27075
Error 404: Title not found.
|
Wow, a different looking thunderclap for warriors? FUCK YOU BLIZZARD! When I generate less hate than an equal lvl pally, that's bullshit. We're the tanks, fix it.
Assuming this is real, which I still doubt.
|
CPA, CFO, Sports Fan, Game when I have the time
|
|
|
Jayce
Terracotta Army
Posts: 2647
Diluted Fool
|
And you guys thought Rogues took it in the ass LAST patch. This one is going to be WAY WAY worse.
Yeah, I don't see the nerf either. I just see a few buffs. Explain?
|
Witty banter not included.
|
|
|
Evil Elvis
Terracotta Army
Posts: 963
|
Yeah, I don't see the nerf either. I just see a few buffs. Explain? Humans get a buff to their stealth detection racial ability, and warlocks felhunter gets a detect hidden group buff. Evidently their class is now destroyed. What's got me intrigued is the buff to WotF. It sounds crazy that it's actually going to break MC and polymorph now. Aside from that, the patch sounds really good. Even better is how fast it looks like it's going in, compared to last patch. Something to note, however, is that these patch notes are missing some things from the notes I've read. Here's what seems to have been omitted: X------- MAJOR CHANGES -------X PvP Honor System The Player v. Player Honor system is now active. Players will be able to gain rankings based on PvP performance, with lucrative rewards for those who stake their claim to fame on the field of battle! Read more about the PvP Honor system.
Children's Week
Children? Week is celebrated in Orgrimmar and Stormwind City at the start of May, lasting for a week. It is a time to give back to the innocents of war; the orphans!
Gurubashi Arena event
There is now a regular event in Gurubashi Arena in Stranglethorn Vale. Every three hours starting at midnight, a pirate with too much treasure on his hands will drop a chest in the center of the arena. Whoever can open the chest first gets the contents! Of course the arena is a PvP Free for All area, so there might be other players who are trying to open it first...
Elemental invasions!
Invasions of elementals at different locations on Kalimdor have been reported as occurring sporadically every few days. Concerned adventurers should investigate Silithus, Un'Goro Crater, Azshara and Winterspring to counter these incursions.
Level 60 mounts purchased at vendors now have a whole new look. Undead mounts already have a different look for their faster mounts and so have not changed.The new mounts can be seen standing near the mount vendors. If you have one of the old fast mounts you can exchange it for one with a new look at the mount vendor.
|
|
|
|
SurfD
Terracotta Army
Posts: 4039
|
See, the thing about Will of the Forsaken is that I have always treated it as Blizzards way of saying look: These Forsaken guys are ALMOST undead. They ARE undead but have free will, as opposed the mindless critters that make up most of the scourge. So we give them WotF as their means of exerting undead like resistance to mind affecting powers as a way of putting them at the half way point between being something less then human, but more then plain old undead.
It always brings me back to the arguements with Paladins and Priests screaming about how their special +damage vs undead spells never work on Forsaken players.
Think of it this way though, what if Forsaken players WERE classed as undead: - Rogues - Sux to be you, you cant sap undead - Mages - Sux to be you, undead cant be polymorphed - Priests - The good: Shackal now works on Forsaken Players, damage bonus. The Bad: We are now totally imune to Mind Controll - Paladins - Yay, you do a bit more damage VS Forsaken players now. Congrats. - Hunters - Track Humanoids or Track Undead, either way, you still wont see ALL the members of a mixed faction Horde raiding party. - Warlocks - Oops, charm doesent work on Undead either...
(the odd thing is, WotF gives us protection vs Sleep, but no player class can actually sleep an Undead anyhow, so that little tidbit is PvE only)
So really, the only thing they would gain is Priests become the new Mage for Forsaken Crowd Controll, and a bit of extra damage to make the pussy Paladins happy. Oh, and Fear now works against us too I guess (since Fear appearntly works on EVERYTHING, even mindless undead.)
WotF currently makes you immune to Fear and Sleep and Charm for 20 seconds, with a 2 minute cooldown. What do you think the alliance would you rather have? Forsaken classed as Undead, with nearly everything mentioned above being a + in our favour, or a 20 second ability we use to help break us out of sticky situations.
I mean, hell if we WERE classed as undead, it would just mean that we would prioritise the Priest in the enemy group even more then we do now, simply because they would be our only real major threat.
|
Darwinism is the Gateway Science.
|
|
|
MrHat
Terracotta Army
Posts: 7432
Out of the frying pan, into the fire.
|
If this patch is real (I have my doubts on the notes), then I might have to stop playing my orc rogue.
|
|
|
|
Rasix
Moderator
Posts: 15024
I am the harbinger of your doom!
|
If this patch is real (I have my doubts on the notes), then I might have to stop playing my orc rogue.
It would be really nice to get my rogue to 60 and then get hit with this. Well, at least I'd have something that could farm. Heh, like my guild would let me bring a rogue instead of a shaman to a raid. Hopefully these are are a figment like I suspect them to be.
|
-Rasix
|
|
|
Ironwood
Terracotta Army
Posts: 28240
|
Sorry, still not getting why you consider this - real or not - to be such a threat to the rogue...
|
"Mr Soft Owl has Seen Some Shit." - Sun Tzu
|
|
|
Trippy
Administrator
Posts: 23657
|
Sorry, still not getting why you consider this - real or not - to be such a threat to the rogue...
It'll depend on how big the boost is.
|
|
|
|
Jayce
Terracotta Army
Posts: 2647
Diluted Fool
|
Sorry, still not getting why you consider this - real or not - to be such a threat to the rogue...
I'm feeling the same way. The human ability is pretty much a point and shoot thing - you can't keep it going (20 sec, 2 min cooldown). So even if you spammed it, you are detecting less than a quarter of the time. The felhunter is an almost pointless pet except for the paranoia ability. So the warlock gains stealth detection but in tradeoff becomes essentially a weak mage who relies on DoTs.
|
Witty banter not included.
|
|
|
Evil Elvis
Terracotta Army
Posts: 963
|
?
Felhunter is the best warlock pet ;)
|
|
|
|
RhyssaFireheart
Terracotta Army
Posts: 3525
|
?
Felhunter is the best warlock pet ;)
Sure it is. That's why the warlocks in my guild generally have Mr. Voidy or the Fireball Monkey up. On occasion, they'll even pull out the succubich, but the felhunter....
|
|
|
|
Hoax
Terracotta Army
Posts: 8110
l33t kiddie
|
Umm Felhunter is pretty good actually. Spell bomb or whatever is quite handy in small GvG fights.
This is a fake patch though, there was too much:
1.Remember how broken WoF is and how UD have had racial mounts for all this time?? 2.Plus the hidden rogue nerfs, which just happen to be the biggest class pop in the game.
Not to mention this patch wont come out untill mid june if you all are lucky, there are some actual fixes in there.
From a good RL buddy having a 60 warlock and pvp'ing with him a ton when I still played my thoughts:
-Succubus, good pet to have out for duels, or basically any time you are not Looking for pvp, also can be used effectively in attack/defend town X situations. -Imp, best pet for large scale combat, also good in certain group setups that involve mostly cloth users -Felhunter, best for well rounded group setups in smaller scale pvp.
|
|
« Last Edit: April 07, 2005, 09:38:53 AM by Hoax »
|
|
A nation consists of its laws. A nation does not consist of its situation at a given time. If an individual's morals are situational, then that individual is without morals. If a nation's laws are situational, that nation has no laws, and soon isn't a nation. -William Gibson
|
|
|
Evil Elvis
Terracotta Army
Posts: 963
|
Well, that's your guildmates problem...
I can see having the Imp out a bit, because alot of the times in group v group, you're just in a standoff with the other side, so having a pet with a ranged attack is nice.
Succubus is ok for dueling, or maybe a 5 on 5, but it's not worth using in a real fight. And voidwalker is only good as a damage sponge. You're better off getting someone to actually toss you a heal, and using a pet that can do damage.
|
|
|
|
trias_e
Terracotta Army
Posts: 1296
|
I'm betting this patch will come out quite a bit sooner than June. I would guess by the end of this month.
But I doubt these are real. If they are leaked patch notes, they are old and will almost certainly be significantly changed before they are finalilzed.
Update: I'm a total dumbass. The patch notes are pretty much the exact same as the leaked ones.
|
|
« Last Edit: April 07, 2005, 10:32:34 AM by trias_e »
|
|
|
|
|
Threash
Terracotta Army
Posts: 9171
|
Rogue:
Fixed a bug where combo points were not always being applied to the target when using Cheap Shot, Ambush and Garrote.
Ambush, Backstab, Ghostly Strike, and Riposte now properly increase the attack power contribution by the percent modifier.
Combo points will no longer be removed if the target is deselected. They will only be removed if a different target is selected.
PvP
A handful of spells were added to the list of spells subject to diminishing returns in PvP. It is our goal to set as few spells as possible to be diminished. We've identified this short list of spells as having durations and cooldowns sufficient to almost permanently slow or immobilize targets but without adequate controls or other limiting factors. When a spell with diminishing returns is used against a target in PvP, the first effect has full duration. On the second use of the same category of spell (e.g. slowing), that spell's duration is reduced by 50%. On the third use, the duration is reduced by 75%. On the fourth attempt, the target becomes immune to the spell. Spells must be used on the same target within 15 seconds of the *end* of the duration in order to be diminished. In other words, if a target hasn't had a slowing spell active on them for more than 15 seconds, the next slowing spell will have full effect. The list of affected spells is: Frost Shock Cone of Cold Entangling Roots Frost Nova
Warlock:
Seduction (Succubus) - Is now considered a Fear effect for purposes of diminishing returns.
Shaman:
Windfury - Fixed a bug that caused an additional attack beyond what was intended. In addition, fixed a bug that caused the next normal melee attack to happen sooner than intended.
Sounds like an awesome rogue patch to me, im not worried about the so called "nerfs" at all really. I simply cannot beat a warlock with a succubus, if they start using felhunters instead i might just have a chance.
|
I am the .00000001428%
|
|
|
Jayce
Terracotta Army
Posts: 2647
Diluted Fool
|
Update: I'm a total dumbass. The patch notes are pretty much the exact same as the leaked ones.
So wait. The real patch notes came out and they're the same? (I have no worldofwarcraft.com access from here)
|
Witty banter not included.
|
|
|
Jobu
Terracotta Army
Posts: 566
Lord Buttrot
|
Update: I'm a total dumbass. The patch notes are pretty much the exact same as the leaked ones.
So wait. The real patch notes came out and they're the same? (I have no worldofwarcraft.com access from here) It appears that way, yes. The Under Development page has screenshots of the new mounts (no more gaywad looking ostriches for the gnomes, they get meaner looking ones now) and mentions the elementals and Gurubashi event.
|
|
|
|
Morfiend
Terracotta Army
Posts: 6009
wants a greif tittle
|
I believe Combat rogues take it the hardest in this patch. (I myself am a combat rogue)
There is three different ways stealth detection is getting improved, while the only improvments to rogue is for Backstab and Ambush both for assassin rogues.
What really sucks is I just respecced out of assassin rogue, casue I liked the combat rogue playstyle way more. It looks like all rogues will now have to take MoD. But again, thats just doom and gloom outlook, and we havent seen how much they really will buff stealth detection.
|
|
|
|
Rasix
Moderator
Posts: 15024
I am the harbinger of your doom!
|
Check out the pigsticker. Now, I'm assuming that dagger will be hard as hell to get and there likely won't be many on a server at all. But.. daaaaaaaaaaammn. That sucker would make an ambush/backstab build insanely powerful. Edit: All items have the same stats, so the stats on this dagger are likely just place holder stats. I'd assume the dps would be similar but the speed would likely be lowered and thus the damage range would be smaller. As for the rogue stuff, thank god for fixing the no combo point crap with openers. The detection stuff will suck though, doubly for horde. It'll take some practice in the field though to see just how bad. And one bitch (because I have to), OHHHHHH YAY, A LEVEL 58 SHAMAN QUEST IN SCHOLO. Ohh how I love that boring, time consuming shithole. I'd really rather re-do the entire Onyxia key quest than spend anymore time in that place. I've resigned myself to never getting the coif (have 6 pieces, I'm not going to care about the boots they're so bad).
|
|
« Last Edit: April 07, 2005, 11:44:43 AM by Rasix »
|
|
-Rasix
|
|
|
Evil Elvis
Terracotta Army
Posts: 963
|
I never played Alliance past 30, so I'm not sure what the reqs are for attaining Grand Marshal, but aside from that and the restock timer, that seems to be the only requirement on getting those epics.
|
|
|
|
Threash
Terracotta Army
Posts: 9171
|
I never played Alliance past 30, so I'm not sure what the reqs are for attaining Grand Marshal, but aside from that and the restock timer, that seems to be the only requirement on getting those epics.
Requirements for grand marshall: being in the top .1% of the server in honor points.
|
I am the .00000001428%
|
|
|
Evil Elvis
Terracotta Army
Posts: 963
|
Ah, pvp honor rewards.
Yeah, so they'll be pretty rare :)
|
|
|
|
Fabricated
Moderator
Posts: 8978
~Living the Dream~
|
I'm starting to dread the endgame the closer I get to it.
|
"The world is populated in the main by people who should not exist." - George Bernard Shaw
|
|
|
schild
Administrator
Posts: 60350
|
I'm starting to dread the endgame the closer I get to it. Don't worry, that feeling will go away as soon as you get to roll a new character in the Next MMOG Beta.
|
|
|
|
Shockeye
Staff Emeritus
Posts: 6668
Skinny-dippin' in a sea of Lee, I'd propose on bended knee...
|
Don't worry, that feeling will go away as soon as you get to roll a new character in the Next MMOG Beta.
Hello Kitty here we come...!
|
|
|
|
schild
Administrator
Posts: 60350
|
Don't worry, that feeling will go away as soon as you get to roll a new character in the Next MMOG Beta.
Hello Kitty here we come...! Fuck yea! Speak of the devil, access to the Hello Kitty World website says by invitation only. SOMEONE FIND ME A CONTACT TO EMAIL, STAT!
|
|
|
|
Fabricated
Moderator
Posts: 8978
~Living the Dream~
|
I mean, seriously though, WoW's endgame looks really fucking irritating, so I dunno if I even want to bother.
I'm not in a guild (and don't really want to be), and while pickup groups have been alright lately, I just don't see myself enjoying a raid, nor doing it over and over and over and over and over so I can get X item from X set, praying I roll a 100 or 0.
Also: I'm thinking I won't enjoy the battlegrounds PVP, since it will most likely be dominated by the same assholes who have been instance running 24/7 and have complete Devout/Valor/Lightforge/etc sets, the best weapons, and have respec'ed over and over until perfection.
|
|
« Last Edit: April 07, 2005, 04:14:10 PM by Fabricated »
|
|
"The world is populated in the main by people who should not exist." - George Bernard Shaw
|
|
|
ajax34i
Terracotta Army
Posts: 2527
|
I mean, seriously though, WoW's endgame looks really fucking irritating, so I dunno if I even want to bother.
I agree. For a casual gamer like me, it looks like what I can do is take a class to 55 or so, then take another class to 55 or so, repeat a few more times till I get bored, then look for other games. It's ok, since the game is at least somewhat replayable, and is enjoyable solo and/or in small chunks of time.
|
|
|
|
Paelos
Contributor
Posts: 27075
Error 404: Title not found.
|
Battlegrounds sound really fun actually to me due to the ideas of NPC incorporation and ancillary upgrading quests. I think it gives more to do for the people who just want to run a group in charge of taking key positions instead of just running around looking for kills.
|
CPA, CFO, Sports Fan, Game when I have the time
|
|
|
Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
|
I mean, seriously though, WoW's endgame looks really fucking irritating, so I dunno if I even want to bother.
I agree. For a casual gamer like me, it looks like what I can do is take a class to 55 or so, then take another class to 55 or so, repeat a few more times till I get bored, then look for other games. It's ok, since the game is at least somewhat replayable, and is enjoyable solo and/or in small chunks of time. I don't do instances, I'll be 56 after this weekend, I'm only a couple bubbles away right now + rest exp from not playing all this week. With the 1k per kill I get in Azshara (dragonkin for scales), should only take me a few minutes. So there's not much reason to not play all the way to 60, the instance gear only impacts high end instances and pvp, though I've not had much trouble with pvp, smoked a 57 pally last night, even though I despise pvp vs a paladin, most annoying class due to the immunities. It's too bad I'm cut off from some cool content and the best items because I don't like joining raid guilds nor doing pickup groups. But the game still has a bunch of stuff for me to do, and like you, I intend to replay at least once through. I missed a lot, and that's not even considering playing the Alliance.
|
|
|
|
El Gallo
Terracotta Army
Posts: 2213
|
To echo Sky's comments, there are enough soloable quests to take you to 60 easily. If anything the 55+ stretch is more entertaining than the 48-54 one. There are some nice quests in the Plaguelands, for example. At 60, yeah, you kind of "done" if you don't like instances or PvP. There are upgrades you can get solo, and you can solo for money to buy upgrades, but I don't know how fun upgrading for the sake of upgrading would be, since it would not open up any new content.
|
This post makes me want to squeeze into my badass red jeans.
|
|
|
|
Pages: [1] 2
|
|
|
 |