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Author Topic: Leaked patch notes?  (Read 11720 times)
jpark
Terracotta Army
Posts: 1538


on: June 19, 2005, 06:12:10 PM

I have no idea of the authenticity.  Pursuant to discussions on F13 lately, in a move that would appear to be counter productive to increasing the number of Horde players, Will of the Foresaken is nerfed.  Otherwise the changes look pretty good - big ones for warlock and warrior.  So much so that according to these notes all talents for Warlock and Warrior will be refunded for reallocation by players.  It looks like Frost mages get some hate.

http://boards.gamefaqs.com/gfaqs/genmessage.php?board=534914&topic=21656308
« Last Edit: June 19, 2005, 06:17:10 PM by jpark »

"I think my brain just shoved its head up its own ass in retaliation.
"  HaemishM.
chinslim
Terracotta Army
Posts: 167


Reply #1 on: June 19, 2005, 06:40:26 PM

If WOTF was ever nerfed to just breaking fear, charm, or sleep spells, it would still be the best racial ability around.  Assuming these patch notes are real, I'm really concerned about the "nerf" to resurrection range after the corpse releases. Many raid boss encounters will become 1-shot attempts.
jpark
Terracotta Army
Posts: 1538


Reply #2 on: June 19, 2005, 07:41:00 PM

If WOTF was ever nerfed to just breaking fear, charm, or sleep spells, it would still be the best racial ability around. 

You miss my point.  Will this change attract more players to Horde?  Is there a chance that some current Horde players may leave as a result of this change?

Is this a sign of things to come?  Paladins got love.  Shamans did not.

"I think my brain just shoved its head up its own ass in retaliation.
"  HaemishM.
Shockeye
Staff Emeritus
Posts: 6668

Skinny-dippin' in a sea of Lee, I'd propose on bended knee...


WWW
Reply #3 on: June 19, 2005, 08:07:42 PM

Quote from: Goom on GameFAQs
Leaked 1.6 Patch notes (Ronin Lord Goom Aqquires Secret Scout)

--Blackwing Lair Released!
Nefarian's sanctum, Blackwing Lair, can be found at the very height of Blackrock Spire. It is there in the dark recesses of the mountain's peak that Nefarian has begun to unfold the final stages of his plan to destroy Ragnaros once and for all and lead his army to undisputed supremacy over all the races of Azeroth. Blackwing Lair is a max-level, 40-player raid dungeon, with many new encounters and tempting rewards awaiting the intrepid adventurer that dares enter its halls.

--Darkmoon Faire!

A gathering of the exotic from around the world and beyond, Silas Darkmoon has brought together the Darkmoon Faire as a celebration of the wondrous and mysterious found in Azeroth. While the Faire spends most of their time in parts unknown, they do stop from time to time in Mulgore and Elwynn forest. When the faire is on its way barkers will stop by Ogrimmar and Ironforge to announce its arrival.

--Battlemasters!

There is a new way to enter the battleground queues. Battlemasters! Located in some of the cities, right-clicking on a battlemaster will allow your character to enter a battleground queue just like you normally would if you touched that battleground’s entrance portal. The functionality is exactly the same, so when it’s your character’s time to enter the chosen battleground, you will be teleported directly in. Glordrum Steelbeard stands in the Hall of Arms in Ironforge, serving as the Alliance battlemaster for Alterac Valley. Aethalas of the Silverwing Sentinels stands ready in Darnassus, next to the warrior trainers, to send Alliance characters into Warsong Gulch. And in the Hall of the Brave, located in Orgrimmar’s Valley of Honor, Brakgul Deathbringer serves as the Horde’s battlemaster for Warsong Gulch, while Kartra Bloodsnarl will send you to bring glory to the Horde in Alterac Valley. Guards in their respective cities can give you directions on how to find them.

--General

There is a new option upon the login screen. If you click the "Remember Name" checkbox on the left side of the screen, the game will automatically fill in your account name when it starts up.
Will of the Forsaken (Undead Racial) - duration of the lasting immunity effect decreased to 5 seconds.
Cannibalize (Undead Racial) - Regeneration increased to 35% of a character's total health over 10 seconds.
Stoneform (Dwarf Racial) can now be used to cancel self-inflicted poison effects.
Fist Weapons will now have the normal chance to parry that all weapons use.
It will no longer be possible to swap any equipment while stunned.
Pets will now enter passive/follow mode when their masters mount.
The Dazed effect caused by NPCs will now stack with all other movement slowing effects. Note that the movement slowing effects will not stack, but the debuff icons will remain to ensure the full duration of these effects persist.
Damage caused by environmental effects will now cancel stealth (e.g. swimming in lava).
Several creature spells that silenced players are now properly flagged as silence effects, which will allow talents such as Unbreakable Will to provide a higher chance to resist the effects.
Spells that drain mana will now properly report the amount of mana gained in the combat log.
Clarified the error message when no corpses are available for the Cannibalize ability.
Clarified the error message when trying to attack while mounted.
Resurrection spells should now check range properly when used on targets that have released their spirit.
Spell reflection effects have greatly improved visuals and functionality.
Knockback effects are now synchronized with any associated missile impacts.
Special abilities which are parried will correctly activate abilities which are usable after parrying.
Damage shield spells no longer damage you if you use spells that damage both you and your enemies.
Fixed graphical anomalies when using channeled abilities in a group with a grounding totem.
Fixed the duration of Frostbite on pets which are dismissed and then recalled.
Fixed a bug where broken off-hand fist weapons would prevent main-hand dagger abilities from being usable.
Health leech effects no longer give you health while you are a ghost.
You no longer spout profanity when talking about sitting while drunk.

--Macintosh

Some optimizations for terrain loading and rendering were added for the Macintosh build.
Enabled multisample support in the video options.
Fixed an issue where inspecting crafted items on other users could potentially show attributes that those items did not have.
Updated the Mac sound code to use memory more efficiently.

--PvP

Honor System
There is now a progress bar on the Honor tab of your character window that displays how close you are to your next rank.
The honor screen now displays a bar indicating how far along your current rank you are (Scout, Private, etc). This will let you know whether you are moving towards your next rank or falling back towards your previous rank. from week to week.
There is a new "This Week" section of the Honor tab, which will display PvP accomplishments of the current week.
The "This Session" section of the Honor tab has been changed to "Today", and will now display the entirety of your accomplishments for the day instead of the most recent session.
Players rank 11 or higher can now chat in the WorldDefense channel.
The WorldDefense and LocalDefense channels will now display your rank as well as your name when chatting.
Battleground scoreboards now display the time elapsed in a battleground.
Warsong Gulch
Warsong Gulch has new item rewards at the appropriate faction vendor near the entrances to the zone. These are available starting at Honored faction.
Friendly flag carriers are now displayed on the overhead map in Warsong Gulch.
Both the Warsong Outrider Supply Officer and the Silverwing Sentinel Supply Officer of Warsong Gulch now offer distinct tabards for purchase. Those heroes who are of Exalted status with one of these factions may purchase the tabard for 5 gold (discounts not included).
Players now receive a faction bonus for completing the repeatable Warsong Gulch quests.
Alterac Valley
Each team will now gain additional bonus honor if their towers are not destroyed by the end of the map. The more towers that remained intact, the more honor received.
If you manage to keep your faction's Captain alive for the duration of a battle, you will be granted extra points upon victory.
Several Alterac Valley vendor items are now bind on acquire.
The respawn time for tower guards (assuming the tower has not been destroyed) has been greatly increased.
Korrak the Bloodrager has gained immunities to many different spell and ability effects.
The minimum reputation needed to send a cavalry charge has been reduced to Honored.
Players of Revered or higher reputation may now call offensive air strikes if they have managed to rescue their respective Wing Commanders.
Alterac Valley's guard spawn is now controlled via a more intuitive mechanism. Please check the Officer Supply vendors for your faction to read up on the changes.
Fixed a bug that sometimes prevented the Alliance team from receiving honor for destroying towers.
Fixed a bug that was not awarding Horde credit for owning a mine at the end of a game.
Dispel Magic can no longer be used on players participating in a duel unless the caster is in the duel.
You are considered in combat for the entire duration of a duel.
You can’t assist players which are engaged in free-for-all PvP unless you are also in free-for-all PvP.
If you have PvP combat toggled on, it will no longer be cleared when taking a flight.
Hunter traps work properly in duels if the target is flagged for PvP and the hunter is not.
Removing an insignia in PvP no longer marks both players as being in combat.

--Druids

Shapeshifting will now counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.).
Feral Charge - Targets that are immune to immobilizing effects will no longer be affected by Feral Charge's immobilizing effect. The interrupt will still affect the target.
Shadowmeld (Night Elf Racial) - Now reports the correct error message when attempted in shapeshift form.
Druid shapeshift form buttons are no longer dimmed while under the effects of Polymorph.

--Hunters

Counterattack - Will now cause damage to targets immune to immobilizing effects.
Wing Clip - Will now cause damage to targets immune to immobilizing effects.
Explosive Trap - Fixed a bug where the trap's effects suffered inappropriate damage reduction against high level targets. In addition, damage caused by this trap should no longer kill opponents in duels.
Aspect of the Cheetah/Pack - Non-damaging spells and abilities will no longer cause the dazed effect. In addition, when switching between Pack and Cheetah, you should no longer receive the "A more powerful spell is already active" error message.
Beast Lore - Will no longer flag you for PvP or cause guard retaliation when used on an enemy faction target.

--Mages

Frostbolt - Targets that are immune to movement slowing effects will no longer be affected by Frostbolt's movement slowing effect. Damage will still be caused.
Frost Nova - Will now cause damage to targets immune to immobilizing effects.
Blast Wave - Will now cause damage to targets immune to immobilizing effects.
Cone of Cold - Targets that are immune to movement slowing effects will no longer be affected by Cone of Cold's movement slowing effect. Damage will still be caused.
Detect Magic - will no longer cause guard retaliation in Goblin towns.
Ignite - Can now be dispelled by any effect that dispels magic effects.
Frost Armor/Ice Armor - Targets that are immune to movement slowing effects will no longer be affected by the Chill's movement slowing effect. Targets will still have their melee attack speed reduced.
Arcane Instability - Fixed a bug where rank 3 of this talent was not increasing the periodic damage of various spells by the correct amount (was increasing by 2% and should now properly increase by 3%).

--Paladins

Blessing of Freedom - Will now counter the movement impairing effects of Frostbolt, Cone of Cold, Frost Shock. It will no longer prevent the damage taken by Frost Nova, Hamstring, Wing Clip, Mind Flay, Counterattack, or Blast Wave or the melee and ranged attack speed slowing effects of Cripple.
Consecration - No longer resets weapon timer when cast.
Improved Seal of Justice - Tooltip updated to be more clear.
Seal of Command - Should now correctly report damage in the overhead display and the combat log.
Summon Charger - New icon.
Fixed a bug where the Paladin did not always die when using the Divine Intervention spell.

--Priests

Mind Flay - Will now cause damage to targets immune to movement slowing effects.
Shadowform - Changed so all spells except Holy can be cast rather than only Shadow and Discipline spells. Tooltip updated. This fixes several bugs that prevented various actions (creating tradeskill items, mining, summoning a mount, using a hearthstone and many more).
Spirit of Redemption - Tooltip updated to be more clear.
Touch of Weakness - Stronger versions of this effect on enemy targets will no longer be replaced by weaker versions.

--Rogues

Riposte - Targets immune to disarm effects will now take damage from Riposte.
Disarming an enemy faction hunter's trap will now flag the rogue for PvP.
Ghostly Strike no longer deals damage to you when you use it.
Premeditation - Fixed a bug where the combo points gained using the ability were not properly removed after the duration expired. Also increased range and duration.
The UI now properly shows that Preparation does not clear a Cold Blood setup.

--Shaman

Frost Shock - Targets that are immune to movement slowing effects will no longer be affected by Frost Shock's movement slowing effect. Damage will still be caused.
Reincarnation will no longer be an option on death when a Soulstone effect is active on the Shaman. The Soulstone will be used as the higher priority effect.
Frostbrand Weapon - Targets that are immune to movement slowing effects will no longer be affected by Frostbrand Weapon's movement slowing effect. Damage will still be caused.
Call of Flame - Fixed a bug where the damage bonus did not always increase various totems.
Chain spells cast on PvP targets by an unflagged Shaman will now properly bounce to other PvP targets.
The tooltip for Fire Nova Totem now correctly reflects the damage the totems deal.

--Warlocks

Due to significant talent changes, Warlocks will have all talent points refunded and can be respent.
Cripple (Doomguard) - Targets that are immune to movement slowing effects will no longer be affected by Cripple's movement slowing effect. Melee and ranged attack speed slowing effects will still affect these targets.
Demon Skin/Demon Armor - Now increases health regeneration at all times, as was always intended. Previously, the health regeneration only occurred out of combat. Tooltips updated.
Demonic Sacrifice - The sacrifice effects for the Voidwalker and Felhunter have changed. The Voidwalker will now regenerate 3% of your total health every 4 seconds. The Felhunter will now regenerate 2% of your total mana every 4 seconds.
Demonic Sacrifice now works properly on banished summons.
Summon Dreadsteed - New icon.
Dark Pact - Fixed a bug where the combat log was reporting an incorrect value of mana gained by the caster when there wasn't enough mana to drain from the pet.
Phase Shift (Imp) - While phase shifted, the imp is now targetable but will remain an invalid target for all spells and attacks except self-cast spells.
Improved Healthstone - The increased effect from this talent should now properly apply to other players that use the Warlock's Healthstones.
Ritual of Summoning - Fixed a bug where players could be summoned from outside the same instance as the warlock in some cases.
Unholy Power - No longer requires the Fel Stamina talent. Is now a tier 4 talent and is a prerequisite for the new Master Demonologist talent.
Master Conjuror - Talent replaced with a new talent called Master Demonlogist.
New Talent (Demonology): Master Demonologist - Grants both the Warlock and the summoned demon an effect as long as that demon is active. The effect granted depends on the type of demon summoned.
Unholy Power - No longer requires the Fel Stamina talent. It now requires the Master Demonologist talent.
Ritual of Doom - Should now display the cooldown.

--Warriors

Due to significant talent changes, Warriors will have all talent points refunded and can be respent.
Hamstring - Will now cause damage to targets immune to movement slowing effects. Movement slowing effect improved.
Improved Hamstring - Design changed. No longer improves the movement slowing effect. It is now a 3 point talent that gives a 5/10/15% chance to immobilize the target for 5 seconds.
Booming Voice - In addition to increasing duration, this talent will now increase the area of effect of Battle Shout and Demoralizing Shout by 10/20/30/40/50%.
Battle Shout - Tooltip updated to display area of effect (in yards).
Demoralizing Shout - Tooltip updated to display area of effect (in yards).
Improved Berserker Rage - No longer increases the duration of the effect. The talent will now generate 5/10 rage when Berserker Rage is used.
Improved Demoralizing Shout - Effectiveness increase from talent increased to 8/16/24/32/40%.
Piercing Howl - No longer has a prerequisite (Improved Demoralizing Shout).
Deathwish - Is now usable while under a Fear effect, which will also remove the Fear effect.
Bloodthirst - Design changed. Bloodthirst is now an instant melee attack that causes damage equal to 30% of the warrior's attack power. In addition, the next 5 successful melee attacks will restore health.
Concussion Blow - No longer requires purchase of the Improved Revenge talent.
Shield Discipline - Removed and replaced by the new talent Shield Slam.
New Talent: Shield Slam - Slam the target with your shield, causing damage and has a 50% chance to dispel 1 magic effect on the target. Also causes a moderate amount of threat. Requires the purchase of the Concussion Blow talent.
Heroic Strike/Sunder Armor/Revenge/Mocking Blow - Tooltips updated to indicate the additional threat caused by these abilities. There have been no changes to the amount of threat caused.

--Items

Sets
Felheart, Cenarion, Giantstalker's and Earthfury item sets now have updated art. The Felheart Skullcap is now also called something more appropriate to the new art.
Grand Marshal and High Warlord PvP Honor rewards have been updated with improved statistics and new unique art.
The Alliance Mail and Horde Leather and Mail Epic PvP Honor reward armor sets have received art updates.
The stealth detection bonus on the Druid PvP set gloves has been changed to work in all forms, including caster form.
The set bonus for The Champion's Earthshaker has a revised tooltip to more clearly state that all Shock spells have an increased spell critical chance.
The 8 piece set bonus for Dreadmist will now appropriately affect shadow spells.
The tooltip for the improved feint effectiveness set bonus of the Bloodfang armor set has been corrected to show the actual percentage increase.
When worn by female characters, the Beaststalker's Tunic had a missing texture piece last patch. This has been corrected.
Set items which are broken no longer contribute to set bonus listings in the item tooltips.
The Horde and Alliance PvP Battle Standards may now only be used inside PvP Battlegrounds, but the cooldown has been reduced to 10 minutes.
The Rank 3 Stormpike Insignia now has the correct health regeneration effect.
You can now only have one Flask affecting you at a time.
The Seal of the Dawn trinket now counts as though you were also wearing an Argent Dawn Commission trinket.
The Goblin Sapper Charge can now be used while moving.
Dark Iron Bomb tooltip text and stun effect radius has been corrected to be the appropriate 5 yards.
Librams are now considered to be Books when searching for these items in the Auction House.
The Discombobulator Ray's effect has been changed: it now reduces movement speed to 80% of normal and reduces the target's damage with both spells and melee by 40. The range is now 20 yards.
Snowblind Shoes are now properly marked as an Epic item.
Band of Sulfuras is now unique.
Fireguard Shoulders now have a graphic.
Flask of Forest Mojo can now be sold.
The Bloodseeker crossbow's firing animation has been corrected.
The damage from Smokey's Lighter will now show up appropriately in the combat log.
The water breathing ability of the Hydrocane will now continue to work if the player is shapeshifted.
Both helpful and harmful effects from the Deviate Fish will remain after logging out.
Dark Iron Bracers have been changed to Bind on Equip.
Set bonus for Stormshroud armor improved. It should be more compelling for rogues and druids now.
Winter’s Might recipe now displays the correct +7 to spell damage instead of +5.
Fixed a typo in the item tooltip for the Alliance's Rune of Recall.
Several lootable items in Alterac Valley have had their stack limit changed.

--Professions

Thorium Brotherhood now offers several new recipes. Additionally, several of the old recipes now have different faction requirements.
Additional Smithing/Leatherworking/Tailoring/Enchanting Recipes added to Timbermaw at Honored Reputation
Additional Smithing/Leatherworking/Tailoring/Enchanting Recipes added to Argent Dawn at Honored and Revered Reputation. Also new First Aid recipe added to Argent Dawn at Honored.
Lokhtos Darkbargainer in Blackrock Depths now has many additional recipes that can be learned at Honored, Revered and Exalted reputation. Recipes are available for Enchanting, Tailoring, Leatherworking (all three specialty types), Blacksmithing (Armorsmithing, and Weaponsmithing (all three specialty types).
Quest

There is now an access quest to gain entry to Blackwing Lair. Happy Hunting!
Shadow Priest Vandis at the Bulwark should now properly buff players who complete any step of the "Return to the Bulwark" quest in Western Plaguelands.
Fixed a typo in the Horde version of the quest "Reclaimed Treasures".
Imps during the Warlock Mount Ritual in Dire Maul will no longer get stuck at their spawn-in portals.
Using the Collectronic Module on frozen rookery eggs for the quest "Egg Collection" will correctly consume them.
Obtaining a set of Thieves’ Tools in the quest "Tools of the Trade" no longer flags you for PvP.

--Raids and Dungeons

Several spawns removed from Scholomance. This should make for a more enjoyable 5 player experience.
Several spawns removed from Stratholme. This should make for a more enjoyable 5 player experience. Also, you will now be able to make additional attempts at Ramstein and/or Baron Rivendare should your initial attempt fail.
The trapped chests in Stratholme will now show up for Detect Traps and can be disarmed. In addition, the number of creatures that come out of the trapped chests has been reduced.
Many creatures in Stratholme have gained Detect Invisibility/Stealth.
The loot tables in Molten Core have been revised slightly.
Characters that die and release in the Molten Core will now receive a minimap corpse marker and arrow that will lead them to the window next to Lothos Riftwaker in Blackrock Mountain.
Phase shifted imps are no longer hit by Magmadar’s Lava Bomb.
Damage and resist messages from Magmadar’s Lava Bomb shows up in the combat log.
Fixed a bug that was causing the Cache of the Firelord (Majordomo Loot chest), the Chest of the Seven (Blackrock Depths seven dwarves chest) and the Gordok Tribute Chest (Dire Maul) from despawning too soon.
The chance for an Epic quest item dropping from the Majordomo's chest has been increased to 100%.
The Corrupted Forces of Nature in Maraudon will now pursue correctly.
Dire Maul has had several spawn locations changed and a slight increase in population.
Crystal Fang, the rare spawn in Blackrock Spire, will now potentially appear.

--User Interface

Raid UI has been significantly improved. You can now open the raid UI and drag the name of a class to your gamefield to have a listing of all players of that class be displayed on the game field. Likewise you can drag a group name to your playfield to have the players in that group displayed on your gamefield. In either case the display will show the health, mana and limited buffs or debuffs on each player in the group or class and you can click on a player listed this way to target that player. You can then right-click on the class or group UI element to make some modifications to how the UI displays or to remove the UI element.
If you cycle through targets with the Tab key, manually select a different target using another method, then quickly hit Tab again, your last Tab-selected target will be re-selected and you can continue Tab-selecting where you left off. Clearing your target will restart the Tab selection process.
Items on the action bar now remain there even after they are consumed.
If you shift-click on an item link while you are entering chat text, the item link will now be pasted into your text.
Mail recipient auto-completion will now use names from your guild as well as your friends list.
Hitting Escape will now cancel ranged weapon auto-shots.
The pet UI will now be greyed out while you are mounted to reflect the fact that you can't command your pet.
NPCs which give dishonorable kills have the rank of Civilian and show up with a white title background in the targeting frame.
The effect of damage resistance and vulnerability is now displayed in the combat log.\
Combat abilities which are fully blocked show up correctly in the combat log.
Crushing and glancing blows show more information in the combat log.
Damage from poisons and curses now shows up in the UI after the caster has been killed.
Players now receive an error message if they try to join a meeting stone queue and are in a raid or are not the party leader.
TargetUnitsPet() is obsolete and has been removed from the scripting system.
Added UnitInRaid(), TargetLastTarget() and TargetNearestRaidMember() to the scripting system.
The GetPlayerMapPosition() script function will only work for you, your party and raid.
Fixed an issue where chat window positions may not be restored to the correct positions when re-entering the world.
Fixed occasional crash when speech bubbles are enabled around NPCs that talk a lot.
Fixed occasional crash when listing a chat channel with a large numbers of players.
Fixed temporary lockup experienced by spell casting players when they are kicked.

--World Environment

Flight Paths
Added a Wind Rider Master to Camp Taurajo in The Barrens.
New Horde Flight Paths --
Camp Taurajo in The Barrens <-> Crossroads in The Barrens
Camp Taurajo in The Barrens <-> Thunder Bluff in Mulgore
Camp Taurajo in The Barrens <-> Freewind Post in Thousand Needles
Fixed several problems with the flight path from Undercity to Hammerfall while passing through the Ruins of Andorhal.
Fixed some problems with the Ironforge to Stormwind flight path.
The Darkshire <-> Booty Bay flight paths no longer fly over the Gurubashi Arena in Stranglethorn Vale, and therefore no longer flag fliers as being in Free-for-All PvP. Also, they should no longer fly through the zeppelins coming in and out of the Grom'gol Base Camp.
Graveyards
Feralas, Durotar, Mulgore, Darnassus, Tirisfal Glades (excluding the Bulwark graveyard), Elwynn Forest & the Eastern Plaguelands have now all been converted over to the new graveyard system. The system will place your character's spirit at the closest allowed graveyard in the zone. For example, an Alliance character dying closer to the new Darnassus graveyard, detailed below, will use that graveyard rather than the one located at Dolanaar. Starting area graveyards are still reserved exclusively for characters of similar faction that die within their confines. For example, the spirit of a Horde character dying right outside of Deathknell will not use Deathknell graveyard, but will instead go to the next closest Tirisfal Glades graveyard.
A Horde-only graveyard has been added in the northern section of Durotar, just to the south of Orgrimmar. In addition to serving northern Durotar, Horde characters dying in Orgrimmar, The Hall of Legends and Ragefire Chasm will use this new graveyard. Alliance characters dying in Durotar will continue to only use the Razor Hill graveyard.
A Horde-only graveyard has been placed at the northern base of Thunder Bluff in Mulgore. Horde characters dying in Thunder Bluff will also use this new graveyard. Alliance characters dying in Mulgore will continue to only use the graveyard at Bloodhoof Village.
An Alliance-only graveyard has been added at the eastern end of Darnassus. Alliance characters dying in Darnassus will use this new graveyard. Horde characters dying on Teldrassil will still only be able to use the graveyard at Dolanaar.
An Alliance-only graveyard has been added just outside of Ironforge, around the side of the mountain. It is only for use by Alliance characters that die inside Ironforge and in the Gates of Ironforge sub-area of Dun Morogh. Horde characters dying therein will continue to only use the Kharanos graveyard.
The Ruins of Lordaeron above Undercity now has a Horde-only graveyard. Horde characters dying inside the Undercity will use this new graveyard. Alliance characters will continue to solely use the Faol's Rest graveyard.
A neutral graveyard has been added at the Eastvale Logging Camp in Elwynn Forest. The graveyard at Goldshire is now for use by the Alliance exclusively. Horde characters dying in Elwynn Forest and its sub-areas, as well as in Stormwind, The Stockade and the Deeprun Tram, will have their spirits travel to the new graveyard at the Eastvale Logging Camp.
A neutral graveyard has been added on the island of Caer Darrow in Western Plaguelands. It will serve characters who die on Caer Darrow and in Scholomance.

A neutral graveyard has been added in the Eastern Plaguelands near the northwestern shore of Blackwood Lake. Characters that die in The Fungal Vale will continue to use the Darrowshire graveyard due to the mountains between it and the new graveyard. Additionally, characters dying in Stratholme will now use the new Blackwood Lake graveyard.
A neutral graveyard has been added in Feralas, just to the southwest of Dire Maul. Characters dying in Dire Maul will use this new graveyard.
Darkmoon Cards have been seen dropping from high level Humanoids around the world. Collect a set of them and bring them to the Darkmoon Faire when it is in town!
The "Human, Theramore" faction is now the "Theramore" faction. This faction is allied with the Alliance and is at war with the Horde.
High Elves now have their own distinct faction – "Silvermoon Remnant". This faction is allied with the Alliance and is at war with the Horde. Not all High Elves are a part of this faction.
Several NPCs around the world are now associated with the proper faction.
Dimetradons in Un'Goro Crater should be found more regularly now.
Fire Elementals in Searing Gorge should be easier to find.
The pair of gryphons guarding the entrance to the Hinterlands have finally decided to stop staring at one another and will now wander around the entrance to the pass.
Rashona Straglash was moved to be with other cloth-centric citizens in Orgrimmar.
Several NPCs that were not marked as Civilians are now correctly labeled.
Dark Strand Cultist and Enforcers are now correctly labeled Humanoid.
Morbent Fel’s level was slightly reduced to better fit the level range of Duskwood.
Brinna Valanaar in Azshara now sells higher level arrows.
Hadoken Swiftstrider of Camp Mojache, Feralas and Dinita Stonemantle in Ironforge received promotions; they are now significantly tougher than before.
Certain floating herbs, minerals, and chests should now be more down to earth.
The Barrens should now feel more alive.
Sickly Gazelles now have a sickly look to them.
Jarven Thunderbrew in Kharanos warns players in Common now, and not in Dwarvish.
The Wastewander Scufflaw of Tanaris now spells his own name correctly.
Swift Green Raptor has been renamed to Swift Olive Raptor for clarity.
An icon has been added at the Kalimdor continent map level for Revantusk Village.
Revantusk Village will now have an arrow pointing in its direction on the mini-map when you get close enough to it.
Fixed some typos in Gilnid's text in The Deadmines.
Fixed some typos in Supervisor Raelen's text in Elwynn Forest.
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Reply #4 on: June 19, 2005, 09:48:22 PM

Good: I get to respec again, and Warriors get some love.

Bad: Another uber-raid instance I'll never ever get to touch. Also, tons of new blacksmithing recipies that require insane amounts of faction, argh

"The world is populated in the main by people who should not exist." - George Bernard Shaw
Zetor
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Reply #5 on: June 19, 2005, 11:39:23 PM

Nice changes overall, I really dig the AV changes. I was able to kite Korrak for 8 minutes while my group wore him down (curse of exhaustion and searing pain as a pseudotaunt), figured they'd patch that.

Oh, and... [insert rant about Win Of The Forsaken, racial abilities that completely nullify two CLASSES' defenses for more than the time it takes to kill them, being ganked by an absolutely skill-less rogue with only sinister strike, eviscerate and wotf on their hotbar]. About. Fscking. Time. for that nerf. 5 seconds is still a lot, but I can at least try to cope with an engineering bomb or something. And as I stated in the other thread, giving overpowered racials to horde is not the answer. Giving them an xp bonus is. (and wtf is with people identifying with their faction anyway and thinking the other to be sub-intelligent / no-skill? Both horde and alliance are played by humans, last I checked. Well, humans and furries.)


-- Z.

SurfD
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Reply #6 on: June 20, 2005, 12:42:48 AM

Being an experienced Molten Core/Onyxia raider, I must say that the Resurection Range fix is really going to effect some strategies.   Some of those boss fights somewhat relied on having an "out of combat" rezzer, who hid in a corner and rezzed people who died so they could get back in the fight.  Some of those boss fights are going to be a lot more close to the wire now (or the OOC rezzer is going to spend some time runing around trying to rez people and hoping to stay out of combat.)

Kind of likeing the Factional Recipie quests, bug GOD DAMN, they REALLY need to make an easier way to gain faction with the Timbermaw.  I mean, fuck, i do NOT want to have to killl 2 or 3 THOUSAND of those deadwood fuckers to get enough faction to get patterns.

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Reply #7 on: June 20, 2005, 01:07:09 AM

Quote
--Rogues

Riposte - Targets immune to disarm effects will now take damage from Riposte.
Disarming an enemy faction hunter's trap will now flag the rogue for PvP.
Ghostly Strike no longer deals damage to you when you use it.
Premeditation - Fixed a bug where the combo points gained using the ability were not properly removed after the duration expired. Also increased range and duration.
The UI now properly shows that Preparation does not clear a Cold Blood setup.

Is it just me, or do people just not like making thief/rogue/ninja characters in games? Sure, they can be hard to balance, but really...should disarming something set off a PvP flag? Lame.
SurfD
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Reply #8 on: June 20, 2005, 03:25:57 AM

I dont really see a problem with Disarming something flagging you PVP.  Now if it broke stealth at the same time that would be a problem.  Takeing any form of hostile action should flag you as PvP.  And I would classify Disarming an enemys traps as a hostile action.

Besides, wouldnt you consider it kind of broken if on a PvE server a pair of X and Rogue could dominate hunters by having the rogue run around unflagged disarming the hunters traps (and being completely free from reprisals) while his buddy killed the hunter?

Darwinism is the Gateway Science.
SurfD
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Reply #9 on: June 20, 2005, 03:32:43 AM

As to the WoTF change, I like it.  Besides, now that everyone and their dog has the PvP trinkets, it still balances out.

Plus, i am loving the change to Cannabilize. That ability was completely useless after level 10 or so as it was.  With the new change, its like a free runecloth bandage every 5 minutes.

Not sure i like the whole "progress bars" for "honor ranks, etc" change.  This is just going to really drive home the honour grind to some people.

Darwinism is the Gateway Science.
jpark
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Reply #10 on: June 20, 2005, 06:46:47 AM

I see the patch as pro alliance.  Paladins get love, and druids as well (the latter exist on both sides, but only Tauren can be druids in Horde, while this class is much more widely available to in Alliance).

If we are going to see the EQ style of squeeky while changes, then alliance will continue to get adjustments in their favor.  What we should be seeing are changes to increase playability of Horde.

My friends and I are 40-50 on the Horde side.  Tempted to ride the wave of patch changes to come (Shaman?  War stomp? nerf) and switch.

"I think my brain just shoved its head up its own ass in retaliation.
"  HaemishM.
El Gallo
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Reply #11 on: June 20, 2005, 08:07:34 AM

I don't think changing WotF from 15 seconds to 5 (or 25) isn't going to change the population balance by any perceptible amount.  We already have undead priests and tauren shaman on our side.  I don't know that setting Horde to godmode is the right way to balance populations.  Cure worse than the disease and all that.

This post makes me want to squeeze into my badass red jeans.
Zetor
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Reply #12 on: June 20, 2005, 08:28:33 AM

I don't see any paladin 'love', only bug fixes.


-- Z.

Amp
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Reply #13 on: June 20, 2005, 09:49:37 AM



Is this a sign of things to come?  Paladins got love.  Shamans did not.

Shamans are already the most poorly balanced class in the game.  What makes you think giving them luv and not the needed balance  nerf is going to help people switch to Horde when the majority of horde are already shamans.
Exp bonus's and some new quest lines 4tehwin.  Or something but not luv for that class.
Boosting an already ridiculas character is not going to  boost horde player numbers by a long shot.

But I just LOVE how mages seem to fall in with shamans and that frost BS.
For some reason everytime someone cries about that frost shock, the frost mages take it in the fucking ass.
And where the hell is this warp effect fix.  Is the person scheduling bug fixes for this team licking his balls,  or are we truely lacking a mage rep.  It's going on 5 fucking months of this bullshit bug and it hasn't even been mentioned by a blue on the offical forums.  They can't be so bad at coding that they cannot first find the problem and second eliminate it.
Christ I've  stopped playing the mage class for almost 2 months now  because this bug has  gotten to be so bad.
Frost mages are that.   FROST.  Everytime they fucking hurt the frost spells because of frost shock, the frost mage gets swallowed in the nerf.    Whereas the shaman has a versitile toolset to work with stilljust takes a nerf  to one spell.
And the funny thing is diminishing returns on that frost shock don't really work anyways.  I can remain snared until dead which I believe was the idea of adding diminishing returns in the first place.

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Amp
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Reply #14 on: June 20, 2005, 09:51:48 AM

I see the patch as pro alliance.  Paladins get love, and druids as well (the latter exist on both sides, but only Tauren can be druids in Horde, while this class is much more widely available to in Alliance).


What do you mean this class is much more widely available to Alliance?
Elves can be druids that's it.  Tauran's can be druids that it.  That's 1 race for each side.  Sounds equal to me.
Oh wait, you mean because noone on horde CHOOSES to play druids because you have godmode Shaman class.
Gotcha.


(sorry didn't realize i picked on you twice but I really don't understand this remark)

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Reply #15 on: June 20, 2005, 10:00:54 AM

Stop trying to turn this place into the Vault.  Take the hyperbole and hysterics down to about a 7.

-Rasix
kaid
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Reply #16 on: June 20, 2005, 10:03:14 AM

I have played quite a few classes in WoW but I am not sure I get the shaman hate. I think the biggest gripe all stems from the fact that shamans are working more or less as intended and don't really have any glaring brokeness. Yes they are a nice class with three good talent lines all worth spending points in. As for this patch lacking shaman love frankly I don't think the shaman are in any need of luv nor are they really needing any big nerfs. There may be some bug fixes needed here and there but I have not seen anything to glaring.

As for druids oddly enough in the battle grounds I have seen far more druids on the horde side than the alliance side. On the horde side if you want high ac/hp tank you either need a warrior or a druid. The shaman are okay but they only get mail which is not enough in some areas. On the alliance side you have warriors druids and paladins all with plate type AC so they have more options as tanks so I see less played in that role.

Of course sometimes its hard to spot the drood if they are doing more caster support stuff than bear form in teh face tanking and base assults.


kaid
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Reply #17 on: June 20, 2005, 11:25:50 AM

Of course sometimes its hard to spot the drood if they are doing more caster support stuff than bear form in teh face tanking and base assults.



Yeah, real hard to spot horde druids.
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Reply #18 on: June 20, 2005, 11:29:54 AM

Breaking my thoughts down, to make my comments shorter.

1) WOTF & Cannibalize: This will be huge for CTF.  Currently, the best Horde teams are those who can effectively chain fear the Alliance into frustration. The Alliance will have to time theirs a bit more stringently, but now we can return the favor.

On the other hand, Cannibalize could turn into a free bandage for the Undead. Somewhat useful, in places like Alterac Valley.

2) The Honor bar will serve as an excellent way to somewhat clarify how honor works. Updated daily standings would also do good, but oh well.

3) Warsong Gulch faction rewards, if nice enough, will ensure that Alterac Valley will never get enough people to play on PvE servers.

4) Korrak the Bloodrager taking longer to kill will mean more frustration for people trying to win the map.  I'm really glad I've already got my spear.

5) Offensive Air strikes could totally change the game. It will be interesting to see if those attacks mean HK for the strike-caller.

6) Warriors who are in combat for the entire duration of a duel have one less trick up their sleeve when they duel; that is, the ability to fall out of combat, and use Charge again.

7) Druids who can now shapeshift will change the landscape of CTF; you better pray you have one on your team to make winning viable, if you're on alliance.

8) I've heard mixed things about the warlock changes. Good, bad, indifferent?

9) As a warrior, these changes are a mixed blessing. Hamstring's changes will make the most impacts on the battlefield, making it easier for a warrior to stay on an enemy after properly hamstrung.  Note that it says immobalize, not stun; probably a way to get out of diminuising returns on stuns, which is crucial. The Fury tree changes should tempt people to go into Fury even more. Depending on the numbers, an instant strike attack at the top of the fury tree is a good way to get people's attention.

The core problem with these changes is that there's even less reason to go deep into the Protection tree. Shield Slam reeks of being a PVP talent. If you're really going to go into PVP full bore, the protection tree is not the way to go. If you're tanking however, this new talent isn't very good. Most raid level bosses are immune to silence and stun anyways; following that trend, the dispelling of a magical effect would presumably also be made immune. In addition, Shield Discipline used to give extra damage mitigation, which is what tanking is all about anyways.

What Shield Slam will appeal to are folks who are heavy tanks, but want some sort of PVP ability so they don't feel (justifiably) worthless on the PVP Battlefield. Unfortunately, they don't necessarily want to lose the ability to mitigate damage either.

With these changes, I'll be using my respec most likely to go from 13/11/27 into a 31/5/15 build.

10) With an easier 5 man experience for Stratholme and Scholomance, one has to wonder if eventually we won't see Stratholme and Scholomance convert into 5 man only instances.

11) Those horde flightpaths should of been implemented patches ago.
Sogrinaugh
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Reply #19 on: June 20, 2005, 11:41:09 AM

OMG that pic almost killed me.
jpark
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Reply #20 on: June 20, 2005, 01:07:54 PM

If this patch portents the future in terms of squeeky wheel player feedback, additional Horde nerfs would include Tauren war stomp and the Shaman.

Our "canary" servers are the pvp servers.  If in addition to numeric superiority, which on these servers is only about 55% alliance (quite a small numeric advantage compared to regular servers), the balance shifts further to alliance, these servers will unravel pretty quickly.  It will be interesting to see then with these changes, and possible future nerfs, what happens to horde populations on the pvp servers.


 

"I think my brain just shoved its head up its own ass in retaliation.
"  HaemishM.
Morfiend
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Reply #21 on: June 20, 2005, 01:39:57 PM

Im still waiting for goddamn seal off command to be nerfed also. A class with that much defence should in now way beale to do that kind of damage.

If you spec for crit, and use a really good 2h weapon, your damage is insane. A guildy of mine got 4 hitted by a paladin, and the guildy was a warrior with over 6k hp. I got 3 hitted by the pally in the same fight, and I have 4k hp. Thats just sick.
Lantien
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Reply #22 on: June 20, 2005, 02:03:22 PM

If this patch portents the future in terms of squeeky wheel player feedback, additional Horde nerfs would include Tauren war stomp and the Shaman.

Our "canary" servers are the pvp servers.  If in addition to numeric superiority, which on these servers is only about 55% alliance (quite a small numeric advantage compared to regular servers), the balance shifts further to alliance, these servers will unravel pretty quickly.  It will be interesting to see then with these changes, and possible future nerfs, what happens to horde populations on the pvp servers.

While I think the general trends are legitimate, I'd point out out that warcraftrealms (who as far as I know, are the only census group out there) aren't 100% infallible either.

For instance, if you look at the values for the Bloodhoof server in the US http://www.warcraftrealms.com/realmstats.php?sort=Ratio, unless a few thousand people quit recently, you can't reasonably expect the population imbalance to be that bad.

Looking more into it, you'll note that that's because Bloodhoof only has one person submitting census data.

Again, I think the general trends hold true that there is a population advantage benefiting the alliance.  The stories of server queues and a lack of horde showing up suggest this to at least be true on a variety of PvE servers. It's also interesting to note that on that most wanted link, there's a distinct lack of updaters for the Alliance side of Mal'Ganis in the US. Since that's also the most horde dominated server in the US by %, it stands that possibly it's more balanced than originally thought.

Im still waiting for goddamn seal off command to be nerfed also. A class with that much defence should in now way beale to do that kind of damage.

If you spec for crit, and use a really good 2h weapon, your damage is insane. A guildy of mine got 4 hitted by a paladin, and the guildy was a warrior with over 6k hp. I got 3 hitted by the pally in the same fight, and I have 4k hp. Thats just sick.

Morphiend, most Paladins that I talk to are using Seal of Command.  In addition, they're only using Rank 1.  The reason for this is that apparently the later ranks are a waste of Mana.  The core problem is that Seal of Command is extremely streaky damage. That's the general reason why Paladins are doing so poorly burst-damagewise overall.  It sounds like you and your guildie got jacked by the wrong end of the specturm, or the Paladin was equipped with a phenominally good base-melee weapon.
kaid
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Reply #23 on: June 20, 2005, 02:12:29 PM

HEHEHEH that picture was funny and very true. Having a pair of birds on your shoulders is freaking silly. Generally though in the battlefields I have been on you don't see folks sporting the birdy shoulders much which can make the druids initially somewhat hard to pick out.

kaid
Hoax
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Reply #24 on: June 20, 2005, 02:45:03 PM

I dont think Horde loving will really matter too much, in the end the PvE servers are just kind of screwed.  I haven't heard of any of the older PvP servers having these huge balance issues.  But I can't say for sure, without having a 60 on each one you can't really say as people will always cry zerg on a pvp board.

The fact is most stereotypes are based on some truth, and it seems clear that PvE players are much more likely to be drawn to the clean good looking alliance then the horde.  I can't even imagine anyone wanting to be on a RP server on the horde, idiots rp'ing rastafarians and native american cows makes me want to jump out a window.

I have heard of some acts of self-balance though as a result of the BG's I've seen a few posts of entire guilds planning to move and looking for a PvP server with a population imbalance towards A or H so they can get into BG's easier and have more targets.  You can never tell how much bs that is though.

Frankly, I'm on the verge of resub'ing if I can get my priest back just to fuck around in CTF a bit.


P.S.  Shaman are very very good, but the problem is bad PvP pally's more then anything else.  The fact is when you have heavy armor + heals and sub-par damage you should take advantage of breaking the healer=weak mold.  Instead of charging into the middle of things and shielding yourself you SHOULD FUCKING USE YOUR DEFENSIVE ABILITIES ON THE GLASS CANNONS YOU FUCKWITS.  If more pally's played like those in top tier organized pvp guilds did instead of like selfish assclowns the AvH imbalance would be gone after the WoF fix.
« Last Edit: June 20, 2005, 02:48:39 PM by Hoax »

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Calantus
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Reply #25 on: June 20, 2005, 03:34:18 PM

My favourite is Paladins who run up to your group, hit someone once or twice, shield up, use consecration a few times and then run away. Concecration does 45 damage a tick and every horde knows you can move off the sparkly ground to avoid it. Really, there are so many paladins who have no idea how to play to their class strengths it makes me sick.

Also, I will go out on a limb here and say the most cross-factional imbalance right now is tremor totem. My guildies and I have been using this more and more often and we're starting to see it swing fights like a mofo. Our priest fears and 5 of them are out of the fight for good 6-8 seconds. They fear us and we're out of it for a good 0-2 seconds. It's like everyone in the group popped will of the forsaken with nice reflexes.
chinslim
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Reply #26 on: June 20, 2005, 04:34:42 PM

You miss my point.  Will this change attract more players to Horde?  Is there a chance that some current Horde players may leave as a result of this change?

Is this a sign of things to come?  Paladins got love.  Shamans did not.

ROFL.
Morfiend
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Reply #27 on: June 20, 2005, 04:37:02 PM

My favourite is Paladins who run up to your group, hit someone once or twice, shield up, use consecration a few times and then run away. Concecration does 45 damage a tick and every horde knows you can move off the sparkly ground to avoid it. Really, there are so many paladins who have no idea how to play to their class strengths it makes me sick.

There is a new tactic for Paladins on my server, we didnt used to see it that much, but now, every other paladin I fight, as soon as they get attacked 1v1 they shield and hearth, while using /laugh and /spit. Idiots.
Phred
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Reply #28 on: June 21, 2005, 07:07:16 AM

I see the patch as pro alliance.  Paladins get love, and druids as well (the latter exist on both sides, but only Tauren can be druids in Horde, while this class is much more widely available to in Alliance).

NEWS FLASH. Both sides only have one race that can be druids.

Sometimes the kneejerk "oh we're so oppressed" horde reactions get annoying when based on ignorance.

In other news, my L45 warrior out dps's my 60 paladin.
Sogrinaugh
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Reply #29 on: June 21, 2005, 07:12:31 AM

If this patch portents the future in terms of squeeky wheel player feedback, additional Horde nerfs would include Tauren war stomp and the Shaman.

Our "canary" servers are the pvp servers.  If in addition to numeric superiority, which on these servers is only about 55% alliance (quite a small numeric advantage compared to regular servers), the balance shifts further to alliance, these servers will unravel pretty quickly.  It will be interesting to see then with these changes, and possible future nerfs, what happens to horde populations on the pvp servers.
Personally, i would be much  more inclined to quit the game and get some semblance of a real life back then join the alliance, if blizzard ever made a change that truely ruined my character.

What bothers me about the WotF nerf the most is that it seems mostly designed to appease message board whining.  It doesn't really reduce my characters power by much, because most always do i use it in a reactionary manner to begin with, and it still serves this role well.  Against a priest, thats 26 or 30 seconds before another attempt is made, and against a lock i have counterspell, poly, or i can just use trinket.  He can try fearing again after using trinket, but at that point his fear is at 25% effect due to deminishing returns, and after that im immune.  My priest, pretty much the same, i can silence or counter-fear or trinket.

UD warriors, well for them WotF is almost useless.  Warriors have 2 class-related methods to break fear, WotF is almost pointless for them.  Rogues are the only ones i can see taking a hit, since activating WotF pre-gank against a priest or lock is a near-garanteed effortless free kill.  The thing is, most of the rogues in my guild can consistently beat both locks and priests w/o using WotF.  In fact, the rogues generally compare each others skills by how few cooldowns they can use and still beat someone.  The bottom line is that a priest or lock is NEVER going to beat a rogue that really, really wants to win, particularly if hes engineering and has a shadow reflector.  I think this change has 0 effect on UD locks, since thier felhunter can eat the fear debuff.

So basically a single class/race combo recieved an extremely marginal nerf, but the bleeting messageboard sheep now have to find a new crusade, or perhaps redouble thier shaman-hate efforts.

Once, just once, i'd like to see a developer show an active disdain for these board-monkeys.  I'd like to see blizzard randomly buff like 2 different shaman abilities, nothing that actually makes them stronger by a perceptible amount, just enough to basically say "Hey, fuck you, deal".
Phred
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Reply #30 on: June 21, 2005, 07:15:58 AM

Breaking my thoughts down, to make my comments shorter.

10) With an easier 5 man experience for Stratholme and Scholomance, one has to wonder if eventually we won't see Stratholme and Scholomance convert into 5 man only instances.


I don't think anything could reduce the mind numbing time it takes to clear all of scholomance in a single group. Didn't they already make one pass at lowering the mob count in Strath? Too bad they couldn't make a system that balanced the number of mobs in an instance to match the size of the force entering it like CoH does. Even 10 man clears of Scholo take so long most people in my guild hate going there.
Sogrinaugh
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Reply #31 on: June 21, 2005, 07:30:40 AM

Breaking my thoughts down, to make my comments shorter.

10) With an easier 5 man experience for Stratholme and Scholomance, one has to wonder if eventually we won't see Stratholme and Scholomance convert into 5 man only instances.


I don't think anything could reduce the mind numbing time it takes to clear all of scholomance in a single group. Didn't they already make one pass at lowering the mob count in Strath? Too bad they couldn't make a system that balanced the number of mobs in an instance to match the size of the force entering it like CoH does. Even 10 man clears of Scholo take so long most people in my guild hate going there.
Maybe i haven't run scholo as much as most people (mostly because i consider both Crimson Felt Hat and Crown of the ogre king superior to the set stuff), but i dont get the hate.

I mean, when it comes to running dungeons, the impression i get from many people is that they essentially want a pinyata to wack, sans blindfold.  If running one of these dungeons is so odius, i wonder why even play?  Sure we all want phat lewt, but if the process by which you get is percieved as pure drudgery, then why bother?  I mean shit i have a RL job for that mess.
Phred
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Reply #32 on: June 21, 2005, 08:03:54 AM

Breaking my thoughts down, to make my comments shorter.

10) With an easier 5 man experience for Stratholme and Scholomance, one has to wonder if eventually we won't see Stratholme and Scholomance convert into 5 man only instances.


I don't think anything could reduce the mind numbing time it takes to clear all of scholomance in a single group. Didn't they already make one pass at lowering the mob count in Strath? Too bad they couldn't make a system that balanced the number of mobs in an instance to match the size of the force entering it like CoH does. Even 10 man clears of Scholo take so long most people in my guild hate going there.
Maybe i haven't run scholo as much as most people (mostly because i consider both Crimson Felt Hat and Crown of the ogre king superior to the set stuff), but i dont get the hate.

I mean, when it comes to running dungeons, the impression i get from many people is that they essentially want a pinyata to wack, sans blindfold.  If running one of these dungeons is so odius, i wonder why even play?  Sure we all want phat lewt, but if the process by which you get is percieved as pure drudgery, then why bother?  I mean shit i have a RL job for that mess.

Sadly this is the current state of WoW instances in the end game. At least UBRS can be run in an hour or so, which is reasonable given 10-13 people in the raid will see absolutely nothing for the time spent. Strath is about the same. Scholo on the other hand, is a couple of hours of tedious, unchallenging mob bashing, for mostly useless loot. The few items people want have a low drop rate so you may not see anything worthwhile drop for anyone most runs. When I said most people in my guild hate scholo, I meant we very rarely go there. Which sucks as I still need skin of shadow, which unlike chromatic scales and stitchings seem to be used in 20 other quests and tailoring recipes as well.

El Gallo
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Reply #33 on: June 21, 2005, 08:19:53 AM

My big fear is that they are going to remove some of the challenging pulls but leave in most of the tedious clearing in Scholo.  If anything, I'd like to see more hard pulls but a lot fewer total pulls.

This post makes me want to squeeze into my badass red jeans.
Zetor
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Reply #34 on: June 21, 2005, 08:23:19 AM

We got the schematic for the Stronghold Gauntlets [epic] during a scholo run...

... that almost made my rage dissipate about my 25+ runs and no robe of the void pattern drop [yes I'm a 300 tailor].

Almost.


-- Z.

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