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PostPosted: Thu Jun 18, 2009 12:51 PM 
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World of Warcraft PTR Patch 3.2.0

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnot ... notes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General

Construction of the Crusaders' Coliseum is complete. Testing not yet available. New raid normal and heroic modes for the Crusaders' Coliseum can be toggled using the Dungeon Difficulty setting. This applies to 10 and 25 player versions. 10 player (normal), 25 player (normal), 10 player (heroic) and 25 player (heroic) all share separate raid lockout timers.
Trial of the Champion
5 player (normal and heroic mode) dungeon.
Daily quest added to the heroic daily dungeon quest giver.
Trial of the Crusader
10 and 25 player (normal mode) raid dungeon.
Trial of the Grand Crusader
10 and 25 player (heroic mode) raid dungeon.
Crusaders' Tribute: Active on heroic difficulty only, the tribute system will limit players on the number of attempts the raid is allotted each week. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.
Isle of Conquest, the new 40 vs. 40 player siege-style battleground is now available for testing.
Two level brackets are available: 71-79 and 80.
Defend the walls of your keep and protect your general by killing enemy players and destroying their siege vehicles.
Capture the Docks, Airship Hangar, or Siege Workshop for access to destructive siege vehicles or strategic attacks on your enemy's base.
Capture the Oil Derrick or Cobalt Mine for their resources to garner reinforcements and a steady flow of bonus honor.
To claim victory, bust through the enemy's keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted.
The Argent Tournament Expands
All new Argent Crusader daily quests and rewards have been added for players with the Crusader title. Rewards include a new Argent Crusader banner and tabard (which can port players to the tournament grounds), a mounted squire (can periodically run bank, mail or vendor errands for the player), a paladin-exclusive Argent Crusader Charger mount, and new heirloom items.
All new Silver Covenant and Sunreaver daily quests and rewards have been added for players exalted with these factions. Rewards include tabards, new ground and flying mounts, and a new pet.
The Black Knight returns. Follow the continued story line as the saga unfolds before you.
New druid art for cat and bear forms has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one's cat and bear forms.
Portals from Orgrimmar and Stormwind have been added leading players to the Stair of Destiny at the Dark Portal. Once there, players can access a flight path directly from the Stair of Destiny to Shattrath.
A new zeppelin docking ramp has been added to Thunder Bluff allowing Horde players easier transport to and from Orgrimmar.
The local Postal Service has grown tired of walking so far each day to collect mail and have decided to install a large number of new mailboxes to Stormwind, Undercity, Darnassus and Orgrimmar.
Northrend Children's Week has arrived in Dalaran! Players can find out more by visiting the Eventide District.
Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

PvP

Arenas
The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5 player team rating. Rating requirements from 2 player teams can still be used to purchase the previous season of gear.
Dalaran Sewers
The entire Arena has increased in size by 25%.
Mounts can now be used in this Arena.
The position and collision of the crates on the central platform has been modified.
Ruins of Lordaeron
Alcoves have been removed from the starting chambers.
Two line-of-sight tombstones have been added to the slime pool on the southern side of the map.
The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often.
Battlegrounds
Battleground experience has arrived!
Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).
Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold.
Disabling experience gains will prevent a player from gaining experience through any means available in the game.
Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.
Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were not turned off cannot be recovered.
Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends.
When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest.
Arathi Basin
The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.
The game now ends when one team reaches 1600 victory points, down from 2000.
Eye of the Storm
The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
The game now ends when one team reaches 1600 victory points, down from 2000.
Strand of the Ancients
The faction starting on attack/defense will now be randomized at the start of each match.
Warsong Gulch
There is a now a 20 minute timer on this battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.

Races: General

Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes.
Tauren now have the option of changing skin tone by visiting the barber shop.

Items: General

Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier 8 paladin Shield of Righteousness bonus, the tier 5 paladin Holy Shield bonus, and the tier 5 warrior Shield Block bonus.
Emblem System Changes
Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
The heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.
The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
New achievements have been added to collect various amounts of any combination of emblems.
Mounts
The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds.
Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer.
Journeyman Riding (Skill 150): Can now be learned at level 40 for 50 gold. Mail will be sent to players who reach level 40 directing them back to the riding trainer.
Expert Riding (Skill 225): Can now be learned at level 60 for 600 gold from trainers in Honor Hold or Thrallmar. Faction discounts now apply (Honor Hold for Alliance; Thrallmar for Horde). Flight speed at this skill level has been increased to 150% of run speed, up from 60%.
Artisan Riding (Skill 300): Faction discounts now apply (Honor Hold or Valiance Expedition for Alliance; Thrallmar or Warsong Offensive for Horde).
In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead.
Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground.
Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
Resilience: No longer reduces the amount of damage done by damage over time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

Classes: General

All pets now receive 40% of their master's resilience and 100% of their master's spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums.
Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3 second interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects.

Death Knight

Due to significant talent changes, all death knight talents will be reset for players.
Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
Frost Presence: 10% bonus health reduced to 6% bonus stamina.
Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
Icebound Fortitude: Cooldown increased to 2 minutes.
Talents
Blood
Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
Frost
Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
Unholy
Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.

Druid

Flight Form: Can now be learned at level 60. Flight speed increased to 150%.
Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often.
Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient.
Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
Savage Defense: The animation for gaining this buff will no longer make the bear stand upright
Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%.
Travel Form: Can now be learned at level 16.
Talents
Balance
Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%.
Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30 second. cooldowns. In addition, it is not possible to have both buffs active simultaneously.
Owlkin Frenzy: Now also restores 2% base mana every 2 seconds for the duration (10 seconds) in addition to its current effects.
Restoration
Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%.
Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%.

Hunter

Aspect of the Cheetah: Can now be learned at level 16.
Deterrence now has a new visual spell effect.
The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.
Traps now have separate 30 second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.
Talents
Beast Mastery
Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds.
Survival
Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.
Lock and Load: Now has a 22 second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used.
Pets
Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the Hunter pet takes 20% of all damage taken by that friendly target. Cooldown increased to 2 minutes.

Mage

Arcane Blast: Mana cost reduced by 12%.
Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3 second fade time, however an invisible mage can still be stunned or silenced.
Talents
Fire
Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 1% of base mana each time the Ignite talent deals damage.

Paladin

Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
Charger: Can now be learned at level 40.
Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.
Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
Seal of Blood: This ability has been removed.
Seal of the Martyr: This ability has been removed.
Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
Warhorse: Can now be learned at level 20.
Talents
Holy
Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
Protection
Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
Retribution
Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
Crusader Strike: Damage reduced to 75% weapon damage to match the new 4 second cooldown.
Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

Priest

Prayer of Healing: The percentage of spell power this spell gains in healing (per target) has been reduced from 80.7% to 52.6%.
Talents
Discipline
Penance: Cooldown increased to 12 seconds, up from 10 seconds.
Holy
Inspiration: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.

Rogue

After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.
Talents
Combat
Sword Specialization: This talent is now called Hack and Slash and applies to axes as well as swords.
Subtlety
Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds.

Shaman

A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
All Shocks now have a default range of 25 yards, up from 20 yards.
Base health increased by approximately 7% to correct for shamans having lower health than other classes.
Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
Talents
Enhancement
Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman's attack power, down from 30%.
Restoration
Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.
Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%.
Mana Tide Totem: Totem health now equal to 10% of the shaman's health.
Nature's Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30 second internal cooldown, and increases the shaman's maximum health by 3/6/9/12/15% for 10 seconds.
Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.

Warlock

Banish: Effect will now be canceled if Banish is recast on a banished target.
Dreadsteed: Can now be learned at level 40.
Felsteed: Can now be learned at level 20.
Soulshatter cooldown reduced to 3 minutes, down from 5 minutes
Talents
Affliction
Pandemic: Now also increases the critical damage bonus of Haunt by 100%.
Demonology
Fel Domination cooldown reduced to 3 minutes, down from 15 minutes.
Destruction
Empowered Imp: The warlock's critical hit chance is increased to 100%, up from 20% for the next spell cast after the Imp critically hits a target.
Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%.

Warrior

Talents
Fury
Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.

User Interface

Character name auto-completion for the chat frame, pop-ups, and mail interface can be enabled through an interface option in the Development settings.
Character names can now be colorized according to class in the chat frame through an interface option in the Development settings.
Casting bars under a target's portrait will now indicate whether or not the cast can be interrupted.
Druids will now be able to see their mana bars when shape-shifted.
Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot.
Macros and scripts will no longer be able to target totems by name.
Quest creatures and objects will now show on the player's world map.
The quest log is now double-paned for more easily viewing quest information.
Vendor prices will now be listed on items whether or not players are at a vendor.
For additional notes on Lua and XML changes please visit the UI & Macros forum.

Quests

The ravasaur trainer Mor'vek has returned to Un'Goro and will offer to help Horde players raise and train a Venomhide Ravasaur as a mount... if they can survive the creature's deadly poison.

Achievements

A Brew-FAST Mount: A new Feat of Strength achievement for acquiring any epic Brewfest mount.
Have Keg, Will Travel: Now requires either a Brewfest mount or using Brewfest Hops to transform yours into one.

Professions

Alchemy
All stackable potions now stack to 20.
Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from Northrend trainers. Flask of the North increases your spell power, attack power or Strength for 1 hour and is usable in arenas. It is not consumed when used.
Endless Healing Potion and Endless Mana Potion no longer usable in arenas. Amount of health and mana has been increased, and the cooldown reduced.
Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran.
The Mixology benefits from Northrend elixirs and flasks have been increased.
Rage potions can now be used by druids.
Cooking
Blackened Dragonfin Recipe: Now only requires 1 Dragonfin Angelfish.
Chef's Hat is now superior quality and allows the chef to cook faster.
Increased the drop rate for recipes from the Outland Daily Cooking quests.
Increased the chance to get a bonus Dalaran Cooking Token from the Spice Bag.
The recipe for Captain Rumsey's Lager can now be randomly found in the quest reward crate, barrel, or spice bag from the cooking dailies.
Enchanting
Values on Northrend ring enchants increased.
Engineering
Added a schematic for a Goblin Welding Beam that can heal friendly mechanical units.
Alarm-o-Bot functionality changed. Materials required reduced.
Box of Bombs no longer requires an anvil.
Doubled the duration on Nitro Boosts.
Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications.
Increased the passive bonus provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts.
Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge.
The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition.
Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles.
Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased.
Significantly reduced the cooldown on MOLL-E.
Spynocular belt enchantment changed to a Brassbolt Rebreather, allowing engineers to breathe underwater.
Transporter devices are no longer classified as trinkets and can be used directly from your inventory.
Reduced the materials to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.
Fishing
Players with 300 or higher cooking have a chance to find a Waterlogged Recipe in the Bag of Fishing Treasures awarded by the Northrend fishing dailies. This item can be traded to other players and rewards several Dalaran Cooking Rewards when turned in.
Herbalism
Increased healing from Lifeblood (Rank 6).
Lifeblood now scales slightly with maximum health. No longer affected by global cooldown.
Inscription
Added a new Glyph of Claw for young feral druids who haven't yet obtained Mangle. Inscribers can learn this glyph from the trainer.
Master's Inscriptions increased.
Jewelcrafting
Dragon's Eye gems stat bonuses increased.
New recipes have been added for cutting epic gems and can be purchased using Dalaran Jewelcrafter's tokens.
Icy Prism now has a chance of yielding an epic gem.
Raw epic gems can be obtained via the following means:
Prospecting Titanium Ore
Alchemy transmutations
Purchased with Honor
Purchased with Emblems of Heroism
Leatherworking
Added recipe for Heavy Knothide Leather to Leatherworking trainers (rather than a vendor recipe). Changed several recipes to use Heavy Knothide Leather instead of regular Leather.
Fur Lining values increased.
Mining
Toughness (Rank 6) provides more stamina.
Skinning
Master of Anatomy (Rank 6) provides more critical strike rating.
Tailoring
Embroideries improved.

Items

Feral Druid PvP Gloves (seasons 3 and 4): Maim bonus changed from the interrupt bonus used in The Burning Crusade arena seasons to the cost reduction used in Wrath of the Lich King arena seasons.
Glyphs
Death Knights
Glyph of Unholy Blight: Changed to increase damage done by the updated Unholy Blight talent by 40%.
Druids
Glyph of Innervate: Duration reduced to 10 seconds.
Paladins
Glyph of Seal of Command: Redesigned to cause the Paladin to gain 8% of base mana each time the paladin judges Command.
Glyph of Seal of Blood: Changed to Glyph of Holy Wrath, which reduces its cooldown by 15 seconds.
Rogues
Glyph of Shadow Dance: Now increases the duration of Shadow Dance by 2 seconds, down from 4 seconds.
Glyph of Tricks of the Trade: Now increases the duration of the damage bonus effect instead of increasing the damage bonus.
Warlocks
Glyph of Lifetap: Duration of the buff from this glyph increased to 40 seconds.
Idol of the Corruptor: The agility buff from this idol is now exclusive with the agility buff from Idol of Terror.
Non-Combat Pets: 8 new pets have been added (not including Argent Tournament rewards). Raptor Hatchlings can be found on rare and elite raptors throughout the game world. In addition, an Obsidian Raptor Hatchling can be purchased from Breanni in Dalaran.

Dungeons and Raids

25 player raids will no longer be referred to as heroic versions of a raid, as there is a new distinction between normal and heroic modes for both 10 and 25 player versions of the Crusaders' Coliseum.
The Nexus: The Oculus & The Eye of Eternity
Vehicles (drakes) used in these instances now scale with item level.
Ulduar
Players can now use Blink, Shadowstep, and Demonic Teleport while participating in the illusion events in the Yogg-Saron encounter.
Ominous Clouds in the Yogg-Saron encounter are now more vocal about touching players.
Winter Jormungars will no longer put everyone in the zone in combat when they emerge from a Snow Mound. Additionally, Snow Mounds will now disappear when all their jormungars have emerged.

Bug Fixes

Corrected a tooltip issue with Pandora's Plea.
Randomly generated uncommon (green) and rare (blue) quality items in Wrath of the Lich King had stat values that were lower than intended. All Wrath of the Lich King uncommon and rare items with random suffixes ("of the Bear") have had their stat values increased significantly.
The leatherworking item Guardian Gloves is now correctly marked as "Good" quality.
Hunter
All ranks of Sonic Blast now properly have an 80 Focus cost.
Black Arrow Ranks 5 and 6 training costs have been lowered significantly.
Lock and Load: The tooltip for this talent has been updated to indicate that it also works with Explosive Trap.
The tooltip for Improved Tracking has been slightly re-written to indicate that it only works on the hunter, and works on melee damage as well.
T.N.T. (Rank 3): Now indicates that the talent works with Black Arrow.
Priest
The heal from Glyph of Power Word: Shield can now cause Divine Aegis.
Mana Burn: Fixed a bug where Mana Burn did not cause fear effects to break when the fear victim had an absorb shield on.
Shaman
Fixed a bug where Frostbrand Weapon (Rank 9) was not scaling properly with a shaman's spell power.

_________________
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PostPosted: Thu Jun 18, 2009 12:52 PM 
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Naxx and heroics drop conquest emblams....rogues use axes...this is just...wow.

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PostPosted: Thu Jun 18, 2009 1:38 PM 
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Arathi Basin
The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.
The game now ends when one team reaches 1600 victory points, down from 2000.
Eye of the Storm
The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
The game now ends when one team reaches 1600 victory points, down from 2000.
Strand of the Ancients
The faction starting on attack/defense will now be randomized at the start of each match.
Warsong Gulch
There is a now a 20 minute timer on this battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.

AHahahaha.


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PostPosted: Thu Jun 18, 2009 1:42 PM 
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Oh and...

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Rogue

After much quiet contemplation, rogues now possess the ability to learn how to use both of the one-handed axes in WotLK.


Fixed.


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PostPosted: Thu Jun 18, 2009 1:54 PM 
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PostPosted: Thu Jun 18, 2009 1:55 PM 
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PostPosted: Thu Jun 18, 2009 2:14 PM 
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Solanthious wrote:
Naxx and heroics drop conquest emblams....rogues use axes...this is just...wow.


I've always thought rogues should have access to axes......but to give freaking ulduar badges for heroics and naxx milk runs? Wtf.. lol

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PostPosted: Thu Jun 18, 2009 2:29 PM 
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I was of the opinion that having all the different badges was a stupid idea to begin with. /shrug


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PostPosted: Thu Jun 18, 2009 4:40 PM 
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Man there's going to be a LOT of bitching about not being able to 2v2 for the new arena season gear haha. I don't really see the point of that since you get less points for doing 2v2 already, but whatever.

I'm looking forward to trying out the new Tournament instances. Will be a little refreshing not having to deal with the likes of Ulduar trash mobs and such.


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PostPosted: Thu Jun 18, 2009 5:21 PM 
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Well, they were probably trying to not alienate their casual base even further since Ulduar crushed a lot of "T7 on farm" guilds. Now you can walk into T9 with 7 pieces of 226 gear or get a full deadly set from heroics/naxx runs.


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PostPosted: Thu Jun 18, 2009 8:29 PM 
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There you go ladies and gents. Your hard earned money gives you this for Tier 9. Enjoy.

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PostPosted: Fri Jun 19, 2009 6:10 AM 
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Mark my words, you'll see the rest of the tier 8 gear on the vendor before the PTR phase is done. 25 badges of conquest out of tier 7 content, another handful from the ulduar bosses?

Forget about it.

The gear resets are getting old, and this time they are not even waiting till another expansion. They are putting everyone on the same playing field gear wise, again, and telling them "Here, you can either be a casual, here's your 10 man / 10 man heroic, or you can find 25 other hard hitting mother fuckers and here's your 25 man / 25 man heroic"

Bleh, fuck this game.

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PostPosted: Fri Jun 19, 2009 6:23 AM 
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Solanthious wrote:
Mark my words, you'll see the rest of the tier 8 gear on the vendor before the PTR phase is done. 25 badges of conquest out of tier 7 content, another handful from the ulduar bosses?

Forget about it.

The gear resets are getting old, and this time they are not even waiting till another expansion. They are putting everyone on the same playing field gear wise, again, and telling them "Here, you can either be a casual, here's your 10 man / 10 man heroic, or you can find 25 other hard hitting mother fuckers and here's your 25 man / 25 man heroic"

Bleh, fuck this game.


Yeah, this might be the end of it for me. I liked feeling like I'd accomplished something cool when some boss dropped and his rare loot for my class landed in my lap. Now it's like anyone anywhere at anytime with a couple hours to spare can be decked out from head to toe with almost zero effort. It's like they are intentionally killing their customer base to provide one for their new game.

Adding to the damage is the fact that it's summer and no one is freaking logging in for raids.

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PostPosted: Fri Jun 19, 2009 9:55 AM 
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Do you ever wonder if obsolescence is part of Blizzard's business plan? Like, let WoW get shittier and shittier so the disenfranchised (but still addicted) subscriber base will be primed and ready to shell out the box fee for Blizzard's next MMO?


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PostPosted: Fri Jun 19, 2009 12:05 PM 
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noojens wrote:
Do you ever wonder if obsolescence is part of Blizzard's business plan? Like, let WoW get shittier and shittier so the disenfranchised (but still addicted) subscriber base will be primed and ready to shell out the box fee for Blizzard's next MMO?


I'm fairly convinced that Blizzard wants players to get disenfranchised (but still addicted) with WoW for 3 reasons...

1.) Starcraft 2. A substantial amount of people will still pay their monthly WoW dues (barely log on) while playing SC2.

2.) Diablo 3. Same as above, with the exception that some will actually stop paying for WoW to immerse themselves in D3. I've read both in game and on different boards that people are started playing WoW because of how similar it was to Diablo 2 and would be more then happy to quit playing WoW for D3.

3.) The "New" MMO. Combine the time spent on either 1 or 2 with fatigue of wanting to play an MMO again, realize the WoW isn't worth coming back to...but wait, Blizzard has a savior on the Horizon! The New MMO comes out and sells to record numbers because WoW is on autopilot now and no body wants to play it anymore. The New MMO ushers in a new era in addictive gameplay..blah blah blah blah blah.

and after 4 years, the same shit will happen with the new MMO. But by that time I'm sure Blizzard's business model has a failsafe ready to kick in there by added 5 expansions worth of content back into WoW...including Flying Mounts in old world. That'll bring people back in droves.

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PostPosted: Fri Jun 19, 2009 6:12 PM 
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Khameir wrote:
noojens wrote:
Do you ever wonder if obsolescence is part of Blizzard's business plan? Like, let WoW get shittier and shittier so the disenfranchised (but still addicted) subscriber base will be primed and ready to shell out the box fee for Blizzard's next MMO?


I'm fairly convinced that Blizzard wants players to get disenfranchised (but still addicted) with WoW for 3 reasons...

1.) Starcraft 2. A substantial amount of people will still pay their monthly WoW dues (barely log on) while playing SC2.

2.) Diablo 3. Same as above, with the exception that some will actually stop paying for WoW to immerse themselves in D3. I've read both in game and on different boards that people are started playing WoW because of how similar it was to Diablo 2 and would be more then happy to quit playing WoW for D3.

3.) The "New" MMO. Combine the time spent on either 1 or 2 with fatigue of wanting to play an MMO again, realize the WoW isn't worth coming back to...but wait, Blizzard has a savior on the Horizon! The New MMO comes out and sells to record numbers because WoW is on autopilot now and no body wants to play it anymore. The New MMO ushers in a new era in addictive gameplay..blah blah blah blah blah.

and after 4 years, the same shit will happen with the new MMO. But by that time I'm sure Blizzard's business model has a failsafe ready to kick in there by added 5 expansions worth of content back into WoW...including Flying Mounts in old world. That'll bring people back in droves.


Yeah, essentially what I said. They've pissed off the hardcores by spoon feeding the casuals, and now they may even piss off the casuals by giving them everything they've wanted...leaving them bored as shit and looking for something new to do.

Every recent decision they've made lately points to this.

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PostPosted: Sat Jun 20, 2009 3:31 PM 
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Well, I don't understand any desire to mess with a cash cow of the magnitude of WoW, though. So I doubt they're actively trying to siphon players away or anything. They're just trying to do as little as possible in the process of keeping people.


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PostPosted: Sat Jun 20, 2009 3:55 PM 
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I doubt they'd bother really putting a lot of effort into disenfranchising people just to get them to play their other games. All of those games will stand on their own merit alone for almost every fan of Blizzard games to buy.

Quote:
There you go ladies and gents. Your hard earned money gives you this for Tier 9. Enjoy.


I'm actually a little surprised they managed to pump this instance out in such a short time, considering they're probably working on Icecrown Citadel at the same time. Keep in mind how long it took for Ulduar to release. This is more along the lines of a freebie - akin to the extra boss in Vault. It's not as if they release a new raid every patch, though it would be a nice trend to start.


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PostPosted: Sat Jun 20, 2009 6:21 PM 
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Keep in mind how long it took for Ulduar to release.


Or, on the flipside, look how long they HAD to release it.


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PostPosted: Sat Jun 20, 2009 7:28 PM 
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Precisely! Which means we're still getting more content in between at this rate =) If anything, it's speeding up. Honestly though, didn't all of the major instances take around the same to release as Ulduar? What changed? Granted maybe some instances in TBC were slightly faster, but not astronomically.


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PostPosted: Sun Jun 21, 2009 12:25 AM 
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Sunwell was around...March 2008?

Ulduar was around...April 2009?

I mean really...Ulduar had damn well better be amazing seeing as though practically nothing of note came between.

A lot of it comes down to Naxx. I think that was just such an insult to people - being the only real raid instance in an entire new expansion be a recycled zone and then like half a year before anything else.

On the other hand...

TBC release date: Jan 2007
Kara/SSC/TK/Mag/Gruul at release or soon after if I'm not mistaken.
BT in May 2007
ZA in November 2007
Sunwell/MgT Mar 2008
Arenas, Badges, Flying Mounts, and other innovations.

It's really hard to argue that Blizzard has "tried" anywhere near as hard on WotLK.


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PostPosted: Sun Jun 21, 2009 12:34 AM 
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No mention of vanity pets? Surely you are missing the best part of WotLK


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PostPosted: Sun Jun 21, 2009 1:33 AM 
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Or re-colored, re-skins of the same mounts you bought four years ago.


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PostPosted: Sun Jun 21, 2009 2:30 AM 
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They've also been reskinning mounts since Vanilla. Pvp "black" mounts, the undead Baron mount, the Razzashi raptor, the Tiger mount(reskinned wintersaber I think). Hell, even the bird mount from Sethekk is a REALLY well re-skinned raptor I think.

Quote:
Sunwell was around...March 2008?

Ulduar was around...April 2009?

I mean really...Ulduar had damn well better be amazing seeing as though practically nothing of note came between.

A lot of it comes down to Naxx. I think that was just such an insult to people - being the only real raid instance in an entire new expansion be a recycled zone and then like half a year before anything else.

On the other hand...

TBC release date: Jan 2007
Kara/SSC/TK/Mag/Gruul at release or soon after if I'm not mistaken.
BT in May 2007
ZA in November 2007
Sunwell/MgT Mar 2008
Arenas, Badges, Flying Mounts, and other innovations.

It's really hard to argue that Blizzard has "tried" anywhere near as hard on WotLK.


I would definitely qualify Naxx as at least an update. While artwork and zone creation DO take a good load of time, I would argue that the bulk of the work(at LEAST 50 percent or more) is probably in testing and tuning the encounters. Think about how long PTRs hang around specifically to test those zones, and now throw in some of the alpha test teams before that even. They tuned both 10 and 25-man versions, as opposed to what you had in TBC. Making sure loot tables are just right is also probably a mathematically arduous task, given Blizzard's penchant for not overinflating numbers.

IIRC TK was released a little after TBC's initial release. Still, Ulduar contains 14 encounters(no, not including hardmodes, yes including Algalon) while SSC had 6, and TK had 4. Naxx contains 15. Count Gruul's and Mag for an additional couple of encounters, while you can also count Sartharion and Archavon(and Emalon). BT contained 10.

So if you matched the release of BT with Ulduar, we're talking about 32 encounters so far for WOTLK... and 22 with TBC for 25-mans. Yes, there's no question WOTLK is easier by a significant amount... but as far as actual content is concerned? More. It's just in bigger dungeons.

You had to wait quite some time for ZA after release, so I won't bother comparing the 10-mans. Still more encounters overall, but I will grant that they're the same zones but re-tuned. I still maintain that a huge chunk of the effort is in tuning these zones, and managing the loot tables.

So perhaps a more accurate statement(with regard to developers being re-assigned) would be that Blizzard has probably used up almost of their artists for the other projects, while people who are capable of tuning things stay behind. This would make sense as they did it with Naxx and the continuing trend of having the same zones re-used for 10 and 25-man.

Personally? Yea, I'd probably rather have a brand-spanking-new zone for every 10 and 25-man. But I would still maintain that it qualifies for at least some sense of content.


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PostPosted: Sun Jun 21, 2009 3:48 AM 
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No one agrees with you.


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PostPosted: Sun Jun 21, 2009 9:52 AM 
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PostPosted: Sun Jun 21, 2009 10:52 AM 
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Quote:
So if you matched the release of BT with Ulduar, we're talking about 32 encounters so far for WOTLK... and 22 with TBC for 25-mans. Yes, there's no question WOTLK is easier by a significant amount... but as far as actual content is concerned? More. It's just in bigger dungeons.


You can't both count Recycleramas and then just conveniently ignore Karazhan. ;)


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PostPosted: Sun Jun 21, 2009 3:02 PM 
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No one agrees with you.


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PostPosted: Sun Jun 21, 2009 5:07 PM 
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I do, for the most part. I don't think TBC was appreciably better than WOTLK. People bitched just as much about the game then as they do now. I don't expect much different when the next one rolls around. It's easy to look at the past through rose colored glasses and compare it to what you don't like now.

If you want to hate the game, there's plenty to hate. If you want to like it, there's plenty to like. They're going to do what the most people want, and if you aren't one of them, you're probably best served saving your 15 bucks a month, because no one really cares if it's not worth it to you anymore.


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PostPosted: Sun Jun 21, 2009 7:53 PM 
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Yea pretty much. I guess I'm just not seeing a discernable difference. If anything, I probably saw more bitching in TBC on the WoW forums than I do now =x

Anyhoo, if my goal was to get people to agree with me, I wouldn't be here. I'm just hoping to convey an opinion, you're free to agree or disagree =) The only thing I would ask is for some examples where Blizzard has truly lost vision to explain something beyond the simpler explanation of people just burning out, as I suspect. You're still free to disagree, but at least it would show more merit.

Quote:
You can't both count Recycleramas and then just conveniently ignore Karazhan.


In what sense did I ignore Kara? I said you had to wait some time for ZA release(and that there were still more encounters overall, all things counted including Kara), which implies that there were still 2 10-mans at the start of each expansion release - Kara in the first case, and Naxx 10 in the second. Ulduar 10-man was released in a shorter time than ZA was if memory serves.

I didn't mention it by name, but if I was really trying to ignore it completely, I would have neglected to mention 10-mans comparisons altogether.


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PostPosted: Mon Jun 22, 2009 8:06 AM 
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The problem with WoW is the absence of anyone like Tigole, or I guess Furor, during Everquest raiding years. Where's the outspoken critic with a voice? None of the major fan sites seem to have anyone with balls.

Leave the feature set creep alone for a minute. Blizzard has a host of bugs with the fucking midsummer fire festival. Seriously? They cannot launch anything without huge problems anymore but there's no one holding them to the fire.


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PostPosted: Mon Jun 22, 2009 8:27 AM 
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I'm thinkin' the magic carpet is one of those nether rays from zangermarsh.

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PostPosted: Mon Jun 22, 2009 10:33 AM 
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joxur wrote:
The problem with WoW is the absence of anyone like Tigole, or I guess Furor, during Everquest raiding years. Where's the outspoken critic with a voice? None of the major fan sites seem to have anyone with balls.

Leave the feature set creep alone for a minute. Blizzard has a host of bugs with the fucking midsummer fire festival. Seriously? They cannot launch anything without huge problems anymore but there's no one holding them to the fire.


The reason there aren't any Computer Chair Generals like old school Tigole or Furor (who are known by the public anyway) is because Blizzard wouldn't give 2 shits about what they had to say even if there were. EQ at the height of its popularity didn't have 12 million players (or 12 million accounts depending on which statistic you think is accurate), the smaller community meant that at some point SoE would have to at least turn their attention to the dudes on the soapboxes...whether they listened to them or not.

Xl from Death and Taxes is the first person who comes to mind whose as close to Tigole/Furor I've personally ever seen. He's rather opinionated and outspoken about a lot of the changes that Blizzard has made to WoW, and he's posted very large diatribes on the Official Forums in response to changes before...and his posts pretty much get locked or deleted within a day or so. He hangs out in EJ irc channel, has a pretty good sense of humor, and shares the same opinion as many of us disgruntled people.

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PostPosted: Mon Jun 22, 2009 11:04 AM 
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Yeah, there's not enough community consolidation (And probably not possible to have any, with a community the size of WoW's.) for the soapboxers to have any real impact.

And in the one place where there might be enough of a audience (Official forums) the mods just delete/ban whatever might be questionable. Which is a shame, because I really applauded their communication back in beta. Now it seems like they just don't give two shits because they know they'll still have a bajillion accounts no matter what happens.


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PostPosted: Mon Jun 22, 2009 2:09 PM 
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Quote:
Prove Your Might
The Crusaders' Coliseum, a new raid set to open its doors once World of Warcraft's next content patch is released, will see you and your friends facing off against a series of increasingly challenging bosses, terrible monsters the Argent Crusade brought in from all over Northrend. Although the challenge is great, you will find that the prizes the Argent Crusade has to offer will make it all well worth your while.

The setup for the Crusaders' Coliseum is surprisingly straightforward. If you are familiar with the Ring of Blood quest line, you already have a vague idea of how the Crusaders' Coliseum plays out in principle. After you and your friends enter the coliseum, you will face the first of several bosses; once you've defeated a boss, you will move on to the next one. You must master the encounters one by one, until you finally face the raid's final challenge. Sound simple? That's because there is a twist.

In the "Heroic" version of the Crusaders' Coliseum, you and your raid only have a limited number of attempts for each raid lockout period, and each time your raid wipes, one of your attempts will be used up. To embark on the epic Trial of the Grand Crusader, you must first prove your worth by clearing either the 10 or 25 player version of the Crusaders' Coliseum's normal mode. After you have dealt the killing blow to the coliseum's final heroic mode boss will you be able to collect the Crusaders' Tribute, and the fewer attempts you needed to complete the Trial of the Grand Crusader, the better your reward will be.


So its Ring of Blood the Raid Zone...just an fyi, T2 RvR in Warhammer is pretty hopping these days.

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PostPosted: Mon Jun 22, 2009 2:26 PM 
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I may re-sub tonight Kham. I'm a level 27 sorc, I figure I could get a month or two out of just leveling to 40 and seeing the sights.


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PostPosted: Mon Jun 22, 2009 2:39 PM 
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About 15 of us re subbed Jox, we're all pretty pissed about 3.2, and now that I find out it's going to be exactly like Ring of Blood, I'm not excited at all.

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PostPosted: Mon Jun 22, 2009 2:49 PM 
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All on the same server?


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PostPosted: Mon Jun 22, 2009 3:03 PM 
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Yeah we're back on Iron Rock, Destro. If you have destro characters check to see if you have free transfers, we did for some reason.

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PostPosted: Mon Jun 22, 2009 3:18 PM 
Vanguard Fanboy!
Vanguard Fanboy!

Joined: Thu Sep 14, 2006 6:07 PM
Posts: 2689
Quote:
So its Ring of Blood the Raid Zone...


I had pretty much assumed that's what it was to begin with. I guess the confirmation helps.


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PostPosted: Mon Jun 22, 2009 6:52 PM 
Trolling like there is no tomorrow!
Trolling like there is no tomorrow!
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Joined: Tue Sep 19, 2006 6:39 AM
Posts: 4109
Bah, it won't let me xfer my sorc because i'm higher than lvl 11. but i xferred my shaman.. what are some character names sola?


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PostPosted: Mon Jun 22, 2009 10:19 PM 
Lanys Supporter
Lanys Supporter
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Joined: Fri Jun 17, 2005 5:46 AM
Posts: 1398
WoW: Drajeck
You think Blizzard is making the game bad on purpose? Talk about crazy conspiracy theories…

Even though I don’t think for a moment they are trying to mess up the game, I am still not having that much fun with it. I think the resilience changes will magnify the already annoying healing combos in arenas, and I don’t even really like arenas, but it’s been 2 years since they came out and you still have to do that shit for decent pvp gear. I am surprised I can’t just focus on BGs, which are all I actually enjoy playing but get no benefit from as possible honor purchases run out after a week of BG honor. I understand the whole AFKer thing and not wanting them to get all the same rewards, I’m just surprised they haven’t come up with a better solution to this besides having arena ratings be the litmus test for all pvp. I tell you, I can’t kill a fucking tree form druid once they get over 900 resil. Not like it takes a long time, I mean I can’t ever kill him. Ever. I do decent damage for a rogue too, maybe not the best in the game, but certainly a lot higher than the average rogue (I typically do 5-6k dps 25 man raid buffed in pve for comparison). They can just instant heal through all my damage and they don’t ever run oom. Really annoying, and with resil getting effectively doubled, I expect arenas to be completely dominated by healing. The sad thing is, when I get a non healing class, I destroy them in seconds. That leads me to believe there are classes even more annoyed than I am at that. I guess in a perfect world I would do less damage but healers would heal even less than my damage nerf. That would give you longer games and still make it possible to kill a druid. Well, I can kill pally, shaman and priest healers, so I guess just druids drive me nuts.

So while I don’t think they are screwing up on purpose, I am not looking forward to the next patch at all. A new BG that will give me honor than I can’t spend. Yay.


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PostPosted: Tue Jun 23, 2009 10:50 AM 
Camping Dorn
Camping Dorn

Joined: Thu Sep 14, 2006 2:34 PM
Posts: 171
If rogues can use axes, I want my Hunter to be able to use the fucking rogue maces. Oh, wait, Hunters were pidgeonholed into using two handers now. I forgot.

Thank God I've been playing EQ1 again. I'm actually still relearning shit, and it's refreshing.

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PostPosted: Tue Aug 04, 2009 10:24 AM 
Trakanon is FFA!
Trakanon is FFA!
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Joined: Thu Jul 14, 2005 8:19 PM
Posts: 1339
EQ1: Larreth/Shaylea
WoW: Gnomez Gomez
Rift: Veluria
EQ2: Vee'Sheer
The only freaking positive I can see on this patch is that my lock can actually gear up for pvp w/out waiting 6 months and having an arena team during the Pally/Dk god days.

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PostPosted: Wed Aug 05, 2009 10:48 AM 
10 Years? God im old!
10 Years? God im old!
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Joined: Thu Sep 14, 2006 1:13 PM
Posts: 857
Location: Madison, WI
EQ1: Annastazia
WoW: Gravestone
One button Shaman Totems = win

Three sets of totems to build situationally = more win.

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PostPosted: Wed Aug 05, 2009 2:26 PM 
We Have Cookies!
We Have Cookies!

Joined: Thu Jun 16, 2005 1:27 PM
Posts: 2450
Location: California
EQ1: Cakvala
WoW: Cakvala
LoL: Cakvala
Warlocks and Shamans get some win but everything else seems. bleh.

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PostPosted: Fri Aug 07, 2009 11:13 AM 
Fell for 50,000 points of Damage
Fell for 50,000 points of Damage

Joined: Sat Aug 18, 2007 1:31 PM
Posts: 526
EQ1: Miramicha - retired
WoW: Miramicha - retired
Eve Online Handle: Jake Rivers - active
Astro Empires: Miramicha - simmer
Well I am still enjoying the game, I was surprised though about the ease of the gear dropping in the new tourney instance. I don't like all these different badges though, its too damn confusing at times.

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PostPosted: Fri Aug 07, 2009 1:33 PM 
Trolling like there is no tomorrow!
Trolling like there is no tomorrow!
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Joined: Sun Aug 14, 2005 11:22 AM
Posts: 3609
Location: DFW
EQ1: Ghaani (retired)
WoW: Gabbath (retired)
Rift: Gabbath (retired)
SWOR: Gabbath/Gh'anni (retired)
A co-worker of mine still plays, she has been playing for a little over a year and is a super casual. She even says that 3.2 has dumbed the game down a lot. Not to mention that the graphics change has totally screwed up her system -- she keeps getting the white flash in the background while moving that causes her to feel ill.


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PostPosted: Fri Aug 07, 2009 2:47 PM 
Trakanon is FFA!
Trakanon is FFA!
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Joined: Thu Jul 14, 2005 8:19 PM
Posts: 1339
EQ1: Larreth/Shaylea
WoW: Gnomez Gomez
Rift: Veluria
EQ2: Vee'Sheer
krby71 wrote:
A co-worker of mine still plays, she has been playing for a little over a year and is a super casual. She even says that 3.2 has dumbed the game down a lot. Not to mention that the graphics change has totally screwed up her system -- she keeps getting the white flash in the background while moving that causes her to feel ill.


It has dumbed the game down to levels I didn't they'd go to. Killing instance bosses in less than 30 seconds, entire pack pulls dead in 10 seconds...etc. It's raining gear in every direction.

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PostPosted: Fri Aug 07, 2009 4:02 PM 
Spider Slayer
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Joined: Fri Sep 22, 2006 1:56 PM
Posts: 683
Well it makes gearing up alts a lot easier. The cockblock on Trial of the Crusader sucks. My guild also skipped hardmodes up to Yogg thinking we could take down 0 light with the nerf. Naturally, no one showed up the day after we wiped all night on it.


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PostPosted: Sat Aug 08, 2009 10:21 AM 
Fell for 50,000 points of Damage
Fell for 50,000 points of Damage

Joined: Sat Aug 18, 2007 1:31 PM
Posts: 526
EQ1: Miramicha - retired
WoW: Miramicha - retired
Eve Online Handle: Jake Rivers - active
Astro Empires: Miramicha - simmer
Some guys in my guild tried the 10 man toc, they said they just got the first boss down just barely, after that it was just a non stop massive repair bill, I am surprised they don't move the repair vendor closer to the zone entrance.

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PostPosted: Sat Aug 08, 2009 10:37 AM 
Sports Guru
Sports Guru
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Joined: Mon Aug 08, 2005 6:15 AM
Posts: 5747
Location: Houston
WoW: Peno
A massive repair bill on 3-day-old content? Say it ain't so!


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PostPosted: Sat Aug 08, 2009 11:08 AM 
Spider Slayer
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Joined: Fri Sep 22, 2006 1:56 PM
Posts: 683
There's only one boss out this week? Unless they wiped to the first of the Northrend beasts then that's pretty bad. :x Did it on my alts.


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PostPosted: Mon Aug 10, 2009 3:34 PM 
Vanguard Fanboy!
Vanguard Fanboy!

Joined: Thu Sep 14, 2006 6:07 PM
Posts: 2689
Quote:
It has dumbed the game down to levels I didn't they'd go to. Killing instance bosses in less than 30 seconds, entire pack pulls dead in 10 seconds...etc. It's raining gear in every direction.


Yeah, Trial is kind of bullshit. As much as I love the rapid-alt-gearing and such, it's just nutty. My warrior tank hasn't been 80 for 2 weeks yet and he's already broken 40k hp buffed. ><

Though, this isn't the first time this has happened. Blizzard likes to do cycles like this.

1) Release raid A.
2) Release raid B.
3) Release raid C, also release Pinata A that gives gear equivalent or better than Raid A.
4) Release raid D, also release Pinata B that gives gear equivalent or better than Raid B

etc etc etc. In TBC it was mostly badge loot and Magisters Terrace. In WotLK its part badge loot and part Trial so far.


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PostPosted: Tue Aug 11, 2009 10:15 AM 
Selling 50 Orc Belts!
Selling 50 Orc Belts!
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Joined: Fri Oct 21, 2005 7:14 AM
Posts: 670
It's shifted my play.

I log on, do Tournament dailies working towards 5x faction exalted for crusader, then do H ToC, then the heroic daily, then maybe H VH, H Gun, then log.

Weekends I'll do 10/25 VOA, 25 OS, I'm done with Naxx, it's easier to farm c_notes (conquest marks) doing heroics. Only getting triumph marks by heroic dailies 2x at a time.

I think conquest level is now triumph, and for folks wanting to raid they can do the 10/25 trials. It's all a shift down 1 level. Ulduar is becoming more common, but to be honest right now I do better farming c_notes.

Gearing my priest and then my dk, so just dailies takes some time.

Was tired of long naxx runs anyways.


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