Patch 4.0.6 Notes Update - January 11
The notes for tonight's PTR build have been updated, as usual, they are the only thing you should trust and any change mentioned here is more reliable than the funny datamining. Blizzard spends a lot more time than they used to working on very nice official patch notes, use them. (PS: I totally slacked and chaud did the notes update, love him, not me)

It's also very interesting to point out that the racial flight forms are finally being activated in-game.



Worgen Flight Form


Originally Posted by Blizzard
General
  • Guild bank vouchers that players unlock as guild rewards now correctly state that they can only be used by Guild Leaders.
  • Many rare creatures that went into hiding upon Deathwing's emergence into Azeroth have made a return! In addition to finding new homes in a post-Cataclysm world, they drop new, improved loot, provide a healthy experience bonus, and respawn much more quickly when killed. Happy hunting!

Dungeons & Raids
  • Level 85 players can now choose any normal dungeon via the Dungeon Finder. Choosing Random Dungeon will still not add Blackrock Caverns or Throne of the Tides into the rotation.

Blackrock Caverns
  • Beauty now spawns with only two pups in Heroic difficulty. Not to worry though, the missing pup has been adopted by a wonderful, if not insane family.

Grim Batol
  • Faceless Corruptors now move 10% more slowly.
  • Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam.
  • Valiona's Devouring Flame damage has been reduced by 20%.

Halls of Origination
  • The duration of the Flame Wardens' Raging Inferno has been reduced by 80%.
  • Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
  • Earthrager Ptah's Flame Bolt now deals more damage per second on Heroic difficulty.
  • Setesh seeks a portal every 25 seconds, up from 20.

Lost City of the Tol'vir
  • Lockmaw no longer tolerates fighting in his treasure room.

Shadowfang Keep
  • Baron Ashbury
    • Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
  • Lord Walden
    • Conjure Poisonous Mixture now deals more initial damage.
    • Frost Mixture is now area-of-effect damage.
    • Toxic Catalyst now deals less damage over time.

The Stonecore
  • Stonecore Earthshapers' Dust Storm does slightly less damage.
  • Corborus
    • The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
    • The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
  • High Priestess Azil
    • She grew! She's now 175% the size of a human, up from 125%.
    • Gravity Wells should kill Devout Followers more quickly.
    • The cast time of Force Grip is now 1.5 seconds, up from 1.
    • The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
  • Slabhide
    • The ground phase lasts longer and has fewer stalactites.
  • Ozruk
    • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
  • Bug Fixes
    • Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.

Throne of the Tides
  • The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest Witch Chain Lightning has been reduced.
  • Tainted Sentries Swell damage has been reduced.
  • The damage of Blight of Ozumat has been reduced by 25% per stack.

The Vortex Pinnacle
  • Creatures
    • Desperate Speed cast by Temple Adepts has had its duration reduced significantly.
  • Altairus
    • The visual effects in this encounter have been adjusted to make the wind direction easier to read.
    • Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
  • Asaad
    • Skyfall Stars are now summoned to help him defeat players.
    • Static Cling has had its cast time increased to 1.25 seconds, up from 1.
  • Grand Vizier Ertan
    • His health has been reduced slightly.
    • He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.
  • Bug Fixes
    • Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.

PvP
Tol Barad
  • Players will now be teleported out of the Tol Barad micro dungeons 15 minutes before the beginning of the next battle.

Classes
Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Necrotic Strike's absorption effect is now reduced by the target's resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.
  • The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.

Blood
  • Bone Shield now has 4 charges, up from 3.
  • If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
  • Scarlet Fever now applies via Blood Plague, rather than Blood Boil.

Frost
  • Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds.
  • Hungering Cold now has a PvP duration of 8 seconds.

Unholy
  • Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It increases all Shadow damage by 2.5% per point of mastery.
  • Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.
  • Sudden Doom is now triggered only from main-hand auto attacks, and is normalized according to weapon speed rather than having a fixed percentage chance.
  • Virulence has been redesigned. It now grants 10/20/30% additional disease damage.

Glyphs
  • Glyph of Dark Succor (new talent) raise the minimum healing done by Death Strike from 7% to 20% of maximum health, but only while in Unholy or Frost Presence.

Runeforging
  • Swordbreaking and Swordshattering now reduce disarm duration by 60%, up from 50%.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Entangling Roots now has a PvP duration of 8 seconds.
  • Hibernate now has a PvP duration of 8 seconds.
  • Moonfire mana cost has been reduced from 18% to 9%.
  • Nature's Grasp now has a PvP duration of 8 seconds.
  • Prowl is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.
  • Skull Bash's lockout time has been reduced to 4 seconds, down from 5.
  • Soothe is now instant cast, down from 1.5 seconds.
  • Worgen and troll druids now have new art for Swift Flight Form.

Balance
  • Sunfire mana cost has been reduced from 18% to 9%.
  • Total Eclipse (Mastery) benefit from mastery increased by approximately 33%.

Feral
  • Infected Wounds now has a PvP duration of 8 seconds.

Restoration
  • Empowered Touch now also affects Regrowth. In addition, after Tree of Life is no longer active, this talent will only refresh the most recently cast or refreshed Lifebloom, and will not refresh other copies of Lifebloom.
  • Natural Shapeshifter has been reduced to a 3/6-second increase to Tree of Life's duration, down from 5/10.
  • Symbiosis (Mastery) benefit from mastery increased by approximately 16%.
  • Tree of Life no longer grants immunity to Polymorph. In addition, its duration has been reduced to 25 seconds, down from 30.
  • Wild Growth healing has been increased by 30%, and the cooldown has been reduced to 8 seconds, down from 10.

Glyphs
  • Glyph of Entangling Roots redesigned. It now reduces the cast time of Entangling Roots by 0.2 seconds, rather than making it instant cast.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Cobra shot cast time is now affected by haste.
  • Concussive Shot duration has been increased to 6 seconds, up from 4.
  • Freezing Trap now has a PvP duration of 8 seconds.
  • Master's Call now has a 35-second cooldown, down from 1 minute, and its range has been increased to 40 yards, up from 25. In addition, the visual effect is more obvious.
  • Steady Shot cast time is now affected by haste.
  • Wing Clip now has a PvP duration of 8 seconds.

Marksmanship
  • Wild Quiver (Mastery): Chance for this to trigger per mastery has been increased by approximately 17%.

Survival
  • Black Arrow damage has been reduced by 25%.
  • Explosive Shot damage has been reduced by 25%.
  • Hunter vs. Wild has been increased to 5/10/15% Stamina, up from 4/8/12%.
  • Serpent Spread can now only affect up to 4 targets per Multi-Shot, down from unlimited.

Glyphs
  • Glyph of Concussive Shot redesigned. It now limits the maximum run speed of the target while Concussive Shot is active.

Bug Fixes
  • Cobra Shot now properly increases the duration of the Serpent Spread Serpent Sting.

Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Arcane Barrage mana cost has been reduced by 8%.
  • Arcane Blast mana cost has been reduced by 12%.
  • Counterspell lockout duration reduced to 7 seconds, down from 8.
  • Fireball mana cost has been reduced by 25%.
  • Polymorph now has a PvP duration of 8 seconds.
  • Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning. In addition, Ring of Frost now has a PvP duration of 8 seconds.
  • When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible.

Arcane
  • Slow now has a PvP duration of 8 seconds.

Fire
  • Firestarter now allows the mage to cast Scorch while moving (regardless of which armor spell is used), and no longer eliminates Molten Armor's critical strike chance reduction.
  • Flashburn (Mastery) benefit per mastery has been increased by 12%.
  • Living Bomb mana cost has been reduced by 22%.

Frost
  • Deep Freeze damage done has been reduced by 20%.
  • Fingers of Frost can no longer be dispelled and now also increases Ice Lance damage by 15%.
  • Frost Specialization now only grants 2 base points of mastery (instead of 8), reducing all Frost damage to frozen targets by 15% from previous values. However, Frost Specialization now increases base Frostbolt damage by 15%.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Forbearance
    • The duration has been lowered to 1 minute, down from 2.
    • Lay on Hands now causes Forbearance on the target. It used to only cause it when cast on the paladin.
    • This was an old design from when Divine Protection caused Forbearance and the paladin didn't want to prevent a tank from using their defensive cooldown.
    • Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light).
    • Since only Divine Shield, Lay on Hands and Hand of Protection cause Forbearance, the tooltips have been adjusted to better explain the mechanic.
  • Holy Wrath no longer counts nearby critters when dividing damage among its targets.
  • Seal of Truth: All single target attacks (including Judgement, Hammer of Wrath, Exorcism, and Templar's Verdict) can now trigger this seal.

Holy
  • Protector of the Innocent heals for 30% less.

Protection
  • Vindication no longer allows Hammer of Justice to interrupt stun-immune targets. With Rebuke baseline, this functionality is no longer necessary.

Retribution
  • Act of Sacrifice will no longer cause Cleanse to remove movement impairing effects from vehicles the paladin is riding.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Mind Control now has a PvP duration of 8 seconds.
  • Mind Sear can now be channeled on friendly targets in addition to enemy targets. In addition, Mind Sear's damage has been increased by roughly 15%.
  • Prayer of Healing effectiveness has been reduced by 15%.

Discipline
  • Divine Aegis: Critical effects from Prayer of Healing now award a bonus amount in addition to the default, always-proc Divine Aegis effect.
  • In addition to Strength of Soul's existing effects, when Power Word: Shield is placed on oneself, the priest becomes immune to silence, interrupt, and dispel effects for 2/4 seconds.

Holy
  • Chakra
    • Binding Heal and Holy Word: Serenity now refresh the duration of Renew on the target, in addition to the other direct heals.
    • Binding Heal, Flash Heal, Greater Heal can now trigger Chakra: Serenity.
    • Mind Spike can now trigger Chakra: Chastise.
  • Circle of Healing effectiveness has been increased by 30%.
  • Guardian Spirit: The absorb/heal from this ability can now never exceed 200% of the maximum health of the target.

Shadow
  • Shadow Orbs benefit from mastery has been increased by approximately 16%.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Blind now has a PvP duration of 8 seconds.
  • Crippling Poison now has a PvP duration of 8 seconds.
  • Sap now has a PvP duration of 8 seconds.
  • Stealth is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.

Assassination
  • Deadly Momentum critical strike bonus now lasts for 15 seconds, up from 10.

Combat
  • Main Gauche (Mastery) now provides a chance to deal an attack for 100% of main-hand damage. This attack can trigger Combat Potency.
  • Restless Blades now also reduces the cooldown of Redirect.
  • Vitality now increases attack power by 25%, up from 20%.

Subtlety
  • Executioner (Mastery) has been increased from 2% to 2.5% per point.
  • Find Weakness now grants 35/70% armor reduction, up from 25/50%.
  • Preparation no longer resets the cooldown of Evasion.
  • Sanguinary Vein now gives a rogue a 50/100% chance for their own Bleed effects to not break their Gouge.
  • Shadowstep's cooldown has been increased to 24 seconds, up from 20 seconds.
  • Sinister Calling now grants 30% Agility, up from 25%, and increases Backstab and Hemorrhage damage by an additional 40%, up from 25%.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Chain Heal's effectiveness has been increased by approximately 10%.
  • Hex now has a PvP duration of 8 seconds.
  • Purge now dispels a single effect instead of two.
  • Tremor Totem has been redesigned. The totem is now usable under Fear, Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds and has a 1-minute cooldown.

Elemental Combat
  • Earthquake damage has been increased by approximately 10%.

Enhancement
  • Flametongue Weapon damage now scales from attack power instead of spell power (for Enhancement shaman only).
  • Purge no longer has its mana cost reduced by Mental Quickness.

Restoration
  • Cleansing Waters no longer fires its heal effect twice when a shaman removes a Magic and a Curse debuff with a single cast.
  • Deep Healing (Mastery) has been increased to 3% per point, up from 2.5%.
  • Greater Healing Wave mana cost has been increased by 10%; healing done has been increased by 20%.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped.

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30.
  • Demon Armor and Fel Armor no longer cost mana and last until canceled.
  • Fear now has a PvP duration of 8 seconds.
  • Fel Armor now increases the warlock's maximum mana by 10% instead of regenerating health.
  • Seduction (Succubus) now has a PvP duration of 8 seconds.

Affliction
  • Unstable Affliction's silence effect has been reduced to 4 seconds, down from 5.

Demonology
  • Demon Soul: Imp redesigned. It now increases the critical strike chance of all non instant cast Destruction spells by 30%, rather than increasing critical strike damage. Duration reduced to 20 seconds.
  • Felstorm (Felguard) damage has been reduced by 20%.
  • Immolation Aura damage has been reduced by roughly 30%.
  • Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect.
  • Master Demonologist (Mastery) benefit from mastery increased by approximately 33%.

Destruction
  • Burning Embers damage has been reduced by 15%.
  • Fiery Apocalypse (Mastery) benefit from mastery increased by approximately 8%.
  • Improved Soul Fire now increases Fire and Shadow damage done by 4/8%, rather than 7/15% spell haste. In addition, this talent has been moved to tier-3 Destruction, switching places with Aftermath.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Hamstring now has a PvP duration of 8 seconds.
  • Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.
  • Slam cast time is now affected by haste.

Fury
  • Bloodthirst damage has been increased by approximately 30%.
  • Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 145%.

Protection
  • Charge's stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.

Professions
  • Find Herbs, Fish, and Minerals are no longer canceled upon entering an Arena or rated Battleground.
  • A socket has been added to all crafted epic armor pieces that did not already have one.

Alchemy
  • Alchemist's Stones for Agility, Strength, and Intellect have been added.
  • The number of herbs required to create flasks has been reduced, while the Volatile Life needed has been increased slightly.
  • The drops from Tiny Treasure Chests have been improved slightly.

Archaeology
  • Archaeology finds now grant a guaranteed skill point up to 50 skill, and then no longer grant skill gains, as opposed to granting up to 100 skill very slowly.

Engineering
  • The Electrified Ether recipe now creates 2 to 3 Electrified Ether instead of 1.
  • The Heat-Treated Spinning Lure buff duration has been increased to 20 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Synapse Springs now increase Agility, Strength, or Intellect (whichever is highest for the character).
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite.

Jewelcrafting
  • Vivid Dream Emerald (new gem) provides resilience/spell penetration and can be purchased for 3 Illustrious Tokens.

Leatherworking
  • The 500 to 510 skill-up range for Leatherworking has been improved.

Tailoring
  • Darkglow Embroidery (Rank 2) now increases Spirit instead of restoring a flat amount of mana.

Items
  • Left Eye of Rajh: Chance of triggering increased.
  • The PvE warlock 4-piece set bonus (Fel Spark) now increases the damage done by the next 2 Fel Flame spells by 300%, rather than increasing the critical effect chance of one by 100%.
  • The PvP hunter 4-piece set bonus has been increased to 10% Focus regeneration, up from 5%.
  • The PvP warlock 4-piece set bonus has been redesigned. It now reduces the cooldown of Death Coil by 30 seconds.
  • The PvP warrior 4-piece set bonus has been redesigned. It now reduces disarm duration by 60% (does not stack with any Weapon Chains).
  • PvP trinkets will now clear disarm and silence effects.
  • Right Eye of Rajh: Chance of triggering increased.
  • Weapon Chains now reduce disarm duration by 60%, up from 50%.

Quests & Creatures
Tol Barad Peninsula
  • Spawn rates at Rustberg Village have been increased.
This article was originally published in forum thread: Patch 4.0.6 Notes Update - January 11 started by Boubouille View original post
Comments 288 Comments
  1. Cirawin's Avatar
    Wow, I think the best thing in that entire list is allowing priests to target a friendly to use their Mind Sear. Whenever there were weak trash packs with no main elite target, I never even bothered since usually my target dies from other players' AoEs and I have to re-target something, which will most likely die too, meaning I can never get a good long cast going. They even buffed Mind Sear, which was definitely weak.

    Overall, I really like the priest buffs and nerfs. The buffs should easily cancel out the nerfs.
  1. mmocacdb5fa7df's Avatar
    People keep saying they nerfed heroics, but tbh, they didn't. The only Real "nerf" is "Baron Ashbury: Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.". The rest of the bosses got either fixed or buffed slightly, VP was a pisstake compared to most other heroics, and tbh I can't wait to check that one out tomorrow
  1. Danieros's Avatar
    What is the logic for making CCs that break on damage last as long as CCs that don't break on damage?
  1. jesy's Avatar
    think they'll fix the "discover tol barad" bug?
  1. Thallidomaniac's Avatar
    •Charge's stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.

    Oh hells yeah! Makes me not hate anything about this patch so far!
  1. mmoc3d5e9cedde's Avatar
    Quote Originally Posted by mikefrosty View Post
    Because the game is much better with a bunch of "make everything hard" crowd, while they pull a Cuties Only stunt and exploit bugs in encounters to make a hard encounter, easier. You people complain that WOTLK was to easy, yet you used exploits throughout the entire expansion to make stuff easier. You also never challenged yourselves, like you always claimed you wanted, and removed the 30% ICC buff. You're all a bunch of hypocrites.
    You sir, are a retard

    What's the point of playing a game or achieving anything in a game when it is so easy to achiev? Yes there where a few very hard fights in WOTLK, such as LK25HC, I myself got it with 15% buff after which I quit playing, seeing as I basically was done with that expansion, got everything else down with 0-5% buff.

    It's taken me/my guild longer to progress through all the 10man content that exists in Cata (normal modes) than it took for me and my guild to progress through icc25normal+heroic combined (the amount of time put in to the progression, considering that you had to wait for each wing to open in ICC), and we still haven't even downed nefarian 10 normal, 1.7% though without a hunter, our hunter is back from vacation now though so might be able to down him now, but still, Cata is way more fun to play because downing a new boss puts a smile on my fucking face compared to in WOTLK.

    And to the heroic instances... It's supposed to be fucking hard, and you're supposed to struggle to get through them, wotlk heroics was just run through even in the first content patch in full blue gear (with pugs), with pugs now you have to coordinate some kind of CC, unless the people in your group are good geared (by good geared I mean ~ilvl 350)
    and ofc guildruns where you can just run through it.

    Heroics are like they where in TBC, even in epic gear there was somewhat of a struggle to complete some heroics.


    inb4 tl;dr, smyls etc.
  1. fangless's Avatar
    These heroic dungeon changes are so small, no one would even notice if they just ninja-applied them and didn't say anything.

    GG I guess? for whoever thinks heroics are still challenging anyway...
  1. mmoc3d5e9cedde's Avatar
    Quote Originally Posted by fangless View Post
    These heroic dungeon changes are so small, no one would even notice if they just ninja-applied them and didn't say anything.

    GG I guess? for whoever thinks heroics are still challenging anyway...
    It's actually a good thing that they removed mend rotten flesh imo, seeing as you have to have atleast 2 people who have the ability to interrupt to be able to kill him, first interrupt the aoe heal thingie, but then he can cast mend rotten flesh straight after so basically they made the fight possible for all group setups.
  1. mmoc5818d51e0a's Avatar
    When we can play destruction in arena again? Dispel protection on immolate would make my day but no..
  1. gunner_recall's Avatar
    Begun, the dungeon nerfs have.
  1. Dominating's Avatar
    Only noteworthy Hc change is that first boss of sfk doesn't heal anymore... but hcs were pretty easy anyway to begin with. They'll still rewlquire effort after patch, people really exaggerate the extent of these changes.
  1. Markluzz's Avatar
    Quote Originally Posted by mikefrosty View Post
    Oh, my mistake. Did not realize you turned off the 30% ICC buff and challenged yourself before claiming icc was to easy.
    By the way you call heroics now hard im assuming you couldnt even kill marrowgar on normal with the 30% buff, we arent hypocrites, let me make a difficulty platform for you, wrath style i wont use the other expansions because you wont know what im talking about, i will include cata heroics not the raids because you probably are to busy complaining that the heroics are to hard to pay attention to any of them. Mind Numbingly Easy being the easiest and Insanity being the hardest, also if you think Cata heroics take

    Mind Numbingly Easy - Wrath Heroics, VoA
    Super Easy - ToC
    Casual - Naxxramas, Obisidian Sanctum with no drakes up
    Easy - ICC normal with 20%-30% buff, Obsidian Sanctum 1 Drake Up, Onyxia's Lair
    Normal - ICC normal with 0%-15% buff, Obsidian Sanctum 2 Drakes Up, Malygos, 8/12 ICC heroic with 20%-30% buff, Cataclysm Heroics
    Difficult - ICC heroic with 20%-30% buff 11/12, ICC heroic with 0%-15% buff 8/12, Ulduar Normals, ToC Heroic, Ruby Sanctum
    Veteran - ICC heroic 11/12 with 0%-15% buff, ICC heroic 12/12 with 20%-30% buff, Obsididan Sanctum 3 Drakes Up, Ruby Sanctum Heroic, Ulduar Hardmodes excluding keepers yogg and algalon
    Hardcore - All Ulduar Hardmodes excluding Mimiron and Yogg 0 keepers up, Heroic Lich King 10%-15% buff
    Insanity - Yogg 0 pre-nerf, Firefighter, Heroic Lich King no buff

    Basing on the fact you think cataclysm dungeons are way to hard, i believe you belong in a special group of players who like to play on the Mind Numbingly Easy category and has a maximum potential until they learn to play of Super Easy.

    We arent hypocrites sure most of us haven't beat lich king heroic no buffs in wrath, but we were tired of being stuck with playing the mind numbingly easy difficulty every single day if we wanted our emblems, a lot of us would like to play on at least a semi-challenging difficulty for heroics, in my opinion all players with a brain should be able to do cataclysm heroics im a healer and i dont think they are hard, i find them at an average difficulty and im fine with that, because it keeps players like you out of higher difficulties because you cant function yet at them, and lets players who have a working brain try say the Difficult category and work up depending on their skill and dedication.
  1. Keristrasza's Avatar
    Quote Originally Posted by Derpaderp View Post
    You sir, are a retard
    Stopped there, because the rest is just the bitching of an elitist trying to prove himself. The person you quoted is correct. If something is too easy make it harder for yourself, don't force your gaming style on normal people who like it the way it was. Games come with difficulty settings, hard to do in a MMO, but some people like things on very easy, easy and or normal, not Hard, Extras hard and OH SHIT! All the time.

    You have something to prove by playing a game fine, have fun that is how you want to play, but others do not want to play that way and should not be forced too just so you can have your fun. If its nerfed to be easier use the brain you were born with and find a way for you and your group to make it HARDER. Drop down a level in gear, pull extra mobs, stand in stuff or something. To call another person retard just because he might enjoy things easier is only showing who the real "retard" is, not to mention make you extremely rude.
  1. mmoc3d5e9cedde's Avatar
    Quote Originally Posted by Keristrasza View Post
    Stopped there, because the rest is just the bitching of an elitist trying to prove himself. The person you quoted is correct. If something is too easy make it harder for yourself, don't force your gaming style on normal people who like it the way it was. Games come with difficulty settings, hard to do in a MMO, but some people like things on very easy, easy and or normal, not Hard, Extras hard and OH SHIT! All the time.
    If you want it super easy, I'll say as other said, run normal instances, because it's supposed to be hard to get loot, not like in WOTLK where it was like a new epic everytime you logged on.

    If something is too easy for me or anyone I know (in heroics), they try to make it harder, by i.e completing the achievments, not ccing, pulling extra packs for the sake of the healer having to actuall heal (which is me most of the time).

    So once again, if you want it easy, go run normals untill you are good enough / have the time to actually put an effort in to completing something, you guys are acting like it's the end of the fucking world because you have to CC some trash in an heroic, god... There's a reason mages have polymorph, rogues have sap, druids have hybernate, hunters have traps, warlocks have fears, it's not only for the pvp, these spells have been in the game from day one (dno bout hybernate but the rest atleast) unlike pvp which didn't come untill several major patches in to vanilla, so what do you, sir, think they used those spells for before PvP came along? It sure as hell wasn't to make the content harder.

    I rest my case.
  1. Nicolicious's Avatar
    Oh well, not a surprise that Heroics would be nerfed to the ground. They where easy before. You can easily go through we say GB in 25mins. If even that, now its gonna take like 15. Heard wrath was a sucess. Or wait, not really.
  1. Not A Cat's Avatar
    Talk about people overreacting to these laughable nerfs. Most of these changes are hardly noticeable anyway unless you constantly group with bads that make you have to worry about this stuff...

    The only real noticeable nerf I see is Baron Ashbury losing Mend Rotten Flesh. Which arguably may have been needed.

    It looks like a lot of people missed it too, but there were buffs! I'm looking forward to doing Vortex Pinnacle for the added mechanics those fights needed.

    And on the class changes, this Demo lock is not happy
  1. mmoc3d5e9cedde's Avatar
    Quote Originally Posted by Markluzz View Post
    Mind Numbingly Easy - Wrath Heroics, VoA, ToC, Naxx, OS 0 dragons, ICCnormal overall, hallion normal, Ulduar normal, cata normals, pretty much all 10man content throughout wotlk.
    Super Easy - ICC HC 11/12 15-30%, OS 1-2Dragons up, Malygos
    Casual - ICC HC 11/12 5-15% OS 3 dragons up, Cata heroics
    Easy - ICC HC 11/12 with 0%, LK HC with 30%
    Normal - LK HC with 20-25%
    Difficult - LK HC with 10-15%
    Veteran - LK HC with 5%, Ulduar hardmodes such as Algalon, yogg+0, firefighter prenerfs/in the gear from that content
    Hardcore - LK25 HC with 0% buff.
    Fixed this for you
  1. Zehroh's Avatar
    I welcome these heroic fixes. I only do heroics nowadays to get my daily valors but now I won't whipe because there is no CC in the group. Very annoying.
  1. Jaq's Avatar
    Quote Originally Posted by Markluzz View Post
    By the way you call heroics now hard im assuming you couldnt even kill marrowgar on normal with the 30% buff, we arent hypocrites, let me make a difficulty platform for you, wrath style i wont use the other expansions because you wont know what im talking about, i will include cata heroics not the raids because you probably are to busy complaining that the heroics are to hard to pay attention to any of them. Mind Numbingly Easy being the easiest and Insanity being the hardest, also if you think Cata heroics take

    Mind Numbingly Easy - Wrath Heroics, VoA
    Super Easy - ToC
    Casual - Naxxramas, Obisidian Sanctum with no drakes up
    Easy - ICC normal with 20%-30% buff, Obsidian Sanctum 1 Drake Up, Onyxia's Lair
    Normal - ICC normal with 0%-15% buff, Obsidian Sanctum 2 Drakes Up, Malygos, 8/12 ICC heroic with 20%-30% buff, Cataclysm Heroics
    Difficult - ICC heroic with 20%-30% buff 11/12, ICC heroic with 0%-15% buff 8/12, Ulduar Normals, ToC Heroic, Ruby Sanctum
    Veteran - ICC heroic 11/12 with 0%-15% buff, ICC heroic 12/12 with 20%-30% buff, Obsididan Sanctum 3 Drakes Up, Ruby Sanctum Heroic, Ulduar Hardmodes excluding keepers yogg and algalon
    Hardcore - All Ulduar Hardmodes excluding Mimiron and Yogg 0 keepers up, Heroic Lich King 10%-15% buff
    Insanity - Yogg 0 pre-nerf, Firefighter, Heroic Lich King no buff

    Basing on the fact you think cataclysm dungeons are way to hard, i believe you belong in a special group of players who like to play on the Mind Numbingly Easy category and has a maximum potential until they learn to play of Super Easy.

    We arent hypocrites sure most of us haven't beat lich king heroic no buffs in wrath, but we were tired of being stuck with playing the mind numbingly easy difficulty every single day if we wanted our emblems, a lot of us would like to play on at least a semi-challenging difficulty for heroics, in my opinion all players with a brain should be able to do cataclysm heroics im a healer and i dont think they are hard, i find them at an average difficulty and im fine with that, because it keeps players like you out of higher difficulties because you cant function yet at them, and lets players who have a working brain try say the Difficult category and work up depending on their skill and dedication.
    Oh shut up. It's a video game, not brain surgery. If you really get this much ego boosting from a damn game, you have serious issues. Several minor changes to heroic bosses does NOT equal "back to Wrath style easy." Go back to being elitist and better than everyone else in a game, I'll be over here having fun.
  1. Ringthane's Avatar
    I can just imagine what Totalbiscuit will have to say about these nerfs.

    The tears will taste so sweet.

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