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by Published on 2012-12-02 09:59 PM

Witch Doctor Budget Guide - 5 Million Gold, Wizard Cosplay, Demon Hunter Fan Art

Update: Hotfixes for the Crow and Darkmoon Glowfly are in flight. Crow captureable, Glowfly at all qualities.

Patch 5.1 Darkmoon Faire Updates
The Darkmoon Faire has started and Patch 5.1 added a few new things. The biggest addition is the new Darkmoon Carousel, which takes the place of one of the large under construction tents. It uses the nice new music that was added in Patch 5.1. Riding it gives you the WHEE! buff, which increases reputation and experience gains by 10%. Unlike some of the other event buffs, it does work with quests as well, so it will be useful for leveling reputation. This buff will last for an hour if you ride long enough but does not persist through death, so be careful!

If you are working on pet battles, the new Darkmoon Pet Battle! daily quest will let you fight a new pet battle trainer, rewarding you with Darkmoon Pet Supplies. The bag has contents that are similar to the Sack of Pet Supplies, but has a rare chance of dropping the Darkmoon Eye battle pet. So far we haven't seen one drop out of our small sample, so it is likely the drop rate is similar to the .2% of Porcupette.

Even if you aren't ready to battle just yet, there are three other new pets at the Darkmoon Faire. The Darkmoon Glowfly can be captured during pet battles on Darkmoon Island. The Crow will also be captured from battles on Darkmoon Island, but is currently bugged and uncapturable. The Darkmoon Hatchling is sold by Lhara for 90 x Darkmoon Prize Ticket.

Lastly, "Dusty" Brandom is now waiting for you at the entrance to let you use one of his Darkmoon Striders on the way down. This is the same model that is used by the Swift Forest Strider, sold for 180 x Darkmoon Prize Ticket.






Blue Posts
Originally Posted by Blizzard Entertainment
A friend was just offered Brawlers Guild Pass
As we've stated in the past, we want the Brawler's Guild to have that tight knit, underground kind of feel to it. So for now, it's going to be a lot tougher to get in. I'm sure you have other friends who would be willing to give you an invite for free or very cheap if they had one. As membership grows in the guild, so will the chance of one of them getting invited and having one to share with you.

Keep in mind, invites also occasionally drop from certain Horde and Alliance NPCs. Good luck! (Blue Tracker / Official Forums)

New Character Models
New character models haven't been forgotten and are still being worked on. Our artists aren't ready to reveal what they got yet. When they're ready, you'll know! (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Any thoughts on boomkins in pve? no blue responses on forums or mentions in patches. feels like we are being ignored as a com
"Ignored" got so over-used that it stopped catching my eye expansions ago. (Source)

Paladin (Forums / Skills / Talent Calculator)
Can't believe I spent all of last raid with Holy Avenger instead of Divine Purpose. Was testing to see if DL/FoL got the 30% bonus. Nope!
I could have told you that! No responses to my bug reports, tickets to tweets to @Ghostcrawler about how Holy Avenger is buggy.

Holy: Looks like HA works with ToR after all. I have concerns, but if it's already working and not abusive, we see no reason to remove it. (Source)

Warrior (Forums / Skills / Talent Calculator)
I'm pretty impressed you guys aren't falling victim to all the people whining about warrior damage. They'll be fine in 5.1 imo
Hard for folks to imagine how 5.1 nerfs feel so people keep falling back to how it feels today. Still broken = nerf plz!

Character
Why a weekly valor cap? I have thought about it and can't come up with a good reason.
Without a cap, progression oriented players might feel the need to play every waking minute. That can lead to just quitting. (Source)

Regarding the alt unfriendliness of MoP. You created a huge requirement sink and refuse to address the elephant in the room
If an alt gets every accomplishment your main has then you have few reasons to play that alt. There has to be a better design.
I disagree Greg. I play dif chars because I want to play a dif class, not to get some achieves. Make them all .net bound.
But what are you going to do on that character if it has everything the main does. Just raid? (Source)

Sometimes I wish WoW had a class system like FFXI. Not saying it would work, but I did like that character devotion
Yeah that's the extreme, where you level the account once and then play any class. (Source)

From the alt discussion, sounds like many think X you only have to do once and Y you should do every character. X and Y vary of course. (Source)

Some view alts as new char to build from scratch. Others see as just playstyle change fr. main, so build = repetitive hassle.
Yep, I agree that is the basic issue. Just concerned that if we make alts too trivial to progress that we lose gameplay. (Source)

What things do you keep in mind when making the decision if something should be account bound?
Many same questions. Does BoA mean the alt has a leg up or the alt is "done?" Leveling alts with no bonuses worked for years. I'm thinking that the role of alts and which accomplishments (inc rep) should be on the character or on the account would make a good blog. (Source)

Isn't the reason most people roll alts is to play different class. Not for achievements
But with enough sharing and XP bonuses you're just getting every class if you max out one. (Source)

So its not OK to expect to be able to taste the content you just lauched?
We make content all the time that isn't available to every player ASAP. In this case, you'll get there at some point. (Source)

I'm a mage and my transmog is the 25m T8. Could we have matching belt/boots we don't have access to, used in game by Rhonin?
We're looking at ways to introduce popular t'mog items that aren't available anymore. (Source)

PvE
Why do nerf cleave on Garalon, it always worked the same, on Zon'ozz for example, why dont nerf it before?
If you get a 400% bonus, the intent is not that your cleaves get that bonus. Rogues etc should be desirable not mandatory. (Source)

PvP
I am getting 1 shotted by either a mage or warrior, when my life is at 180k (half).
That's not the conventional definition of one-shotted. Many abilities hit for 100k. It's when you get to 400k that no counter.
One shotted can also mean dying in one GCD, from full, or as near as as makes no difference. This DOES happen.
No, that's actually the definition we use (one GCD) but from full health and only vs one opponent. (Source)

Based on some of these tweets, I'm thinking some of you won't be happy until the only spell left in PvP is autoattack.
Nice hyperbole....I think most people will be content just not getting instantly globaled by TFB/Stampede type abilities.
Those at least mentioned by several players. If you look at my tweets there are demands to nerf Lava Burst, HoJ, Hellfire... (Source)

Thats akin to having a skill with 99.99% 1 damage and 0.01% 1M damage. Rare doesnt mean TfB is balanced or good design.
It's possible to step into Arena and be crit by every single attack, but we don't balance around what's possible, just reasonable. (Source)

If gladiator players who you always mention think tfb is op then how can you not?...300k in arena should not be possible. done
We don't let players, even expert ones, balance the game for us. We appreciate their feedback, as we do all feedback.
I respect you, Greg Street, but how obvious does it have to be? 1-shotting is not OK no matter how RNG it is. EoD.
I actually agree with that, but nobody is 1-shotting you with TfB (or CB). 5-stack TfB crit does what 250K? 2 or 3 shot maybe.
With everything up and tier 2 it can go over 300k; and heroic strikes not on the GCD so HS+MS = 1 shot
Do you get MS for > 100K for a lot? If it requires every cooldown + MS + mastery proc + 5 TfB then we're in the realm of videos. (Source)

Did you try the approach of Rock paper scissor for PvP ? Or increase it if you consider it live already.
I don't think RPS works for WoW Arena because you've already picked your comp. That does not mean strengths and weaknesses are bad.
RPS on the talent system can work though. Having to figure out which talent set to pick to best defeat a comp is great
I don't honestly think RPS is a great metaphor. Even in RTS, rock can beat paper in the right situations. (Source)

Future
Weren't they supposed to be implementing a "hide enchants" feature? Or is it delayed until Dance Studio?
Dance Studio is just a huge project. Enchants require new code, but not new art or design. Much easier. (Source)

Questing
Do you plan to do something with the daily-reputation system? Many players hate it, and want tabards back
Grinding a rep out in one night by running a dungeon over and over is probably never coming back. (Source)

Without tabard spam dungeons feels really unrewarding past 463. Used to do it all the time in Wrath, hate it now.
We don't think having dungeon rep replace daily rep is the answer, but maybe we can come up with a compromise.
Why not? Seriously greg, it worked well in the previous expansions. Gate it if you want to pace it, but it worked
Disagree that it worked. I get that it was convenient but queuing for instances doesn't feel like a persistent world MMO. (Source)

Misc
Do devs ever make changes to game based on their personal (Live) play xpr? Not to buff themselves, but just improve things.
Sure. We sometimes notice bugs that slipped through or just something that doesn't feel as fun as we thought. (Source)

Wouldn't this encourage people to buy from gold sellers?
We try to give gold value while the best rewards unrelated to gold. A fantasy world with no gold economy would be odd. (Source)

So I'm curious Greg, what other games besides Blizzard's are you playing at the moment, if any?
Borderlands 2, XCOM, a little Arkham City, a replay of ME3 and some dumb iOS games. AC3, Halo4 in the pipe. I play a lot of games.
Do other games affect your design philosophy? I was affected by the openness in skyrim. Changed the way i see games
We play a lot of game and always looking for neat ideas or features that become expected or industry standard. (Source)

WoWDB Addon Data Collection
Finding the drop rate of things like Porcupette or adding new data like the Patch 5.1 Darkmoon Faire additions is done with the help of many players. The more people that contribute data, the more accurate and quickly we can update the database.

To help out, just install the WoWDB Profiler addon from Curse and check the box in the Curse Client options as seen below. When you are playing the addon will gather data and save it. When you are done playing, Curse Client will see the game close and upload the collected data from the addon.



Fan Art
Breathing2004 has added a new piece of art and made an updated version of an older one.



by Published on 2012-12-01 10:09 AM

No PvP-Specific Gear, Wizard Budget Guide - MP10 for Under 1 Million, Blue Posts, Project Blackstone

Blizzard Registers Project Blackstone Domain

Burning Treant Form
Druids with Glyph of the Treant got a nice little upgrade in Patch 5.1. Anytime they stand near a Cozy Fire in Treant form, they will catch on fire!



Battleground Queues and Addons
This is in response to an addon that allowed players to form full cross realm premades by all queueing at the same time.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In patch 5.1, we resolved some issues regarding how Addons interact with the Battleground queue system. It is no longer possible to automate queuing for standard or random Battlegrounds in groups larger than 5. We decided to make this change in order to improve the experience for all players who are queueing into random groups normally and expecting to face similarly random groups, only to find themselves crushed by a full team of coordinated opponents.

We understand that players want to enjoy coordinated team play, and we invite those players to queue into Rated Battlegrounds or play Wargames to have that experience. Players can continue to use Addons to queue for Rated Battlegrounds as well.

Patch 5.1 Hotfixes - November 29
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
Hunter (Forums / Skills / Talent Calculator)
  • Serpent Sting damage has been increased by 100%, and its cost has been reduced to 15 Focus (was 25).
  • Survival

Mage (Forums / Skills / Talent Calculator)
  • Fire
    • The periodic damage from Combustion has been reduced by 50%.
    • The critical strike chance multiplier from Critical Mass has been reduced to 1.25 (was 1.5).

Monk (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • Divine Star now deals 40% more damage and 133% more healing, and its radius has been reduced by 33%.

Quests
  • Players that complete the quest "Voice of the Gods" will now only receive one Reliquary Facsimile reward via mail after completing this quest.
  • The drop rate for Bilgewater Blasting Caps required for the quest "Siege Damage" has been increased.
  • Lieutenant Valorcall will now spawn for the quest "Sigil of Arathor".

Creatures
  • Alliance soldiers in the Krasarang Wilds are no longer confused about which side they're on.
  • Troubled Slave Spirits in the Ruins of Ogudei will no longer assist their own kind in battle unprovoked.
  • Fixed an issue that could cause Zan'vess Squad Leaders to evade.

Sunsong Ranch
  • Fixed an issue that could cause crops to become harvestable at inconsistent times. Crops will now always become harvestable at 3:00 a.m PST.

Dungeons, Raids & Scenarios
  • Several classic raid bosses have been adjusted to be more friendly to solo players:
    • Viscidus
      • Viscidus now remains frozen for 30 seconds (was 15), and it takes 30 hits to shatter Viscidus (was 50).
    • The Twin Emperors
      • The recast time for Heal Brother has been increased to 3 seconds (was 2).
    • C'thun
      • Players now have 5 minutes to escape C'thun's stomach and resume the battle before it resets.
    • Al'ar
      • Al'ar and Ember of Al'ar are no longer immune to fire damage.
    • Reliquary of Souls
      • Spirit Shock now has a 15 second recast time (was 0 seconds).
  • The Heart of Fear
    • Imperial Vizier Zor'lok
      • In the Heroic mode version of this encounter, Zor'lok will no longer sometimes spawn multiple Echoes of Attenuation, and will properly transition to his third platform when receiving sufficient damage to cause him to skip his second platform.
    • Wind Lord Mel'jarak
      • Breaking an Amber Prison will now always inflict the Residue debuff.
  • Mogu'shan Vaults
    • Will of the Emperor
      • Jan-xi and Qin-xi will no longer pause while executing their Devastating Combo attack.
  • Mogu'shan Palace
    • Elegon
      • Fixed an issue that could prevent the floor from returning during phase transitions in this encounter.
  • Temple of the Jade Serpent
    • Fixed an issue that could cause Wise Mari to stop using Hydrolance or Call Water.
  • A Little Patience
    • Fixed an issue that could cause Commander Scargash to become uninteractable.

Brawler's Guild
  • Disruptron Mk. 3R-Alpha's attacks will no longer sometimes strike spectators in the Brawl'gar Arena. His attacks will now properly strike opponents standing on the grates in this arena.
  • Dark Summoner's health has been reduced by 10%, and his damage reduced by 35%.
  • Certain short-term buffs, such as Bloodlust, are now cleared when entering the Brawler's Arena. Long term effects, such as Heart of the Wild, will persist.

Professions
  • Engineering
    • The Blingtron 4000 Gift Package now has a higher chance to drop valuable items, and a bonus chance to drop an additional sellable item.
  • Tailoring
    • The Imperial Silk Cocoon is no longer Unique.

Items
  • The Malevolent Gladiator's Ripper can now be upgraded via Conquest Points.
  • Bottled Tornado may no longer be used in areas where flying isn't permitted.
  • Using Bottled Tornado will now always properly put Rocket Jump and Goblin Glider on cooldown.
  • Blood Death Knights will no longer incorrectly receive Kilrak, Jaws of Terror; Scimitar of the Seven Stars; or Elegion, the Fanged Crescent from Raid Finder encounters.
  • Item Enhancements
    • Enchantments using the Real PPM system will now generate two buffs simultaneously, rather than simply refreshing the duration of an existing effect.

Bug Fixes

Blue Posts
Originally Posted by Blizzard Entertainment
LFR Boss Status
The CM's on the US forum are telling me I should complete the LFR for VP anyway, even if I have killed that boss, but why, if I do one heroic a day and 5 LFR's that VP caps me (unless the cap has risen which I have not seen anything on) so why would i want more vp from a boss I've already killed even if that is possible which I don't think you get extra VP for killing a boss twice in one LFR lock out.
You get extra VP for finishing the LFR run you've been placed in, no matter if you've killed the final boss of that run yet or not (you just get 90 VP for the first completion and 45 for all the others).

Getting a queue pop for the last boss only, then queing again for the first 2, only to get the !@#$%^- last boss again.
If you get into an ongoing run and finish it, next time you queue, the system will try to put you on a fresh run. It's not 100% guaranteed, but that's what the game will try to do, rather than have you going against the same last boss again.

Does it mean you might end up keep getting 2/3 bosses LFRs? Or will you be sure to get a fresh run if you already killed the last one?
It might not be 100% sure, but that's what the Raid Finder will try to do.

But to give zero reward for staying in a group with absolutley no benefit to yourself is idiotic especially since you already took a hit first time and joined a 2/3 raid and to even punish those people is even worse.
If you finish that second run, you'll get Valor Points for it. (Blue Tracker / Official Forums)

Old World Boss Changes
Are you sure? I was killed immediately when I was inside C'thun!
Viscidus, Twin Emperors, C'Thun, Al'ar and Reliquary of Souls should be easier to kill now. The developers applied a hotfix during the night. So, if you haven't gone to C'Thun yet today, you should!

Why don't you change Kalecgos? And what are the changes at Al'ar?
Al'ar is no longer immune to fire damage.

Regarding Kalecgos, at this point we don't know if the developers have any plans to change him or any other bosses, but we'll ask them and share with you any news if that's the case.

Yes, as paladin, I am interested in Viscidus changes as well.
He's now easier to freeze and shatter.

RoS won't cast Spirit Shock as often as before.

What about Razorgore? Last time i was in there i noticed his destroy egg ability had no cooldown and that you didn't lose channeltime if hit. But it was still impossible due to the amount of adds that spawn, before you even get to clear half the room Razorgore is dead.
I'd say you need to practice the most effective path and use his ability to sleep dragonkins. Razorgore can also take quite a beating, but at some point you'll need to clear adds off yourself and himself (careful of not blowing him up). (Blue Tracker / Official Forums)

Daily Quest Feedback
Go talk to some congas, Mr. Brown. Your opinion is irrelevant.
Why is it irrelevant? I'm a player too. :(

The more I did the Mists dailies, especially after hitting Revered with Golden Lotus -- that can be a little tedious -- the more I actually enjoyed them. I've never been a huge fan of daily quests, but I seriously like the Mists factions (and dailies) more than any before them. I think there's a nice variety in the setup of each faction's daily quests (i.e. Klaxxi buffs, Shado-Pan companion, etc.) that doesn't make it feel too redundant. This is particularly true since I tend to rotate through a couple of factions week to week. With my work/life schedule I'm someone who doesn't always cap Valor each week, so I know I don't need to do dailies every day if it just means I'll outpace my VP gains. Right now I have at least 3 pieces of epic gear unlocked reputation-wise that I just need to save up for.

While technically you are a player in that you play the game, your opinion and the way you voice it is your job.
Hold up...

Let's get one thing straight. Sure, I work for Blizzard so you can accuse me of bias. But my opinions about the game aren't owned or operated by Blizzard, nor is it the development team's job to dictate to me what my opinions should be. I form my opinions about gameplay the same way as everyone else, though certainly inside info does shape them to a degree (almost always in a positive way like, "OMG, early patch 5.2 design is looking mind blowing!").

As far as enjoying the monotonous dailies the more you do them, I have absolutely no idea how that is possible. Every time I do one daily I feel my blood pressure rise along with my anger at the devs, CM's and people who defend the boring dailies.
Playing off of what I said above, I'll tell you how it's possible. We're discussing subjective elements of what is or isn't fun in a video game.

You and I disagree, and that's okay. But at least I acknowledge that your opinion of dailies is "possible" and understandable. In return it seems you're suggesting that the reason I have the opinion I do is that it's not my own -- that it was somehow force-fed to me.

Look, I've typically shouted down the "dailies are mandatory" whiners ... but for one reason only -- they didn't take much effort and I was able to "get rid of them" quickly. I'd probably feel differently if I actually cared about maintaining an alt.

But let's be honest, questing is the lowest form of content. It is boring, repetitive and not challenging. Dailies, in and of themselves, are just a miserable lowlight in what is an otherwise impressive array of content in MoP. The raiding, challenge modes, brawler's guild, pet battles etc. have all been excellent. Dailies? Not so much.

I just totally disagree. Solo content has come such a long way since vanilla. There are many players out there and in this thread, like me, who enjoy approaching an area filled with quest objectives, looking for the most interesting and efficient ways of tackling those objectives.

You can easily get yourself in gameplay situations that, while maybe a lot shorter in length, are mechanically more interesting than several Raid Finder boss fights, and require more than just your best standard ability rotation. Hell, there are mobs out there that have nearly as many mechanics/abilities as some of the Raid Finder bosses.

When I hit Revered with Golden Lotus I moved onto other factions while waiting for the 5.1 commendations to come out. My gear has improved quite a lot since I hit Revered and, when I went back to do Golden Lotus dailies last night, had more fun than usual pushing myself to be precise, ambitious, and ruthless with pulls.

My enjoyment of Mists of Pandaria has only increased over time, even with the few gripes I've had. I couldn't say the same back in Cataclysm. I still think it was a solid expansion, and I appreciate a lot of what Cataclysm brought to the game, but I sympathized with the people who were feeling burned out. For me, it just felt like maybe it was the result of playing this game for so long. I worried a little bit that my feelings for World of Warcraft were becoming inevitably nostalgic. But Mists changed that for me. The content feels like it just has more soul to it. I've seen a lot of people express similar feelings.

On that note, to the people who outright refuse to pickup quests from a hub with blue exclamation points: you're missing out on some great story and awesome content at Domination Point and Lion's Landing. I think it's a mistake to write that off based on perception alone. (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator)
Powershot Bugs
Just wanted to keep you guys updated, we're aware of this issue (when targeting a stationary target), it's already being worked on but unfortunately it's the kind of bug that will probably only be fixed with a client-side patch, probably with 5.2 (please note that this is a very early estimation of when it’s going to get fixed, don’t take it for granted as it might change at any time) (Blue Tracker / Official Forums)

Trading Card Game Art Gallery Update
The Trading Card game art gallery has been updated with ten new pieces.


by Published on 2012-11-30 09:22 PM

Blizzard Registers Project Blackstone Domain
Fusible noticed that ProjectBlackstone.com was recently purchased by Blizzard Entertainment. It doesn't mean much yet but the choice of domain name could point to a side project for Diablo 3 or even pet battles (They also appear to have purchased WarcraftBattles.com last month).

We're mostly reporting this to have a nice point of discussion for it, but nothing really points to it being a major project (= probably not anything Titan related).

by Published on 2012-11-30 10:24 AM

Wizard Budget Guide, Of Dreamhack and Botters, Blue Posts

Brawler's Guild Invites
Brawler's Guild invites went up on the BMAH recently, so don't forget to grab yours. If you are hoping to pick one up off of the rare NPCs, you may want to reconsider. So far we have seen ~30,000 kills and a ~2.5% drop rate. Farming it may take a while!

If you want to keep an eye out for the NPCs while questing, you can use NPCScan and do "/npcscan add #### NPC Name", where the numbers are the NPC ID (H: 68319, 68318, 68317 and A: 68322, 68321, 68320).



Mining and Herb Spawn Rates Reduced
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Mining and Herb spawn rates in Pandaria have been reduced by approximately 50% in patch 5.1, and this is indeed an intended change. These are in addition to the hotfix that was applied in 5.0.5 to lower the spawn rate of Ghost Iron.

In all of these cases, the reduction was prompted because the resources were too abundant, resulting in ore and herbs being undervalued, and also therefore the effort that our herbalists and miners put in to collect each node. We’ll be monitoring the situation, though, and should the current rates prove to be too low then we’ll make further adjustments as necessary.

LFR Remaining Bosses Counter Removed
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Right, so with 5.1 the game no longer tells you how many bosses are left for the group you’re being matched with for Raid Finder (LFR).

To explain why we made the change, let’s go back to the problem everyone was experiencing before. Let’s say a fresh LFR group is put together, they get two bosses down, and then wipe a few times on the third and lose 10 people who think they’re too cool for wiping. Now the group is down to 15, waiting for 10 new people, the queue eventually pops for those 10, and most of them see 2/6 and hit cancel. The raid still isn't full, the matchmaker has to go looking again for more people, and meanwhile as time ticks on people from the original run are getting more frustrated. Maybe a few of them leave, and then there’s even more spots to fill. Plenty of times everyone just gives up and the entire run falls apart, all those people are back in the queue, and they’ll be-damned if they join an in-progress run to fall apart again!

These kinds of things happen all of the time, and in the vast majority of situations it’s simply because people don’t like the idea of joining an in-progress run, even if it would have succeeded.

You may think we’re trying to be underhanded, but the reality is we’re trying to help people be more efficient with their play time. What most people don’t realize is that if they get and complete an in-progress run, the next time they queue they will preferentially be placed into a fresh instance. What everyone should be doing, to be the most efficient, is joining and sticking with their runs to completion. If they join an in-progress group they can catch up on those other couple bosses they missed immediately after, and if they have the time, they’d be wise to down the ones they've already killed again for extra Valor.

The patch has only been out a couple days of course, but personally I think there are some people who don’t realize yet how an in-progress run, and that extra Valor, can directly translate to improved items through the new upgrade system. An in-progress run is very likely better bang for the buck to your character power due to item level upgrades than hitting cancel over and over to get a fresh run and then hoping for a boss drop.

There are of course other issues that cause LFR groups to fall apart, like boss difficulty, and those are the kinds of things we’re looking at bigger solutions for. Losing a couple people doesn’t need to mean the whole run is doomed.

Can't people who just joined leave immediately upon seeing that it's not a fresh run and just queue again? I believe if a boss is killed you don't get deserter for leaving so this doesn't fix the issue you're trying to fix really.
There's a deserter debuff given if you don't stay and participate in the raid.

Let's expand your Scenario. I queue as a Healer, I get a group that is on last boss. We kill the boss. However, now I still need the first two bosses. So I queue and zone in, guess what? The groups is on last boss, the one I have already killed. So I drop group as soon as I zone in. Exactly what has this fixed?
Is this a hypothetical situation? If you're solo-queuing you should be getting a fresh instance when queuing again after completing the previous in-progress run. It's not an absolute guarantee, but pretty close to one.

What if you are valor capped for the week? What good does killing bosses again do? Or what if you have limited play time, and would rather queue once and get your LFR done in one go? This change doesn't stop 2/6 queues from showing up. It isn't going to speed up anything. Everyone who would have gotten a 2/6 and skipped it, is now forced to do that 2/6 and then hope the next queue works as intended putting you in for the first boss, and then dropping, creating another 2/6 for someone else. I don't see how that helps at all.
Matching random people together with differing interests, preferences, and goals is always going to mean people will be leaving when they feel they want to for... whatever reasons they deem necessary. If you want to have a group that's organized and sticks together, queuing to be matched with strangers has a higher chance of not offering that experience. What we can do, and will continue to strive for, is lessening the social burdens of being matched with strangers in an unknown situation and reducing some of the behaviors that may cause more degenerative uses of the tool - ideally through positive reinforcement, but that's not always possible.

In any case, I don't think anyone thinks any part of the game is perfect, and so much like everything we do it's going to be an ongoing iterative process. Feedback on what you think we can do to make things smoother for you is always helpful.

As one of the people who requested this change a month ago and is quite pleased with it, I'd like to point out that it's been working in Dungeon Finder for a long time now. Initially I thought nerfing end bosses in LFR was the only solution, to reduce the number of people who leave towards the end. But then it was pointed out to me that Dungeon Finder enjoyed great success simply by hiding the number of dead bosses on the confirmation screen. It's not some radical new change; it's just taking a successful improvement to Dungeon Finder, and extending it to LFR.

I'll add that it'simply selfish to want the freedom to leave raids early, but not also accept the responsibility to sometimes be called upon to finish a half-completed raid. Trying to only benefit and never contribute is cheating the system. It's standard game design not to reward people who try to cheat. Nothing surprising here.

You're awesome.

And you're exactly right, you can't have it both ways. Leave whenever it suits you AND expect there to be fresh raids waiting for you each time. It'd be great if that was possible, but it is an MMO with lots of other real live people playing. Ideally though cooperating to complete a raid is rewarding enough for everyone that it's generally functioning in a way that makes everyone want to cooperate.

I think the domino effect that this will cause will force most everyone to queue 2 times for every raid.
How are you not queuing twice, or more, waiting for a 0/6 run?

Anyway, there are still plenty of runs making it to completion, which means less people joining in-progress runs, and that only increases as people learn the fights and their gear improves.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.1 Proc Changes
I believe it's dancing steel not procing twice from dual weapons anymore, it justs reset your proc instead of adding a second.. Unofficial Spell Changes in 5.1....
The change to Dancing Steel is actually part of its status as a Real Proc Per Minute (RPMM) system, which was in the patch notes.

  • The Dancing Steel, Jade Spirit, Colossus, and River’s Song enchantments now use the Real PPM system utilized by Windsong and Elemental Force.

You can read more about how RPMM works here: http://us.battle.net/wow/en/forum/topic/6893549789#1

Dual wielding with a RPMM enchants means that you'll get double the frequency of procs, but the system doesn't currently allow for double active procs.

We're happy with how the RPMM system has turned out, and we think it's a stronger proc system than those we've used in the past, and offers more consistent results for players too. That said, we know that some players find double active procs fun, though, so we're exploring the possibility of altering the system to allow for them in the future.

Now, all of that aside, the original poster's issue was most likely associated with an issue that was hotfixed yesterday:

  • Mutilate, Killing Spree, and Fan of Knives once again apply poisons correctly.

Good news, everyone!

As I mentioned, we've been investigating the possibility of altering the Real PPM system to allow double procs. It hadn't been done previously due to technical challenges, but we found a solution much faster than expected, and we're currently working on a hotfix to allow Real PPM enchantments to proc separately per weapon.

Yes, this means that if everything goes smoothly, you'll soon be able to have two simultaneous Dancing Steel procs, or (very rarely) six simultaneous Windsong procs. (Blue Tracker / Official Forums)

Indicator of Grand Commendation Effect
I just went around on my primary 90, buying up all the grand commendation I qualified for. As it stands, I see no indication whatsoever that they're in effect.
Thanks for the feedback. I'll bring the concerns for grand commendations up at the next developer meeting. (Blue Tracker / Official Forums)

Brawler's Guild Rewards
if something is fun, does it always have to shower you with rewards?
This is a relevant question. We want the feature to be cool, flavorful, and prestigious on its own merits. As soon as we start tying awesome rewards to it, all the threads misusing phrases like "forced content" and "shoved down our throats" would start popping up for Brawler's Guild.

There are so many elements of gameplay that unlock pathways to flavor, prestige, and power rewards, to the extent that they're often viewed as mandatory by the experienced player who needs every edge or bit of bragging rights.

LMAO! You guys expect far too much from Blizzard..LMAO!!!!
If you think it's laughable, there would really be no hard feelings on our end if you decided it wasn't worth the time or effort to get in or participate in the guild. It's a niche feature that likely only a small percentage of the playerbase will ever take part in, or come back to regularly to reach higher ranks and much harder fights. Given common player perception about endgame progression and reward structures, I think we could use more minor, niche features like Brawler's Guild and Pet Battles in the game. (Blue Tracker / Official Forums)

Blingtron Not Resetting
We're aware of this issue and are actively working on a fix. Thanks for your reports! (Blue Tracker / Official Forums)

New Item Tooltips
I am giving it a bit of time before making a decision, it could be just a case of getting use to the new look.
I was under that same impression yesterday. Personally, for me it's still odd to look at my item tooltips and getting everything sorted out, but when I think about it, the new tooltips have all the information they had before, just a different layout.

In any case, please remember that it's going to be more helpful for the developers (and for us) if you try to put your thoughts constructively about why it doesn't work this way rather than a harsh one liner that doesn't have anything but strong words. (Blue Tracker / Official Forums)

Disabling Loss of Control Action Bar Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As disabling the red action bars in the new loss of control UI is something that some players would like to do but the option is not currently available in the game, I am blue tagging this thread for visibility.

AddOn:
http://www.mediafire.com/download.php?rstnhs03hiabt2g

Macro:
/run f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)

Script (put the script above in an addon you always run in its main .lua file):
f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)

League of Legends IPL5
If you are a LoL player, you likely already know that IPL 5 is officially underway! The best teams worldwide for League of Legends and StarCraft II are competing at the Cosmopolitan of Las Vegas from today until December 2nd for $100,000 and the honor and glory of winning.

A full schedule can be found at IGN's official site, detailing matchups and times accompanied by links to go watch in free HD! If you are looking for updates on how your favorite teams are doing, check out Reign of Gaming. They are also holding a contest for some free RP.

by Published on 2012-11-29 06:43 AM

Wizard Budget Guide, Of Dreamhack and Botters, Blue Posts

Improved Scenario Rewards
Patch 5.1 a new Greater Cache of Treasures, which is rewarded from completing a random scenario. It now has a chance to drop a 450 or 463 rare quality item, or a 476 epic quality item with a random enchantment that is appropriate for your class.



Patch 5.1 Hotfixes - November 28
Originally Posted by Blizzard Entertainment
Classes
Shaman (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)

Quests
  • Quest targets on Bilgewater Beach in Krasarang Wilds will no longer improperly apply PvP flags to attacking players.
  • Agent Malley, the Operation: Shieldwall Quartermaster, now accepts the proper currency for his wares.
  • The quest "Touching Ground" can now be completed correctly.
  • NPCs in Domination Point will no longer ask PvP Guards to assist them in combat.
  • Great Cranes now drop Pristine Jet Crownfeathers more frequently.
  • Fixed an issue that would sometimes prevent players from witnessing their respective faction's landing on the shore of Krasarang Wilds.

Pet Battles
  • Mr. Bigglesworth will no longer drop from Kel'Thuzad, as he can now be obtained from the achievement Raiding With Leashes.

Dungeons, Raids & Scenarios
  • Fixed an issue that could cause some players to be friendly with the denizens of the Black Temple.
  • The Heart of Fear
    • Garalon will no longer despawn when moved near the outside edges of his platform.
  • Mogu'shan Palace
    • Trial of the King
      • Defeating Kuai the Brute while he is casting shockwave will no longer sometimes prevent players from completing this encounter.
  • A Little Patience
    • It is no longer necessary to slay the Kor'kron Elite preceding Commander Scargash to engage him.

PvP
  • Players are once again correctly affected by silencing effects in PvP.

Items
  • Scavenged Pandaren Weapons are now correctly Bind on Pickup.
  • The Malevolent Gladiator's Ripper now has the correct amount of PvP Power.

Bug Fixes
  • Character specific macros should no longer sometimes be removed from action bars when logging into the game for the first time.
  • Players that have faction changed will now receive the correct Pandaren Campaign commissions for their current faction.
  • Field Merchant Skevin now appears on the Skyfire.
  • Spirits of Harmony can no longer be sold, auctioned or mailed.
  • Fixed an issue that could cause players to become disconnected during the Domination Point event.
  • The Sturdy Crane Crate, Sturdy Tiger Trap, and Sturdy Crab Crate are now consumed once the quests they offer are accepted.
  • Guild tabards will now display correctly on the character selection screen.
  • Classes

The Brawler's Guild & Realm Coalescing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We've seen some confusion about people from other realms showing up in the Brawler's Guild.

It's important to note that the Brawler's Guild only uses realm coalescing when the number of participants is really low, so a lot of people are seeing people from other realms due to the fact that there haven't been many invitations to join distributed yet. It's highly likely the area will cease to activate CRZ on most realms as participation increases. Having 100+ people in the queue doesn't create a good experience, but, from our perspective, neither does having only a small handful of people.

The feature is designed to bring a decent population into the guild, and those people should spend at least a modest amount of time as spectators or loiterers before getting into the ring. We didn't design the Brawler's Guild with the intention of getting you through queues in 10 minutes or less. We're not trying to replicate Dungeon Finder for the solo player with Brawler's Guild.

If the place seems overcrowded AND you're seeing people from other realms there, it could be a situation where the population check that determines whether or not to coalesce a realm hasn't run again yet. As I said before, this should stabilize in time and likely automatically disable CRZ for the guild.

Blue Posts
Originally Posted by Blizzard Entertainment
Lack of Complete Patch Notes
Maybe I'm just ignorant of the reason here but is there any reason that the absolute full list of changes in a patch are not listed? For example, the stealth nerf to Spectral Guise, the change in pvp power as it relates to healing, etc. were not mentioned. Most of the times people have to find these out for themselves then wait for confirmation on their respective forums. Any ideas?
I compile the notes, so I should probably explain a bit.

Essentially, the development of every World of Warcraft patch is a highly iterative creative process. Like most creative processes, there's a little bit of chaos involved, with discreet sub-teams working on individual projects, but also coordinating closely at the same time, so there's always a frenzy of activity going on at any given moment. With that in mind, there's not one comprehensive, monolithic source of information on what's being changed. Instead, information needs to be solicited, provided, re-phrased, confirmed, re-confirmed, edited, and revised as the patch is developed and I compile the notes. That also means that if there's an omission, you can be reasonably certain that it wasn't intentional. It's also worth noting that, as the code changes to resolve issues and implement new features, sometimes things go unexpectedly wonky with older parts of the game.

I'm careful to compile the notes as completely as possible, but it's not unlikely that some things will slip through the cracks from time to time. Perhaps an item didn't follow a typical development pipeline, or something was fixed at the last second. And of course, there will be rare occasions when I simply make an error and omit something that should have been included.

In all cases, we try to make the notes as informative and complete as possible, while also keeping them relevant for 99% of players.

Because if they detailed everything that went into a patch it'd be about ten pages long and everyone would whine about that. I agree that they could be a touch more extensive though.
That's not precisely the case, but we do try to keep things relatively concise. Admittedly, there are many changes that occur that wouldn't mean anything at all to 99% of players, and really crunchy notes of that sort have historically always been omitted.

They do not mention the ones which are apt to upset a large majority of the players.
That's not the case either; there are notes in virtually every update that we know will upset someone. We don't shy away from providing information that needs to be provided, and I'm afraid that you are ascribing a motivation to an event that is actually happenstance.

So it's just coincidence that almost all of the stuff that you "forgot" to put in the patch notes are things that negatively impact the game?
I have a question for you: Do you really think that we believe that players are happier to find these things out on accident, with no warning? That somehow we think we can slip things by un-detected, when logic, history, and all evidence points to the contrary?

What's the advantage there?

This should most definitely been in the patch nots yet absolutely nothing has been said about it from Blizzards end.
Indeed, it should have been. The fact that completing a partially cleared instance should cause your next Raid Finder queue to always be a fresh instance should also have been noted as well.

I'll be adding both of those to the notes shortly, in fact.

The advantage is you can simply ignore addressing the issue like is almost always done with "stealth nerfs." Just change it and not say a word.
I still don't see how that's an advantage. We always have the option of discussing a topic or not. 'Hiding' something would just make people grumpier when it sneaks up on them, which makes it even harder to speak about it in a constructive atmosphere.

I'll be honest: I'm having a hard time picturing how you think things work around here. I admit to having a nice diabolic cackle now and then, but it's not like I'm sitting in front of a bank of monitors each filled with an angry forum thread, stroking a siamese cat and telling my henchmen that they've failed me for the last time.

But won't this just perpetuate the problem of people leaving during raids even more? If I join a partially finished raid, then go to another raid to finish the bosses I haven't done I will then be leaving after completing the bosses I need. Blizz needs to find some way to keep people in the raid for the whole thing from boss 1 to until the end.
We're always working toward a better system. In the meantime, while the scenario you describe could happen, we should still see more consistent groups and lower queue times than we were seeing previously.

Solution: release a patch note addendum. "Official" additional notes will settle questions of if a change is an actual intended change, and so on.
I've been updating the notes as items are confirmed. (Blue Tracker / Official Forums)

Quests Causing PvP Flagging on PvE Realms
Thanks for everyone's feedback on this issue. These quests are supposed to encourage PvP, but remain PvE friendly, so the more information we can gather regarding what might still be flagging players is helpful. The following hotfixes have already been implemented:

  • Players are no longer flagged for PvP combat when engaging Lieutenant Ethan Jacobson.
  • Players are no longer flagged for PvP combat when engaging Chief Engineer Cogswrench.
  • Getting in combat with NPCs in Domination Point will no longer cause guards to assist them.
  • Removed Kor’kron Elite near a quest objective.

Obviously, some of you still seem to be getting flagged inappropriately. If you are still being flagged incorrectly, we'd like to address it.

It will help us investigate if those of you still experiencing issues could please let us know what exactly you were doing when you were flagged. (Blue Tracker / Official Forums)

Loss of Control Alerts
You get mad because Blizzard is offering you an option to disable it? This thread is pretty absurd.. and the "anger" over this feature is pretty absurd, too. Don't like it? Don't use it.
Actually, the frustration is understandable.

This thread might have been started out of context though. The player I was originally responding to seemed to simply resent that the feature existed at all, despite being an option that can be disabled. He hadn't mentioned that the screen flash and action bar 'red out' persisted after disabling the Loss of Control UI, nor had anyone else, when I first responded to the thread.

We're looking into it now. (Blue Tracker / Official Forums)

PvP Fist Weapon PvP Power Amount
Thanks for your report on fist weapons not having the appropriate amount of PvP power. We are aware of this issue already and are actively investigating the matter.

Nothing to investigate, you only need to look at the facts, and the facts are that the fist weapons, again, have been overlooked. Isn't it just awesome to have chosen both the Shaman class AND fist weapons on a day like this?
They have not been overlooked, the PvP power adjustments simply did not apply to them and we are investigating as to why and sorting out a resolution. It is not a simple matter of flipping a switch, but we are working to have the correct amount of PvP power on fist weapons as soon as possible.

Indeed, the PvP power on the fist weapons has been hotfixed to match other weapons - however, people who bought the weapons before today are still unable to upgrade them.
We have now hotfixed the the PvP power on fist weapons as you said, however being unable to upgrade fist weapons purchased before 5.1 is unrelated and as such requires some additional investigation to solve. We are still looking into this and hope to have it sorted out as soon as possible.

Good that it's acknowledged, got any kind of ETA (today, tomorrow, next patch, the next expansion)? It seems the ones that are on the vendors are upgradeable but not the ones that players have already bought.
Indeed, it is only the ones bought before patch 5.1 that cannot be upgraded and this is what we are looking into. Unfortunately we cannot provide any ETA at this time, but do hope to get this sorted out quickly. (Blue Tracker / Official Forums)

BWL Soloing
How did u do it solo? The adds kill the boss way to fast.
Some adds should be sticking to you (but won't interrupt your channel). There's no debuff when using the orb, so you can interrupt it, clean adds, and retake control of the boss as much as you want, and you can destroy eggs non-stop (other than his 3 second cast).

Also, Razorgore has an ability that will put to sleep a dragonkin unit, this is very useful if he's under attack. Just keep practicing and make the most of the period between the pull and the first wave of adds! (Blue Tracker / Official Forums)

WoW Engine Upgrades
Technology never stops evolving and we all know that most games usually end up falling behind, as time never stops, while trying to keep up with the latest hardware.

But actually, a game like WoW is constantly updating its engines, with every new expansion and sometimes even during normal patches, we get a few updates here and there, both to the graphics engine but also to many other kinds of engines, like animation, A.I., network, scripts, physics…

WoW is actually a very efficient and polished game, and it has to be so, players need a smooth gameplay while doing very demanding CPU/GPU intensive tasks, like being in a city with hundreds of players around you, 25-man raids, or even world bosses when there’s 2 or 3 more 40-man raids around you trying to tag the same boss, and then there’s addons, which introduce some overhead but provide one of the most powerful game customization capabilities that I know of, adding extreme versatility and expansibility to the game.

Many changes and updates have been done to the game’s engines throughout all these years, some players might not notice them immediately but they are there.
Most of the engines that we use are made in-house and remain exclusive to our games. That’s why we typically don’t discriminate most of those changes and release extensive technical details.

For example, with Cataclysm we were able to introduce DirectX 11 support and many new different features like dynamic sunshafts and improved “liquid” rendering (aka awesome looking water!). With Mists of Pandaria we have better and bigger textures, improved shadows, overall better and more detailed 3D models and some stuff that you just won’t notice because it’s not visually distinguishable, like performance improvements on the way the game renders the world around you.

We also need to be careful about any changes we might apply to graphics, as sometimes those changes can mean a feeling of loss to many players that love and are used to the way the world looks. We know WoW can be very close to player’s hearts and that our community is incredibly passionate about the game, so we need to be extremely careful about any design changes we apply, not only visual changes. (Blue Tracker / Official Forums)

Burning Crusade Content Difficulty
We know that there are players interested running TBC at the appropriate character level but we can’t really tune old content to match every single change we apply to the game when we’re also adding options at the same time for high level players to enter those raids alone so they can solo bosses.

These are two different philosophies that just don’t work well together, it’s hard to tune things for both a level 90 to solo and for twinks to have a competitive and challenging raid, we do try to make that possible but our main focus is on level 90 content at the moment and in fine-tuning high level balance.

Honestly I love the idea of being able to raid all the old instances at the appropriate level and difficulty, there’s so much content left behind that new players will never get to experience the same way we did in the past and that feels like a bit of a loss to me as well, but on the other hand, I think it’s easy to understand why that happens, the amount of resources that would be required to constantly keep all old content perfectly tuned would be enormous.

With the launch of MoP, the talent revamp, all the changes that were applied to classes, all that has an effect on low level characters’ DPS, we know they’re not perfectly tuned, and although we always strive to perfect every single aspect of our game, priorities need to be taken in consideration and on top of the list needs to be high level content, when we’re satisfied with the state of that content we can start to pay a bit more attention to low-level tuning of characters and npcs. (Blue Tracker / Official Forums)

FYI - Minor Battle.net Functionality Testing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We will soon begin limited testing on updates to some Battle.net functionality (mainly communication and login). As a part of this process, you may notice some minor Battle.net-related UI changes while logged in to Diablo III, World of Warcraft, and StarCraft II.

Patch 1.0.6 for Diablo III includes some of the data for this testing but will not impact your play experience. Similar testing-related data will be patched into World of Warcraft and StarCraft II in the future.

Please note that at this stage the testing is limited, but we’ll keep everyone updated and invite you to help us test the changes as soon as we can. We look forward to sharing more information about what’s in store for Battle.net in the future, so stay tuned.​

Fan Art
Blizzard featured a nice piece of Venom Hunter Murloc artwork today.

by Published on 2012-11-28 10:38 AM

1.0.6 Official Patch Notes, Patch 1.0.7 in the Coming Weeks, Heroes Rise, Darkness Falls eBook Now Available

Warlock Class Questline Delayed
The previously mentioned Warlock class questline has been delayed until Patch 5.2. It appears that the green fire reward is confirmed now though! Kosak also mentions that there is no guarantee here, just a plan.



Guild Cloak Transmogrification
Patch 5.1 finally allows for Guild Cloaks to be used for transmogrification!



Method Heroic Sha of Fear 25 Video
Method has released their Sha of Fear kill video.



Patch 5.1 Hotfixes - November 27
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
Hunter (Forums / Skills / Talent Calculator)

Monk (Forums / Skills / Talent Calculator)

Paladin (Forums / Skills / Talent Calculator)

Rogue (Forums / Skills / Talent Calculator)
  • The cooldown of Vanish has been reduced to 2 minutes (was 3 minutes).

Warlock (Forums / Skills / Talent Calculator)
  • Curse of Enfeeblement and Aura of Enfeeblement now reduce the physical damage dealt by all targets by 10% (was 20%).
  • Aura of Enfeeblement and Aura of the Elements now cost 150 Demonic Fury (was 50), and have a 10 second cooldown.

Creatures
  • Polluted Viceclaw Scuttlers are now much tougher customers.

Items
  • Sky Crystals can no longer function against Alani once Nimbus Shroud has been dispelled.

Dungeons, Raids & Scenarios
Terrace of Endless Spring
  • Corrupted Protectors now deal less damage in the Raid Finder version of this raid.
  • The Sha of Fear
    • A number of bug fixes and adjustments have been made to the Heroic mode version of this encounter:
      • The Sha of Fear will now transition to the Dread Expanse at 66% health (was 50%), and no longer heals when entering the second phase of the encounter.
      • Dread Spawns can now gain up to 5 stacks of Gathering Speed (was 3).
      • Dread Spawns now spawn at a reduced rate.
      • Dread Spawns will no longer sometimes cast Eternal Darkness on an incorrect target.
      • Dread Spawns will now always cast Sha Spine when a player picks up the Orb of Light; the damage of Sha Spine has been reduced.
      • Dread Spawns are no longer fooled by Feign Death.
  • Tsulong
    • The Raid Finder version of this encounter has been tuned to be more appropriate for its intended difficulty.
    • Tsulong will no longer despawn unexpectedly in the Heroic mode version of this encounter.
  • Lei Shi
    • Lei Shi's Spray Ability now increases frost damage taken by 10% per stack in the Raid Finder version of this encounter (was 12%).

Bug Fixes
  • Classes

  • Players can now properly earn credit for the Last Man Standing achievement.
  • The Turkey Shooter can no longer be used on mounted players.
  • Fixed an issue that would cause various items to be awarded to players of the incorrect class or specialization in Raid Finder encounters.
  • Fixed an issue that would prevent some items from The Terrace of Endless Spring from being disenchanted.

Brawler's Guild Invitation Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the latest patch, 5.1 “Landfall”, we’ve introduced the new feature, the Brawler’s Guild. As we previously announced, entry into the Brawler’s Guild is by invitation only. Invitations can be found on the black market auction house, by invitation from somebody within the guild, and occasionally as drops from certain Horde and Alliance NPCs. Before you rush to your realm’s black market auction house, we wanted to make you aware that invitations may not be available immediately upon realms going live, but should be showing up within the next 24 hours. We wish those of you who choose to take on this next challenge the best of luck in your endeavor.

Patch 5.1: Realm Event Time Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With Patch 5.1: Landfall we’ve reactivated the Stranglethorn Fishing Extravaganza. To accomplish this we reevaluated the way time-based events work in World of Warcraft. The time zone designation for a realm doesn’t always correlate with its real-world location, and that designation has traditionally directed a player to choose a realm that shares their local time. With cross-realm features like zone coalescing (CRZ) and Raid/Dungeon Finder, linking event reset or lockout times to realm times has caused a lot of confusion, such as zones flipping between day and night upon zoning, and created substantial issues with limited-time events, such as Azeroth’s fishing tournaments.

North American Daily Event Times
In Patch 5.1 we’ve moved most time-based events on North American realms to standardized, region-wide times. Below are the updated event times for all North American realms, regardless of your realm’s local time (excluding Oceanic realms).

Times displayed in North American Pacific Standard Time (GMT -8 hours)

  • Sunrise - 5:30 a.m. PST*
  • Sunset - 6:30 p.m. PST*
  • Daily quests reset - 3:00 a.m. PST
  • Profession cooldowns and farm reset - 3:00 a.m. PST
  • Dungeon & raid lockouts reset - Unchanged (times still shared between NA and Oceanic realms)
  • Stranglethorn Fishing Extravaganza begins - 2 p.m. PST every Sunday
  • Battleground holidays - 12:00 a.m. every Friday - 12:00 a.m. every Tuesday PST
  • Darkmoon Faire begins - 12:00 a.m. PST first Sunday of every month

Oceanic Daily Event Times
Note that, due to the extreme time zone difference, Oceanic realms have a separate standardized time, and Oceanic realms aren’t coalesced with non-Oceanic realms for cross-realm zones. Oceanic realms are, however, still a part of the North American matchmaking pool for Scenarios, Dungeon Finder, Raid Finder, Battlegrounds, and Arenas, in order to ensure that the matchmaking system is able to draw from a healthy population of players at any given hour. Because of this, raid/dungeon lockouts will continue to reset at the same time for North American and Oceanic realms (i.e. reset times will still vary depending on your local time).

Times displayed as Australian Eastern Standard Time (GMT +10 hours)

  • Sunrise - 5:30 a.m. EST*
  • Sunset - 6:30 p.m. EST*
  • Daily quests reset - 3:00 a.m. EST
  • Profession cooldowns and farm reset - 3:00 a.m. EST
  • Dungeon & raid lockouts reset - Unchanged (times still shared between NA and Oceanic realms)
  • Stranglethorn Fishing Extravaganza begins - 2 p.m. EST
  • Battleground holidays - 12:00 a.m. every Friday - 12:00 a.m. every Tuesday EST
  • Darkmoon Faire begins - 12:00 a.m. EST first Sunday of every month

*Day/night changeovers are not currently set to the times listed above and will be updated in a hotfix as soon as possible.

For those folks whose play schedules are adversely affected by this, and who are blaming realm coalescing, let me clarify. It was only a matter of time (get it? ... humph) before we moved to this reset system. The problem with the fishing tournaments and CRZ was just a more blunt reminder that having non-standardized reset times is confusing in a game where realm transfers and cross-realm features are a reality.

We've used a similar system for European realms for quite some time and it's cleaner.

The new system will be better for some people, and worse for others, in terms of life schedules. But people have always had different play schedules that we can't always account for, and there are unavoidable inconveniences in that regard. The new system will just take some adjustment.

I'm on a realm where my dailies have been resetting at 1 a.m. my local time, which I've used to my advantage to do back-to-back dailies many nights before bed. I won't be able to do that anymore. But I don't think that's somehow unfair to me. It's logical, to me, for an online, very "real-time" game on the scale of World of Warcraft to have standardized times for time-based content, similar to a basketball game being broadcast live from the west coast.

Why not just CRZ realms with the same time zones together...
Not to patronize you here, but the infrastructure behind World of Warcraft is incredibly complex. As stated in the original post, just because you're on, say, a realm labeled with an east coast time doesn't mean you're connecting to a server cluster or database on the east coast. Look at the Battlegroups. There are no time zone correlations between the realms within each.

Blue Posts
Originally Posted by Blizzard Entertainment
PvP Power Tooltip
I'm a little confused. Last night I had 27% and some change for PvP Power and today I have 13.51% Healing PvP Power. Did they really cut it in half? Silent ninja nerf?
Nope, as a dedicated healer you haven't been nerfed. The tooltip on your character sheet was always incorrect, but that issue was fixed in 5.1. Note that the PvP Power you have shouldn't be contributing to your damage output though.

On the same token, dedicated damage dealers and tanks (including hybrid classes using those specializations) no longer benefit from PvP Power for healing. (Blue Tracker / Official Forums)

Loss of Control Alerts
Blizzard. Remove this crap. If player's don't understand what snares and roots are, they shouldn't be playing video games.
On the subject of "hand-holding", there is an option to disable the Loss of Control UI. Just uncheck the box titled Loss of Control Alerts in the Combat section of the Interface menu.

For many others, these are useful user interface elements.

I don't see what's so useful about it. Yeah, I'm CC'd... what else is new.
Some CC is obvious; others, such as Silences or Disarms are somewhat less obvious. We wanted to better communicate when these effects take hold, which is what the new UI element is for. Some players prefer a visual cue and a precise timer regarding when a crowd control effect will end to better plan their next move.

As I said before, if you don't find it useful, you can easily disable it, or configure it to only communicate information that you might find useful.

Well. No offense but there's certain addons that already did that and did it a lot better.
We've added quite a lot of functionality over time that duplicates the effects of useful or popular addons. Naturally, there will be players that prefer the control or customization that those addons offer, but it doesn't hurt to provide a similar option in the default UI.

You can turn it off so it doesn't show icons/timers in the middle of the screen, but even if it is turned off you can not see the cooldowns of abilities on your action bars.
I'll certainly make sure that feedback is passed on. (Blue Tracker / Official Forums)

Upgrading Season 12 to Season 12 Elite Gear
If you upgrade the Regular Season 12 Malevolent gear twice and then say you get 2200 and upgrade to the elite, does your upgrades you already made to the previous gear remain or do you now have to spend additional conquest to upgrade the 2200 gear twice now?
They remain. If a piece of gear is used as currency for a new piece of gear, upgrades are preserved. (Blue Tracker / Official Forums)

New Daily Quest Drop Rates
The idea is that with some effort (although we are looking at the drop rates being a bit too low), a player can go farm up the materials to summon one of the 5-person bosses who are then trapped in a cage - and from there everyone can fight it. If there are already animals in the cages there is no need to go out into the field to gather materials to summon another. Everyone can fight the boss and get credit for it (and rep), and killing a boss is a daily, so there's no need to kill more than one.

The entire process should be: someone farms up a boss with a Beastmaster's Hunt quest, everyone fights it together and gets the rep, and you only need to do that once a day.

Are you sure its working? I defeated the crane boss once and I didn't get the quest for downing it. I assumed you didn't need to be in the same group.
Did the character already get credit for one of the other two bosses? You only need to down one of them, not all three. (Blue Tracker / Official Forums)

Patch 5.1 New Pets
The new pets are on fairly long spawn timers, and are randomized (i.e. will not spawn on server restart). We've confirmed they have been spawning on some realms, so just keep an eye out!

Is "some" realms rather than all the realms working as intended? Which special realms are these so I can go make alts on them?
They're random, so they're not going to spawn on every realm at the same time. So yeah, working as intended. (Blue Tracker / Official Forums)

Blood-Soaked Invitation
Well I was hoping there was so way I could make money off of it, is there really no way?
Well, you could do Brawler's Guild and try to get to the requisite rank when you can invite another player, then sell that invitation, which is an unbound item that you can sell, trade or gift to a friend.

Were you just killing random guards or what?
The invitations don't drop from guards; they come from certain rare spawn Horde and Alliance npcs. (Blue Tracker / Official Forums)

Cinder Kitten Availability
The Cinder Kitten will be available in the near future. They're still a little young yet to separate from their mother and make them available for adoption. (Blue Tracker / Official Forums)

PvP Flag on PvE Realms
Is this a bug? These PvE quests for PvE rep loot purchased with PvE valor are flagging everyone for PvP, on a PvE realm.
When are you being flagged? The quest should not flag you. Flagging for PvP should be the same as always on a PvE realm. If you're accidentally attacking opposite faction guards, you will be flagged as always. (Blue Tracker / Official Forums)

Character Death Penalty
The death of a character should be something important, the death penalty is there to make sure players don’t disregard it, in my opinion it’s actually already too easy and too fast to resurrect.
It’s because of the penalty and the lost time when doing a corpse run, that players will be more cautious about their character.
If you decide to resurrect at the spirit healer, it’s because either your character died in a very weird place (and you should be more careful), or you just don’t want to corpse run.

I think we should all be glad that there’s no experience loss as death penalty, that would probably be a bit too harsh, but I do think we need something to keep death from being meaningless.

We’re always open to good and new ideas of what that might be; as long as it’s not “removal of the death penalty”, feel free to chip in.

By "very weird place" you mean large chunks of Panda land especially anywhere near the cloud serpent dailies.
That is something completely different, any time a player is forced to resurrect at the spirit healer while doing quests or anything usual, we will take a look and adjust graveyards or the resurrection functionality if we verify that it happens when players aren’t purposely going out of their way to get into weird inaccessible paths.

So if there’s a specific place, like around the Cloud Serpent dailies area where you might be forced to resurrect at a spirit healer, that can be considered a bug and devs usually fix those by either moving the graveyards, creating new ones or flag them to auto-res players who release in those places, we prefer to do that as we’re still hesitant about adding ghost flying to Pandaria. (Blue Tracker / Official Forums)

Season 11 Gear Return Delayed
Unfortunately, due to some issues, the inclusion of the Season 11 items will need to be delayed, possibly until patch 5.2.

Currently we're planning to make season 11 Cataclysmic Gladiator PvP items, including armor and weapons, available again with the arrival of patch 5.1. When they return, they will be purchasable with Honor Points from the legacy armor and weapons vendors in Area 52. (Blue Tracker / Official Forums)

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The Daily Blink - It’s a Content Patch, Charlie Brown!
The Daily Blink shares how Warlocks are feeling right now.


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