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by Published on 2011-04-29 04:02 AM

Patch 4.2 Preview: The Regrowth and Molten Front Daily Quest Hubs
Originally Posted by Blizzard
Following the Cataclysm, Ragnaros's elemental minions assaulted Mount Hyjal in a bid to set the ancient World Tree of Nordrassil ablaze. Although the Guardians of Hyjal and their allies heroically repelled this invasion, their work on the sacred mount is far from over. In the newly healed Regrowth, Archdruid Malfurion Stormrage and his comrades have transformed the Sanctuary of Malorne into a staging ground for an assault on Ragnaros's domain: the Firelands. Thus far, their efforts have been frustrated by a resurgence in elemental activity that has engulfed the Regrowth and divided Malfurion's forces.

If Hyjal's defenders quell this counterattack, they have plans to create a permanent outpost in the Firelands from which to maintain an eternal vigil over the molten elemental realm. To do so, Malfurion's druids are planning to use an enchanted Sentinel Tree. With its roots sunk deep in Azeroth itself, this extraordinary tree's protective canopy will grow in the Elemental Plane, providing a much-needed shelter for the Guardians of Hyjal. Yet accomplishing such a feat will take weeks of brutal fighting against foes such as the treacherous Druids of the Flame, a splinter group of night elves bristling with Ragnaros's fiery powers. Regardless of the many challenges ahead, Hyjal's protectors and other heroes remain steadfast in their goal to establish a foothold in the Firelands. The safety of Hyjal and Nordrassil hinges on the campaign's success.


In patch 4.2, stalwart adventurers will have the opportunity to test their mettle at two new daily quest areas located in the fertile hillsides of Mount Hyjal and the burning depths of the Firelands. Known as the Regrowth and Molten Front, these areas will offer an unprecedented amount of daily solo content for level-85 players to enjoy -- including over 60 new quests, four "unlockable" iLevel 365 gear vendors, and a world that evolves right before your eyes.


Unlock Your Destiny

Like many of the daily quest areas already in the game, the Regrowth and Molten Front will feature several stages of content. Players will begin their journeys at the renewed Sanctuary of Malorne in Mount Hyjal, joining forces once again with Matoclaw and Archdruid Hamuul Runetotem to repel invading armies of elementals. From there, they must open a portal directly to the Firelands and establish a forward outpost that the Guardians of Hyjal, led by Malfurion Stormrage, can use to thwart further incursions by Ragnaros's forces.

Rather than these stages only becoming available after a certain period of time or at the end of a long quest series, players will instead get to use a new alternate currency called Marks of the World Tree to unlock them at their own pace.

Similar to Champion's Seals from the Argent Tournament in Wrath of the Lich King, Marks of the World Tree can be earned by completing quests located in both daily quest areas. These marks can then be turned in to NPCs to open up individual daily quests, unique daily quest chains (detailed further below), up to four vendors selling a brand-new tier of gear, and important fortifications including a moonwell, an armory, and a legion of Ancients.

You'll have a lot of freedom in choosing what content you unlock and when, giving you more control than ever over your questing experience. What's more, this element of choice won’t only be reflected in the content you can access, but also in the world around you. As you help Malfurion's druids gain a stronger foothold in the Firelands, you'll start to see new NPCs and structures appear, and the fledgling Sentinel Tree planted at your arrival at the Molten Front will begin to grow into a massive protective canopy.

(For those who assisted the Shattered Sun Offensive in The Burning Crusade, these types of environment changes will likely feel similar to the transitions that occurred on the Isle of Quel'Danas.)




Personal Progression, Personal Gain

Unlike the Isle of Quel'Danas, though, which unlocked in stages for all players on an entire realm (at the same time), progression at the Regrowth and Molten Front will be completely personal. Your actions will have a direct impact on what quests you'll unlock next, and how each hub will evolve visually.

To ensure that friends can play together even if they're not progressing identically, we've avoided separating players through phasing for all but a couple individual quests. The hub may look very different from one player to another, but they can all still adventure together. No matter where you are in the progression, the Sentinel Tree will be alive and thriving with fellow defenders of Mount Hyjal!


I Choose You, Druids of the Talon! (Or maybe you, Shadow Wardens!)

Within the Regrowth and Molten Front daily quest areas, players will have numerous options, both in terms of the content they unlock and what quests they might play through on a daily basis. One of the first places players will get to experience this type of "modular" gameplay is near the entrance to the Molten Front, in the forward base known as Malfurion's Breach.

In addition to your normal duties at this outpost, you'll also be asked to secure the aid of two benevolent orders stationed in Mount Hyjal: the Druids of the Talon, led by Skylord Omuron, and the Shadow Wardens, a fierce group of night elves under the guidance of Captain Saynna Stormrunner. This will be a pivotal point in your progression within the Molten Front and represents the first big unlock of new content for the area.

To secure the allegiance of the druids and wardens, you'll need to collect Marks of the World Tree to present to each order's leader. Once you've gained the appropriate amount of marks and turn them in, you'll unlock a unique set of daily quests tailored to either the Druids of the Talon or the Shadow Wardens. If you unlock the Druids of the Talon dailies, your journeys will take you into the shadow of the Furnace, an area wreathed in constant flame; the Molten Flow, a river of lava inhabited by flamewakers for as far as the eye can see; and Fireplume Peak, a floating island protected by hot-tempered fire hawks. If you opt to unlock the Shadow Warden dailies, you'll lay siege to the Forlorn Spire, wresting it from the enemy's grasp and establishing a new forward outpost. From there, you’ll be poised to attack the Widow’s Clutch, the breeding grounds for hordes of fire spiders, and Wildflame Point, a base of operations for the nefarious Druids of the Flame.

Once you've recruited both the Druids of the Talon and the Shadow Wardens, you'll have the option to choose which set of daily quests you complete each day. You'll only able to be complete one set of daily quests per reset (either the Druid of the Talon dailies or the Shadow Warden dailies), but the choice of which path you take is up to you.








Variety is the Spice of Life

Earlier, we mentioned that over 60 new quests would be available at the Regrowth and the Molten Front. Since this is quite a lot of content -- almost half a zone's worth! -- many of these quests will be randomized into smaller groups. Out of 15 possible quests at a certain hub, for example, you might be able to pick up between three to five each day. This should help keep the content feeling fresh and fun, and your daily quest load a lot more manageable.

This randomization will also play off the environment. On one day, you may be tasked to bolster the defenses outside of Malfurion’s Breach against an onslaught of Molten Giants. On another, you'll be pitted against lava worms that have surfaced throughout the outpost. These quests will be based on the events taking place around you and are likely to change daily.


Rewards? I Love Rewards! Hippogryphs all around!

You'll be rewarded handsomely for your efforts in these embattled regions. In addition to all the new gear you'll be able to purchase from the unlockable vendors, you'll also receive an additional set of rewards upon opening up all the available content at both daily quest areas.

Players who take on this task will be presented with a stunning Flameward Hippogryph (shown below), as well a special one-time quest line that will explore the origins of Leyara, the powerful Druid of the Flame who commands the Firelord’s forces at the Regrowth and Molten Front, and why her hatred for Malfurion Stormrage burns so brightly.


After years of preparation and maneuvering, the Firelord's power is now potent enough to threaten Azeroth with a devastating invasion. The Guardians of Hyjal will require the aid of the mightiest heroes to have a chance of survival. You've heard their call -- will you answer?

BlizzCast 16 on World of Warcraft Patch 4.2 [Video]
Originally Posted by Blizzard (Blue Tracker)
We're excited to present the first-ever video BlizzCast, now in beautiful full-motion 2D! (Don't forget to wear your 2D glasses.) We've also jam-packed this episode with juicy information on World of Warcraft patch 4.2. Rob sits down with Game Director Tom Chilton to find out what the patch is all about, Lead Quest Designer Dave Kosak lays out info on the new Firelands quest hub, and Lead Content Designer Cory Stockton spits and flows on Ragnaros and the upcoming raid content.

Head over to the BlizzCast site to download the video. We also have an mp3 audio version available if you prefer to digest your BlizzCasts the old-fashioned way.


Blue Posts
Originally Posted by Blizzard Entertainment
The Firelands - Not enough content?
Yes, Firelands is the raid in 4.2, and 7 is the total number of bosses.

We think 7 is our current ideal for number of bosses in a raid. (We launched Cataclysm with two full raids of 4-6 bosses each.) We're also spending a lot of time making the Firelands bosses as awesome as possible - - creating unique models, animations, effects, sounds, etc. etc. Previously a lot of bosses were larger versions of existing models, which was fine, but that tradeoff is made somewhere. We shift to making fewer but more epic boss fights and there's a tradeoff somewhere. We're concentrating our efforts into a smaller number of fights so that each fight is bigger and better, they're still obviously going to be extremely challenging, but once it is on farm you're not having to spend two, three, maybe four nights just to clear it because the raid is so huge.

Our ideal situation would, of course, be to launch as many raids as possible with this current ideal number of around 7 bosses, but that's not something we're ever going to promise. We'd love to be able to produce unlimited amounts of content anywhere, not just raids, for that matter. We think one raid per patch with around 7 bosses is a super solid experience, though, especially with how much effort is going into Firelands. We don't think anyone is going to be disappointed.

On a side note, the whole daily quest thing hasn't sparked much excitement yet, but with the preview going live here in a few hours (and BlizzCast 16) hopefully we can impress how awesome that's going to be, too.

Again, there's a pretty aggressive development cycle for 4.2, so it's not going to be very long before we're on the PTR, and not very long (comparatively) before release. (Source)

Firelands Raid - Only 7 Bosses?
Yeah, I mean that's a tough situation because our feeling is simply that people shouldn't be forced to play the game more than a couple nights a week to keep up on progression. We realize though that some people legitimately like playing every night, and having real reasons to be in the game and playing with raid groups and such. There's obviously things like alts, professions, achievements, PvP, to keep people busy, but it's ultimately something we'd like to get a better handle on. Having content that isn't forcing people to log in every night, but still offering something that's meaningful for those that do. Understand though that by definition those types of things can't lead to player power or else everyone will be back to having to log on every single night to keep pace. Anyway, it's something we very much want to get a better handle on, but it's not something we're going to solve easily. (Source)

[...] I think the thing to probably take away from this is that content is not infinite, and so we have to look at everyone who plays the game and try to be smart about where we focus this finite pool of development resources we have.

As someone else very astutely mentioned earlier, Sunwell had 6 bosses, and I remember people being outraged that they were gated to unlock over time to stretch out that content. Firelands has 7 bosses and they aren't gated. We hope people enjoy them as much, and will be able to look back as fondly on it as they do on Sunwell. (Source)

Molten Front Dailies and Rewards
Well, someone doing the dailies every day will certainly achieve the rewards faster than someone who doesn't... But there's no comparison between coordinating 10 or 25 people to put all their concentration into the game for many hours a night, multiple nights, and someone choosing to log in and do a few quests by themselves every day. (Source)

Dungeon Journal
If you're speaking at all about boss encounters, I think you'll dig the Dungeon Journal (formerly referred to as Encounter Journal) coming in patch 4.2. Once we're able to catalog more of our dungeons in this journal, you'll get a lot of essential information for each boss fight. It's not going to tell you how to beat the fight, but it's going to tell you what kind of abilities the boss will be using against you. You'll just have to figure out with your party or raid how to deal with those abilities when they're used. Dungeon Journal will also help you find the loot you're looking for from each boss ahead of time, so you have items in mind you hope to get before even setting foot in the dungeon. (Source)

Engineering - Rocket Fuel Leak
"Rocket Fuel Leak" was specifically meant as an alternative failure for dungeons, raids, and battlegrounds so we weren't launching people up into unknown invisible (or otherwise) roofs and getting them stuck or allowing content exploitation. In 4.1 it was fixed so that this failure was actually properly going off in these specific types of content.

Reevaluating the damage though, we're going to apply a hotfix to bring it down quite a bit (it won't be able to kill you outright anymore). (Source)

New Content - Quality over Quantity
I think you're right, though. We've trended toward choosing quality over quantity with some of our content creation, and while that isn't usually a bad thing, it's rarely a good thing from a perception point of view. I think that's something we realize but - - and this is sort of a difficult concept to get across sometimes - - is that the game is... really big, and by the laws of physics really big things don't change direction very quickly. Depending on which part of the development team or individual developers you're talking about, they could be working on content we won't even announce until six months later. Maybe longer. That's just the necessity of our development to ensure we're getting patches and expansions out. So these types of evaluations of what direction the game is in and any changes or general philosophy we want to alter, we may begin making a course correction, but we're just not able to hit that new heading until the entire ship finishes turning. It's also not too rare that in the middle of altering our direction, we change our minds.

Anyway, I don't want that to be discouraging because it's not true of all things, but it is generally true of things like planning patch content which takes many, many months of development. And even then, like I said, things can change midway, but that's not always a bad thing. (Source)

Goblins and Worgens missing /roar sound
You don't like it when we take stuff away from you!? ;P

So the actual issue was that there was a bug where emote /attacktarget for goblin and worgen played the sounds associated with both /roar and /attack at the same time, which sounded broken. Since no other race but goblin and worgen have roar sounds, the fix for the bug was to make them behave the same as all other races by removing the sounds.

I know, I know, but it's done. OR IS IT!?

Obviously people miss their roar sounds. What we're going to do is hook the goblin/worgen roar sounds back up in a 'future patch' (it's not hotfixable), hurray, and then attempt to record /roar sounds for all the other races to add to the game in a patch after that.

Goblin/worgen, unfortunately lose their roars for a short while, but in the end everyone wins! Or at least roars. (Source)

Cannot /dance while in Combat
Dancing while in combat was disabled to fix some unfortunate animation bugs. For example, several races do a torso twist as part of their special attack animation, and that would go haywire when the character was also trying to dance.

Part of what makes WoW a compelling experience is the sense of immersion in this alternate world, and that is a sense that can be disrupted by graphic glitches.

We definitely hear the outcry over the dancing in combat. Our tactic is going to be to try to let characters dance while they are in combat, and always break the dance when a foe is engaged (so you could dance while in combat, but only when your character is idle). We are just starting to investigate this solution, but I can assure you that it is being evaluated. I’ve heard that directly from the mouths of the devs.

Having said that, we realize there are plenty of other areas in the game where the art can get into a less than optimal state, and nobody should assume that we just don’t care about those – they are all on the radar. (Source)
by Published on 2011-04-28 07:21 PM

Patch 4.2 Preview: A Legendary Engagement
Blizzard released a preview of the legendary staff: Dragonwrath, Tarecgosa's Rest. The model we datamined a few weeks ago was apparently a very early version of the staff and it was revamped considerably since the first time we saw the model. You can still recognize a few features of the original staff such as the Eye (Stage 2, 3, and 4).
Originally Posted by Blizzard (Blue Tracker)
Ever since the death of the Dragon Aspect Malygos, the blue dragonflight has struggled with appointing a new leader. Its members are now torn between the two likeliest successors: Kalecgos, who champions reconciliation with other races; and Arygos, a scion of Malygos who believes that his kind should withdraw from the world and forge a new path. To end the constant debates and arguments, the flight has agreed to gather during the Embrace—an extraordinary celestial event in which Azeroth's two moons come into perfect alignment—in the hopes that a new Aspect will be selected.

Yet a recent discovery by the bronze dragon Anachronos bodes ill for this impending ceremony. The timeless dragon has detected sinister magic at work around the Nexus, the blue flight's frozen lair in Northrend. Along with this find, he has glimpsed a terrifying vision of Azeroth succumbing to flames. The link between this chilling portent and the blue dragons remains unclear, but Anachronos has called upon what some of his kind deem the "short-lived" races to investigate further. If a hero does not rise to the challenge and find the truth, Anachronos's dire vision of Azeroth's undoing could become reality.




Patch 4.2 introduces an epic quest that will challenge those daring enough to complete the legendary staff Dragonwrath, Tarecgosa's Rest. The great staff duplicates destructive magics, and also bestows upon its wielder the ability to transform into a member of the Blue Dragonflight. Those who complete the staff won’t be the only ones to receive a reward, though. As this task requires the dedication of an entire guild, upon completion of the staff all guild members will receive a unique non-combat pet to call their own.


Behold the legendary staff Dragonwrath, Tarecgosa's Rest. Players will need to embark on an epic questline to obtain and upgrade this powerful weapon.

Only those who have emerged triumphant against the evils lurking within Blackwing Descent, The Bastion of Twilight, and the Throne of the Four Winds will be eligible to begin the legendary quest. Bronze Dragonflight emissaries will be sent to the Alliance and Horde capital cities of Stormwind and Orgrimmar to recruit those who are ready to undertake the challenge.




This is not a path to be undertaken lightly. Be warned: the way forward is deadly, the first steps are perilous, and the destination, as yet, unfathomable. The journey will take willing challengers across continents and through time; to meet with ancient beings, to be recognized as one of the most powerful entities on Azeroth; to navigate a lethal web of politics and determine the shape of the future.

While the journey will certainly require progress through the Firelands, where guilds will need to work together to topple the forces of Ragnaros, there are times where those seeking the staff will have to stand alone in order to prove their skill, knowledge, and determination.

The Bronze Dragonflight is counting on you. The Blue Dragonflight may lose its way without your guidance. Best not keep them waiting.
by Published on 2011-04-28 04:10 PM

Patch 4.2 Preview: The Firelands
Originally Posted by Blizzard (Blue Tracker)
For ages, the Elemental Plane served its purpose as a secure realm to imprison Azeroth's primordial spirits... until the Cataclysm ruptured its boundaries. Without warning, Ragnaros's armies surged toward Mount Hyjal, intent on burning the World Tree of Nordrassil to the ground. In the ensuing conflict, many brave heroes gave their lives to protect Hyjal from destruction. By their noble sacrifices, the impossible was achieved: the Guardians of Hyjal pushed Ragnaros's minions back into the Firelands.

Now, the battle to protect Hyjal rages in Ragnaros's smoldering realm. As territory is gained and Azeroth's champions edge closer to the Firelands' inner sanctums, a monumental task lies ahead. Entrenched around Ragnaros's lair -- Sulfuron Keep -- are his most trusted guardians, including the turncoat Druids of the Flame and their mysterious leader. Yet Hyjal's defenders cannot afford to shy away from any of these dangers. Should Ragnaros prevail against the incursion and succeed in destroying Nordrassil, Azeroth will suffer a blow from which it might never recover.


World of Warcraft patch 4.2 will offer hardy adventurers an opportunity to turn the tide in the Firelands, a huge outdoor raid of the highest difficulty, with 10-person and 25-person normal and Heroic modes. It will be a scorching opportunity to delve into this Elemental Plane, where six unique bosses stand between you and the reinvigorated Ragnaros. The great fire lord's chamber is shielded by:

Beth'tilac

Her fiery webs reach far overhead, daring her adversaries to simultaneously face their fears of both spiders and heights. Only by taking hold of her webs and climbing into her domain yourself will you find a way to thwart her evil designs.


Lord Rhyolith

Heroes face a difficult challenge: attack this massive magma giant's bulk while forcing him to move against his will among volcanic eruptions that ultimately spell his doom... or yours.

Alysrazor

Are you ready to fly the fiery skies? Catch her singed feathers and use them to soar above the inferno, or perish at the whim of this swift firehawk.


Shannox

The ferocious flamewakers of this Elemental Plane are terrifying enough, but Shannox has brought companions to his side in defense of the Firelands. This mighty hunter will require that you find a way to deal with his blazing pets before he burns you to a crisp.


Baleroc

Baleroc stands before the gate to Sulfuron Keep, amidst a river of combustion that serves as the Sulfuron moat. The bridge to Ragnaros’s blistering chamber can only be crossed by those who find a way to put an end to this towering elemental monstrosity.

Majordomo Staghelm

Ragnaros's latest chief lieutenant stands before the door to his master's chamber in Sulfuron Keep. Majordomo Staghelm's treasonous efforts will all come to a head before the very seat of his new master.


Defeat his guardians and a memorable battle with the enraged Ragnaros awaits you in his chamber. Ragnaros's normal and Heroic modes offer two completely different encounters for raiders to conquer.

Because the Firelands raid is outdoors, players will be able to mount and attempt to avoid the highly dangerous groups of enemies milling about. The order in which you engage the first four bosses in the zone will be up to you.




This will also be one stop of many in a quest to build the legendary staff Dragonwrath, Tarecgosa’s Rest. A weapon of unsurpassed quality, Dragonwrath, Tarecgosa’s Rest will not only require a spectacular effort by its owner to construct; it will reward the entire guild with a new and unique non-combat pet upon completion.

A tantalizing collection of unique rewards await those who brave the heat, and defeat the lords of the Firelands. With a new raid tier of armor and weapons, three new mounts (including the rare and highly sought flaming Anzu), a slew of new personal and guild achievements, an epic storyline, a grand musical score, and seven unique boss encounters, 4.2 and the Firelands raid will burn an indelible mark in World of Warcraft history.

Are you prepared to taste the flames?

by Published on 2011-04-28 12:52 PM

Update - Added screenshots from Getbuffed.com at the bottom of the post. You can also find the english version of the interview there.

Cory Stockton interview on Buffed.de - Patch 4.2 Extra Information
We're finally bathing in tons of delicious Patch 4.2 information and the latest update comes from an interview of Cory Stockton on Buffed.de!

List mostly built from the translation posted by Samin on our forums.

Firelands Raid:
  • The raid instance is supposed to be 4 times the size of Obsidian Sanctum, roughly the size of Alterac Valley
  • All the bosses will have new models
  • Ground mounts will be allowed.
  • The first four bosses will be non-linear before you get to the final three that are in a linear fashion, with Ragnaros at the end.
  • Ragnaros will be the final boss. It will NOT be an heroic-only encounter like Sinestra but the heroic version will be completely different from the normal one and developers wanted to make sure it feels really unique and pretty hardcore.
  • There will be more bars/meters to make it easier to watch certain mechanics in contrast to a simple debuff stacking
  • You won't need fire resistance and bosses won't have any either.
  • There will be epic recipies drops for all the usual professions.

Tier 12 Armor Sets
  • All T12 sets will be fire themed (duh)
  • Not new but reminder: Warlock will be themed after those awesome looking fire spiders
  • One plate set will be themed after the new fire giants (Anthricyst maybe?), the shoulders will be like the fire giant's face.
  • Set bonus will be firelands themed too and may resemble certain boss abilities

Raid Misc.
  • There will be a new Baradin Hold boss - another loot pinata (his words!)
  • The interviewer also asked for a second raid dungeon, Cory ignored that part and only answered the Baradin Hold part - interpret yourself.

Legendary:
  • The proc of the weapon will be offensive and not suited for healers
  • Weapon will be forged in major cities (Stormwind and Orgrimmar respectively)
  • There will be a 'very long' event with a lot of voice acting and the Blue Dragonflight.
  • Your guild will get a reward if you complete the achievement for the Legendary staff. It will most likely be a pet, it will have an unique look (not necessarily fiery) and a "legendary" feel.
  • Both 10 & 25 are supposed to get the weapon roughly at the same pace
  • 25M will have s small advantage of getting the profession related parts done quicker
  • Nothing more on what profession related parts of the legendary are but it will be only a minor part of the progression to the legendary, focus is on raiding.

Encounter Journal (i.e. boss guides):
  • Will be on PTR
  • Will not require unlocking by killing the boss or something
  • They start with entries for Cataclysm content only but plan to add WotLK, TBC and vanilla entries too - later
  • There will be no loot wishlist but they have plans for that. Loot will be listed for encounters and sorted by difficulty.

Quests:
  • There will be a new epic level 85 questline around Thrall
  • It's not revealed if that is about Thrall (maybe) becoming the new aspect of earth
  • No epics as reward, story is the reward
  • This new questline can be completed entirely in solo.
  • New Daily quests will be "modular" i.e. you start with a base set of quests and earn a currency as reward. With this currency you can unlock other quest hubs and decide how you unlock all of the dailies. This will be acompanied by heavy phasing.
  • Phasing will only change the area, you will still be able to play with your friends even if they have progressed further
  • There will be new gear, cosmetic rewards, and mounts.



by Published on 2011-04-28 04:48 AM

If you didn't see it yet, make sure you check the Patch 4.2 preview posted earlier today!



Patch 4.1 Hotfixes - April 27
Originally Posted by Blizzard (Blue Tracker)
Here you'll find a list of hotfixes that address various issues related to the recently released World of Warcraft: Cataclysm patch 4.1: Rise of the Zandalari. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below will go live the moment they are implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. We will continue to update this thread in the days ahead as additional hotfixes are applied.

Patch Information and Support




April 27

General
  • Disconnecting immediately after dying no longer causes players to lack a Release Spirit button upon logging back in.

Classes
  • Spells or talents which provide pushback protection should now be functioning correctly (i.e. Burning Soul for mages or Suppression for warlocks).

Druid (Forums / Talent Calculator / Skills/Talents)
  • Predator's Swiftness being active will no longer prevent Omen of Clarity Clearcasting from being consumed when it should be.

Hunter (Forums / Talent Calculator / Skills/Talents)
  • Marked for Death is now applied properly to the target of Arcane Shot or Chimera Shot, allowing for focus macros (i.e. /cast [@focus] Chimera Shot) to apply Marked for Death to the focused target and not the primary target.
  • The Recluse Hatchling can correctly be targeted, attacked, and killed by players and NPCs after being tamed.
  • Serpent Spread was only affecting targets closer than 38 yards to the hunter. It now affects all targets hit by Multi-Shot.

Priest (Forums / Talent Calculator / Skills/Talents)
  • Holy Word: Sanctuary should now properly benefit from Echo of Light.

Warlock (Forums / Talent Calculator / Skills/Talents)
  • Dark Intent no longer incorrectly procs off critical direct damage spells. It still functions correctly on damage- and heal-over-time critical hits for both the warlock and the target of Dark Intent.

Dungeons & Raids
Blackwing Descent
  • Obnoxious Fiends should no longer despawn erratically during the Atramedes encounter. Their behavior is now only appropriately obnoxious.
  • Summoning combat pets/guardians should no longer cause any issues with the Omnotron Defense System golems becoming activated.
  • Poison Bombs that Toxitron summons correctly prioritize ranged targets over melee targets first.

Zul’Aman
  • The range on Amani'shi Flame Caster's Fireball Volley has been reduced to 35 yards (the tooltip still says 40 yards) and should no longer pull additional creatures when used by a player.

Zul’Gurub
  • Gub will no longer cast Knock Away, as he was evading when knocking the tank into unfortunate locations.
  • Toxic Link (High Priest Venoxis) now has a 100-yard range, down from infinity.
  • Zul’Gurub Bind on Equip items can correctly be mailed, traded, sold, and bought back.

Items
  • Flask of Battle should now correctly grant 450 base Stamina.
  • Pygmy Oil should correctly be turning players into gnomes, not funky error cubes.
  • Trinket procs should no longer persist indefinitely.
  • Zul’Gurub Bind on Equip items can correctly be mailed, traded, sold, and bought back.

PvP
  • Players are now awarded 180 Conquest Points for an Arena win up to the weekly cap, up from 135, and 400 Conquest Points for a Rated Battleground win up to the weekly cap, up from 335, regardless of rating or matchup. More information can be found here.

Tol Barad
  • Attempting to use the "Have Group, Will Travel" guild perk while the Battle for Tol Barad is in progress will now provide an error that states "You can't use that here." After a battle concludes, the guild perk works as intended and summons party members to the caster's location.

User Interface
  • A bug was causing the addon chat filtering feature to not allow registered addon messages to come through. Addon chat filtering has been temporarily disabled and restored to 4.0.6 functionality.

New Lore: Vol'jin Story Available!
Originally Posted by Blizzard (Blue Tracker)
Led by the wise Sen'jin, the Darkspear tribe of jungle trolls has endured much. Driven from their ancestral home when the Gurubashi empire's tribal hatreds erupted into open warfare, the Darkspears eventually claimed an uninhabited island for themselves and renamed it the Darkspear Island. But although the Darkspears hoped that this new home would be permanent, the fate of the tribe would prove to be far from certain.

"They say the loa gonna take our minds," Zalazane said grimly. "They gonna warp us and twist us around and make us see visions."

"Many tests, I hear. If they find me worthy, I be a shadow hunter," Vol'jin answered. "If they find me unworthy… nothing can save us."

"Oh, they gonna be impressed with me." Zalazane smiled knowingly. "But they gonna laugh at you." He stepped into the mud and ambled over to stand beside his friend. They looked at each other for a moment and broke into wide grins, tusks bared. Throughout their entire childhood in the Darkspear village, this had always been a sure sign that Vol'jin and Zalazane were about to do something particularly stupid.

With a mighty cry, they ran headlong into First Home.

Blizzard Entertainment is proud to present the latest entry in the Leaders of Azeroth short story series: The Judgment!

Blue Posts
Originally Posted by Blizzard Entertainment
Legendary Staff might not be the one we thought (See (Possible) Legendary Staff - Preview)
What is that staff? It's data mined. It's not nearly fancy enough, imo.

If you're going to be like that, then the "real" legendary staff had better be at least ten times fancier.
Alas, fanciness is a highly subjective trait. I assure you that, according to my perception, it is at least 78.7% fancier. (Source)

Rated Battlegrounds and Arena Conquest Points change
We saw that Arenas and Rated Battlegrounds were over-rewarding players for the time investment required, particularly compared to point gains in PvE. We felt the change we went live with in the patch was a little bit too low and overcompensating though, so we buffed up the numbers for wins just a bit to 180 (Arenas) and 400 (Rated BGs).

[...] I'm the one compiling and revising those notes. I scrutinize the patch notes beyond what is probably conducive to my own mental health. I push to make sure I'm getting every single note I can, and that each note is sufficiently detailed and concise. If I had known about this change, it would have been in the patch notes. Just the same, the developers did not withhold this change from me so it wouldn't make it in the patch notes.

There are a lot of developers and they're very busy working on future content. On infrequent occasions a change falls through the cracks and is not properly reported to my team for documentation in the patch notes. That's our fault and something we're working to prevent each and every patch cycle by developing new ways of generating the patch notes.

Let the implication that we intentionally misdirect and lie to you go. It's not true and I personally can't stand it when I see a big change like this not make it into the notes I work for months to finalize. (Source)

Stormwind and Orgrimmar portals now exist in Shattrath and Dalaran
We had a number of instances where people were coming back to the game after not playing for a long period, in some cases years, and having a really difficult time finding their way to where they should be.

Stormwind and Orgrimmar portals now exist in Dalaran and Shattrath to help them get to the relevant cities in Cataclysm; one for each faction, and only those two portals exist to facilitate that intent.

[...] Well specifically for BC you could have played the entire expansion and still never purchased a flying mount, and if you timed it right you could have played all of Wrath and never purchased flying there either. That could be quite a bit of running, if you happened to even look up and know where you should be going to begin this whole Cata-whatever-it's-called.

We try to lessen or remove situations where someone logs in after a long time to maybe check out the game again, and sees there's some daunting task they need to begin before being able to really get back into playing.

One that still exists, at least for me, is bag clutter. I'll log into alts, look at my bags and bank, and be so overwhelmed I'll log out. Those types of situations are almost immediate stops to someone's desire to log back in or continue playing.

Anyway, to you or me, yeah it seems silly (how can they not know how to get back to Stormwind!?), to many past players though it's a legitimately helpful change to try to make it a smooth welcome-back experience.

And yeah, you guys can use them now too. Whatevs. (Source)

Prioritizing Bug Fixes
Oh, you mean prioritize tasks? We do that. Of course, some aesthetic issues are very important to players too, and prioritizing tasks is always a balancing act. Simply because something doesn't matter to you, doesn't mean that it isn't important to someone else. Obviously, high profile issues, or those that have the potential to affect the gameplay of many are high priority, but they're not always easy to resolve. Sometimes they can be hotfixed, and sometimes that's simply not an option for technical reasons. Even if they're at the top of the list, they might take longer to resolve because they're more complex. Sometimes there are issues that we'd like to resolve that get set back a bit precisely because there are more "important" things to tackle first. Or, maybe something isn't a bug at all, and requires quite a bit of thought to find a resolution for. Or we disagree that it 'needs fixed'.

One way or another, when they do arise we try to tackle both large and small issues in the most efficient and sensible possible manner. Thanks for the suggestion though, I'm sure it was very helpful. (Source)

Spell Pushback after Patch
The spell push back levels after patch are significantly greater now then they were before patch. No where in the patch notes is it indicated that push back would be increased.
Please note that this is the result of a bug that has been identified and is being hotfixed. The hotfix should be completed very soon. (Source)

Blackwing's Bane Title Missing
You still have it actually. It's a known 4.1 UI bug. I believe there's an actual command that temporarily fixes it during your current login which I can't seem to find at the moment.

In any case, yes, known and likely already set to be fixed in a future patch. (Source)

Mount Bugs
The change in movement of the rider on some mounts is the result of a bug introduced with 4.1. It will be fixed in a future patch. (Source)
by Published on 2011-04-27 07:38 PM

Update - Bashiok just posted the schedule of Patch 4.2 previews!
Originally Posted by Bashiok (Blue Tracker)
4/28
  • “The Firelands” Raid Preview
  • “A Legendary Engagement” Legendary Staff Preview
  • “The Regrowth and Molten Front Quest Hubs”
  • BlizzCast 16

4/29
  • “Elemental Bonds” Quest Preview
  • Tier 12 Teaser

5/2
  • Dungeon Journal Teaser
Blizzard released 2 official previews of the Patch 4.2 Raid and Patch 4.2 Daily Quests Area! We finally have a decent idea of what to expect there and seeing the zones (and Ragnaros :D) outside of the datamining environment is refreshing. If you missed the earlier previews, don't hesitate to check them out!




Patch 4.2 Raid Preview - Official Video



Patch 4.2 Raid Preview - Official Video Screencaps


The Molten Fields

The Molten Fields

Anthricyst Plateau

Anthricyst

Anthricyst

Anthricyst

Anthricyst

Firehawk

Aranae's Lair

Aranae

Mortal's Demise

Sulfuron Keep Courtyard

Fandral (Human)

Fandral (Scorpion)

Fandral (Fire Cat)

Fandral (Fire Cat)

Sulfuron Keep

Ragnaros

Ragnaros

Patch 4.2 Raid Preview - Datamined Map





Patch 4.2 Daily Quest Preview - Official Video



Patch 4.2 Daily Quest Preview - Official Video Screencaps


Magma Springs

The Furnace

Ashen Fields

Magma Springs

The Furnace

The Furnace

The Furnace

Malfurion's Reach

Malfurion's Reach (Phase 2)

Malfurion's Reach (Phase 3)

Malfurion's Reach (Phase 3)

Forlorn Spire

Ragnaros Reach

Ragnaros Reach

Firehawks

Firehawks

Firehawks

Lava Spider

Aranae's Bite?

Patch 4.2 Daily Quest - Datamined Map


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