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by Published on 2013-04-02 08:25 AM

Dyes for Legendaries Not in Patch 1.0.8, Coop Updates Coming, Blue Posts, News for Korean players

Patch 5.3 PTR - Build 16790

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Patch 5.3 - Pegasus Mount
Here is the nicer preview of the mount from tonight's PTR build.

Throne of Thunder LFR Opens Another Wing Today
Don't forget that another section of the Throne of Thunder LFR will open today! AskMrRobot has a nice blog post up about how to spend your bonus rolls and what all of the output means.

You can find the encounter journal and loot tables for the next 3 bosses on the pages linked below, and boss guides over at Icy Veins.

Patch 5.3 PTR Changes Clarifications
Tonight's PTR build demonstrated why you should always wait before complaining about changes. We can only report changes made to the tooltips, so when tooltips are not updated completely you don't get the full story. Ghostcrawler was nice enough to address some of the concerns anyway!

Blue Tweets
Originally Posted by Blizzard Entertainment
In vanilla, having an alt was very difficult. In Cataclysm it was very easy. We're just shifting things back a tiny bit. (Source)
and that sucks. Making me drift from the game.
That's not our goal. But there is a fine line between "my alt is too hard to play" and "I have nothing to do on my alt." (Source)
Also not our intent, but we don't want everyone to be at 11 maxed out alts on their account with nothing to do. (Source)

Might surprise you, but a lot of people find professions fun. Need to tune out the instant gratification crowd.
I think the question is: would you have the prof alts if your main could do all profs? Do you like the professions or the alts? (Source)
so leveling in mop is so boring and painfull to disourage us from having too many professions?common
Not sure how you concluded that from my comments. (Source)
he's arguing, rightly, that you've expressed you don't want players to have autonomous access to all profs.
He's arguing with some strange cart and horse placement. (Source)
you're the one who so often says all players' input has some value, no? Isn't his point apparent, if not eloquent?
He was attempting to use my discussion of professions to argue that we made mop leveling "boring and painful." (Source)
Would not be first time you've wanted more player(LFR) interdependence(LFR) than players(LFR) want(LFR).
Not the word I would use. IMO WoW is most fun when it's enjoyed socially. We worry the solo LFR guy won't be a long-term player. (Source)
Funny how you have removed all the social aspects from the game then, if you want people to enjoy it that way.
We worked hard to give players a lot to do, which was important. But I agree it came at a social expense. Next problem to solve. (Source)

I don't want to quest on the alt. Way things are set up, dailies feel mandatory
But questing is a big part of the game. You do have options (such as dungeons or PvP) but they aren't designed to be as efficient. (Source)

I understand your reasons you want give single chars a lot to do. Thats great. But that does not mean you need to punish alts
The purpose of having an alt, for us, is to play them. Too many catch-up mechanics means you don't have to play them. (Source)
But does that mean you need to repeat every single accomplishment the player already did?
No, and you generally don't have to. Things like commendations, heirlooms and even making bags for your alt give you a big leg up. (Source)
But repeating double gate removals and reputations grinds burns out players. Why aren't those brick walls account specific?
Because then your alt doesn't have to quest. You earn valor and then get another raid-geared character. And then what? Make a 3rd? (Source)
Really, this is not to annoy you. I appreciate your work. But.. alts aren't the target group of mop as it seems
No, it's cool. I'm just trying to unravel the apparent paradox of wanting to have an alt but not wanting to have to play that alt. (Source)
you define play here very differently than many. I'll endure a grind for my main, but alts are for fun, and grinding sucks.
I'll counter that with "grind" is a word players use when they want the rewards but not the steps it takes to get them. (Source)
I honestly don't understand this response. Are you saying people upset about the grind are whiners?
I'm saying "grind" is a pejorative word that has a mushy definition and tends to get overused. (Source)
Well then what kind of conversation can we have? I can't call a duck a duck without it being apparently a pejorative term.
Some words just lose their meaning through careless use. Grind is one of them, along with clunky, scaling and benched. (Source)
and Epic. Your company really needs to stop using Epic. It's in he same teir as this other words you describe
It's true. (Source)

Could there be a sliding scale, so toon#3 took less time than toon#2, toon#4 less than toon#3, for altoholics?
Yeah, honestly, that's more of what we're going for. Just trying to figure out that scale. 50% of the time of the first? 10%? (Source)

It's not about not playing it, it's about the burden to repeat everything that the player already did.
But isn't that what an alt is all about - replaying the game through a different view? Otherwise we could just offer class respec. (Source)
Mounts are a great example. They are account shared.
Yes, and so are achievements. Rep could be, or even valor, loot or char level, but at some point you'll have nothing left to do. (Source)
Why should a char level not be at 90 automatically? Because i learn the class on leveling it. I need to find out how it works
Not sure how important that is anymore. Respec Feral to Balance is a big difference. Also many spells have less use at low level. (Source)

catchup mechs are not "play", work. Without loot as carrot, raiders would play,so would(and do)gladiators. Who'd daily or lfr?
Disagree. Many raiders would stop without loot as a carrot. Players tend not to do activities that have no loot incentive. (Source)
Part of that is on us to come up with rewards besides loot, but loot is still the most proven effective reward. (Source)
glads do. Point is lfr and dailies are endured for loot; raiding is -fun-.
Consider that we could have made WoW a game about running instances or even raids. We didn't. There are reasons for that. (Source)

SC2 Situation Report - April 1, 2013
Blizzard replaced the worker units (SCVs, Drones, Probes) with the removed Warhound model today in SC2! Thanks to ShadowRaven6 for the image.
Originally Posted by Blizzard (Blue Tracker)
As you may know, the Warhound was removed very early in the Heart of the Swarm public beta test because we felt that its role overlapped with the Marauder a bit too much. Mechanically, these two units were virtually identical, but were produced from two different buildings. It’s never an easy decision to remove a unit, but this decision was particularly tough because we absolutely loved the Warhound’s art.

After watching the MLG Winter Championship, we noticed that Life was able to beat Flash a little too easily in the finals. Had Flash been able to build Warhounds, our favorite race (Terran) may have won the tournament. As usual, we made a spur-of-the-moment decision based on this match and immediately set about rebalancing the game.

Accordingly, we reintroduced the Warhound into our internal builds for testing purposes. It felt great to have the Warhound back when we played as Terran, but when we played against them using our favorite race (Zerg), it somehow felt very wrong. Obviously, we couldn’t have that, so we decided that we must also give the Warhound to Zerg.

After putting some more thought into it, we realized that our favorite race (Protoss) was getting the short end of the stick because it was the only race without the Warhound. That’s when it came to us: Protoss should have it as well, since one of our main goals in StarCraft II was to create as much symmetry as possible amongst all three races.

So after considering every angle, here’s what’s changing:

  • The Warhound has been added for Terran because robots are cool and the art is amazing
  • The Warhound has been added for Zerg to remain competitive with Terran.
  • The Warhound has been added for Protoss to keep Protoss players from whining about them on the forums.

While we know these changes are drastic, we encourage everyone to log in and spend some time playing before rushing to judgment. We welcome you to share your thoughts, but this time around we’re not going to be listening to feedback.

For more information on the story behind the Warhound please check out the Warhound Q&A and the latest entry in our StarCraft short story series “Command Performance”.

ElvUI April Fools
ElvUI had a nice April Fools joke waiting for people when they logged in today!

by Published on 2013-04-01 10:39 PM

Patch 5.3 PTR - Build 16790
Build 16790 will be deployed to the PTR realms soon.

Pegasus Mount
Very rough preview, check back for a nicer one later!

New Strings
Originally Posted by MMO-Champion
  • CALENDAR_ERROR_MODERATOR_RESTRICTED - Starter Edition accounts cannot be moderators.
  • ERR_LOOT_SPEC_CHANGED_S - Loot Specialization set to: %s

Achievement Changes
Originally Posted by MMO-Champion
Pet Battles
  • Deadly Pet Brawler Win 1000 PvP pet battles through Find Battle with a full team of level 25 pets. Title: Reward: Trainer. 10 points. Account Wide.

Deepwind Gorge
Player vs. Player


Spell Changes
Originally Posted by MMO-Champion
Monk (Forums, Talent Calculator)
  • Ring of Peace now has a base 3 second blanket silence with a 3 sec additional silence if the player casts inside the ring.

Brewmaster, Windwalker, Mistweaver
  • Nimble Brew now also clears horror effects. Now is also flagged as a Mistweaver spell.

Priest (Forums, Talent Calculator)

  • Atonement now heals for 80% of the damage dealt, down from 100%.

Discipline & Holy
  • Void Shift is now a Discipline & Holy Spec spell. Cooldown reduced to 5 min, down from 6.

  • Void Shift (New) You and the currently targeted party or raid member swap health percentages. Increases the lower health percentage of the two to 25% if below that amount. Priest - Shadow Spec. 40 yd range. Instant. 10 min cooldown.

Major Glyphs

Shaman (Forums, Talent Calculator)
Major Glyphs

Raid & Dungeon Abilities
  • Barrel Explosion 10 yd range. Instant. The gunpowder barrel explodes, dealing 50,000 damage to all units within 4 yards. 10 yd range. Instant.
  • Blackshadow Bolt Launches a dark bolt of energy at enemies within 0 yards, inflicting Shadow damage and cursing them reducing their ability to receive healing. 50 yd range. 2.5 sec cast.
  • Bomb! 40 yd range. Instant. Deals 25 damage to all enemies within 3 yards. 40 yd range. Instant.
  • Bombs Away! Unlimited range. Instant. The cannon's fire deals 75,000 damage to all targets within 4 yards. Unlimited range. Instant.
  • Burning Embers (New) Hurls burning embers at an enemy's location, inflicting 35,000 Fire damage to all enemies within 3 yards of the impact. 100 yd range. Instant.
  • Counter Shot (New) Shoots at an enemy, inflicting Physical damage. 40 yd range. 1.5 sec cast.
  • Dire Rage (New) Fills the caster with rage, increasing their damage done by 5%. This effect stacks. 1.5 sec cast.
  • Flame Breath (New) 2 sec cast.
  • Glacial Freeze Inflicts 35,000 Inflicts 88,000 Frost damage and stuns all enemies within 10 yards for 5 sec. Instant.
  • Glacial Freeze Inflicts 35,000 Inflicts 88,000 Frost damage to all enemies within 10 yards for 5 sec. Instant.
  • Ignite Blood Ignites an enemey's blood, inflicting 8,000 6,000 Fire damage every 3 sec. for 15 sec. This effect stacks. 8 yd range. Instant.
  • Shattered Earth (New) The shattered earth inflicts 75,000 Physical damage every 1 sec. to all enemies within 5 yards. Instant.
  • Shotgun Shreds and knocks back enemies in a cone in front of you. Can be used while moving. 20 yd range. 1.5 sec cast.
  • Sticky Bomb 100 yd range. Instant. The lieutenant's throws a bomb at you that sticks on impact. After 5 sec, it will explode, causing damage to all enemies within 4 yards. 100 yd range. Instant.
by Published on 2013-03-31 08:38 PM

Telling You What is Fun, What is a Good Number for Coop Players, Fan Creation of the Week: David Lines Cosplay, Curse Weekly Roundup

Noblegarden Begins Tomorrow
Noblegarden begins tomorrow, which means it is time to camp egg spawns for that Swift Springstrider if you don't already have it! There were not any major changes this year, but you can find an up to date guide on Icy Veins.

Curse Premium Twitter Giveaway
In addition to the MMO-Champion Twitter and Facebook, you can now find WoWDB on Twitter. You will be able to keep up with database updates, see smaller news items, and maybe even catch a few things before they end up in a news post!

If you want a chance to win a free month of Curse Premium, just follow WoWDB by April 5th! We will randomly select and direct message the 10 winners on Saturday, so be sure to check back then. Your Twitter account must have been created before March 30th to win.

Patch 5.3 World Changes
Patch 5.3 starts setting up the story for Patch 5.4 and brings the fight back to Azeroth. One of the first things Horde players will notice is the Troll area of the Valley of Spirits in Orgrimmar has been taken over by the Kor'kron Guard, with Kor'kron Overseers taking aim at the residents. The trainers, bank, auction house, and every other NPC has been shut down, only talking about how dangerous it is now.

Things aren't much better for the Trolls outside of Orgrimmar, as they are being kept in cages or down on their knees, blindfolded, in front of armed and Neutral flagged Kor'kron Grunts. Riko is standing on some crates as well, and he is likely involved in the Patch 5.3 quests.

Further south in Razor Hill the Kor'korn have also posted guards, but operations are still continuing normally there. High Overseer Bloodmane has moved down to Razor Hill from his position outside of Orgrimmar.

Moving further south to Sen'jin Village, the guard presence there has been greatly increased, with the guards asking if you are going to help and saying "Welcome to da' revolution".

Going west to the Barrens, it looks different if you are level 90, similar to the Krasarang Wild changes. The only current active event is escorting the Barrens Caravans through safely, as they are attacked when they pass through the Barrens. Doing so will give you a box of surplus supplies, required for a new weekly quest.

Four new Kor'kron camps have been added around the Barrens, harvesting Wood, Lumber, Oil, and Meat for the war effort. It appears they have also hired some Goblin Mercenaries to handle some of the work.

There are several quests that will also take place here, such meeting up with Sully and Amber in Durotar, who go through the new Dranosh'ar Blockade area to gather intelligence. You then head down to find Vol'jin and Chen Stormstout in Sen'jin Village. After this you begin to collect supplies from the Barrens, defend Sen'jin Village from the Kor'kron assault, and finally capture Razor Hill from the Kor'kron.

The Alliance are taking part in this quest line with separate Alliance caravans in the Barrens, and are able to open a dialogue after rescuing Zen'tabra from the Kor'kron.

While all of these events are taking place in Azeroth, events are unfolding in Pandaria. Things begin with a conversation between Taran Zhu and Sunwalker Dezco about the massive pit that has been dug in the Vale of Eternal Blossoms. The story behind this is revealed in the Dark Heart of Pandaria scenario, which is currently unavailable. The Alliance also get a view of the current story in the Blood in the Snow scenario.

Chen is troubled by these events, and sends you to find Seer Hao Pham Roo, an expert on the last emperor. Once you assist him in climbing Mount Neverrest you are rewarded with some item level 502 boots.

Originally Posted by MMO-Champion
Taran Zhu: Tauren! What have your people done? You have dredged open a scar within our sacred Vale!
Sunwalker Dezco: Lord Zhu, please understand - the orc "Warchief" who ordered the deed no longer speaks for the whole of the Horde. Many voices are rising up against him.
Taran Zhu: Your politics are no concern of mine. Your Horde has disrespected the sanctity of this place. You are no longer welcome here - leave at once!
Sunwalker Dezco: Give us time, Lord Zhu. Give us the opportunity to bring Hellscream to justice.
Taran Zhu: Sunwalker, I respect your people. You have aided us in our campaign against the Sha and the Thunder King. Otherwise, I would've already ordered the Shado-Pan to purge this entire shrine. But my patience is at an end. The Horde must leave.
Sunwalker Dezco: Please. Give us time to make this right.
Taran Zhu stares grimly into the distance.
Taran Zhu: Very well. You have until season's end. No longer. We pandaren are no strangers to dealing with tyrants. The coming battle will try your souls. May the celestials guide your actions.

Blue Posts
Originally Posted by Blizzard Entertainment
Blizzard and the Warcraft Story
I think Kosak and Metzen believe that they can't make any mistakes.

You would be wrong in this. I know that when you don't get to interact with them like I get to, you don't get to how deeply passionate and caring these two are, not to mention their teams. They don't work in a bubble. They pass around ideas, talk with each other and work out just how the story is going to evolve. It's a group effort and not just the work of one or two people.

The thing is, story isn't something that can simply be changed at the drop of a hat. While changes can be made to the smaller elements, it's not as easy to say "Ok, this whole story arc here? Scrap it." I'm not saying it can't happen at all, just that the very prospect has a rather significant impact on more than just story.

Think of it this way, major game mechanics can be tweaked slightly, but larger changes need more work and an opportune time to implement them. The same can be said for story arcs. There has to be a larger arc to work with and everything else gets built as framework to uphold it. Each of these smaller arcs can get minor changes here and there, but in the end, they're a part of the framework that's holding up that larger arc. Once you start shifting things around too much, you run into additional design issues that affect more than just the story. It takes extra time and resources to change. It's like moving support beams in a house.

An example of when we've made changes based on feedback and play testing would be Jade Forest. When we started the beta for Mists of Pandaria, the zone was quite different than it is now. So, to address some quest flow changes, we ended up making the zone inaccessible within the beta for a time to make changes to it to make the story and questing elements flow together better.

Add to that the fact that development is occurring well in advance of you ever getting to try it on the PTR and you can see that making changes isn't a quick and easy thing to do.

That said though, we are always always looking at constructive feedback. It's important. One well-structured post or idea (no matter where it's found) could be the impetus to changing the flow of the story in some small way or enhance it in another. That said though, we also do our best to preserve what we believe to be the core elements to the story. We have to stay true to it as well as we can and still push forward gameplay. We want story to enhance gameplay where it can and as much as we would love everyone to be enmeshed in the stories we're telling, we know not everyone is because it's not the thing they are looking for most. It's a balancing act and not a particularly easy one. Story is incredibly subjective and what may tug at one person's heartstrings or inspire them, will mean very little to someone else.

So, the best thing you can do is what you're doing here in this forum. Discussing what you like about the story, interesting new directions you think it will go or would like it to go, and you can also provide feedback from your experience on the PTR.

Story is very low in priority to the majority of Blizzard. Kosak and Metzen can have the greatest idea in the world but if it doesn't translate to gameplay that Stockton and GC like (both of which do not care about the lore the least bit) then it will never make it in game (GC for example is the one that cut the Warlock questline). It sucks but it's the reality of Blizzards internal structure and I doubt it's going to change any time soon.
It's worth noting that this too is largely untrue (minus the translating to gameplay portion). As I mention, gameplay is a major factor, but the story goes along with it and sometimes things get cut because they just aren't working well enough or aren't as cool as they could ultimately be. It's unfortunate, but that's what we work with on a daily basis. I've had many projects or items get scrapped because of other contributing factors. That's just the reality of things. We don't just do things because someone says it needs doing. We do things because they are (hopefully) the right things to do. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Hey GC, are you currently looking into PvE Resto Shaman Healing? We're standing in the shadow of the other Healers lately.
As determined by what? HPS isn't a great way to measure healer power. (Source)

How bout do more "x ability replaces y ability" type things? Less bloat, plus new stuff. win win
It helps reduce action bar bloat but increases tooltip bloat. All of those replacers have to do more than just +dmg. (Source)
I can see your point. You have accomplished things like this like talented vicotry rush! Tough issue to crack to be sure.
Look at the tooltip of spells like Frostbolt or Shadowform. Simple concepts with long ass text. (Source)
Could you do hidden secondary tooltips with database style stat affects lists, that would be accessible by addons?
Potentially. We experimented with simple vs. advanced tooltips, but players felt like they HAD to have the advanced ones on. (Source)

Mage (Forums / Skills / Talent Calculator)
"Shadow and warlocks were too strong in multidot". Nether Tempest says hello. With the difference mages are also OP on ST.
Keeping an eye on NT. We want mages to have some dot capability, not be a dot class. (Source)

Priest (Forums / Skills / Talent Calculator)
Why the nerf? Also, why can't Shadow proc free Flash Heals? Most importantly, WHY keep this from us?!
The Flash Heal was an intentional change to tone down Shadow healing in PvP. It is still really good with that change. (Source)
We weren't trying to conceal anything. We're pretty open about class changes and why. (Source)

We made a change to Shadowy Apparitions for performance reasons. Any SAs beyond 4 are queued. You will still get them unless the fight ends. (Source)
Do the SAs requeue onto a different target with SW:P if the ones they proc on die?
Yes. (Source)

Warlock (Forums / Skills / Talent Calculator)
is there any intention to tune-up / fix / nerf the current end boss fight of the warlock quest?
Maybe eventually. We're fine with it being a challenge that carries with it suitable bragging rights for now. (Source)

Thanks for the warlock nerfs, I really needed to do even less damage than everyone else.
If you're doing less damage than everyone, I'm not sure it's a warlock issue. Their DPS overall is pretty competitive. (Source)
you spent months of calculating classes and when the patch go live you make changes of -25% over night.u r so pro!
We understand the dev process well enough to know that even months of testing can't compete with data from millions of players. (Source)

Warrior (Forums / Skills / Talent Calculator)
‏Nerf burst, nerf main dps ability (execute), which ability will be next nerfed ? Execute is now useless, only dps loss
I don't think Execute is a DPS loss. It should still be around 10-12% of your total damage. (Source)
I think the problem is that for TG execute feels really bad atm, would like some TG buffs, SMF nerfs perhaps
We show Execute as ~10% of damage for TG and ~12% for SMF (depending on gear). It's pretty close. (Source)

You always argue that players take the path of least resistance, yet is there a good reason for discouraging quick play?
No, quick play is cool. It's more about when we offer X, Y and Z, and X is the most efficient, then Y and Z are dead content. (Source)
And by "dead content" I don't mean that we insist you see our stuff. It's more about averting burnout from doing the same thing. (Source)

Some players enjoy "play a lot for 2 monthes, enjoy Life for 2 monthes, repeat". Are they long-term players ?
I would say so. The risk is that after you take 2 months off, you might forget why you had so much fun the previous 2 months. (Source)

but doesn't simukated dps indicate 5he theoretical maximum except in case of affliction warlocks due to stat snapshotting ??
IF the simulation is accurate and that's a big IF. There is no way to know unless you can debug the whole thing. (Source)
SimCraft is open source, you could assign an intern to read the code and confirm/deny its validity
Not sure that is our responsibility or a good use of that intern's time. (Source)

my favorite part about the blog post is where everyone complains about their class being nerfed when they aren't mentioned.
Begging us to buff is sometimes easier than trying to beat the boss. (Source)

I actually don't recall any point in time when that tooltip was right. Which really boggles my mind.
Complicated spells (PW:S for sure) essentially have hand-crafted tooltips and we still miss stuff. (Source)

seriously? Did you get waxed that bad by warlocks when you were just a player playing your mage. Years of Lock hatred now...
Yeah, designing a game to make your own characters feel awesome is a good business model. (Source)

Why do the turtle pets and the turtles from tortos have tortoise feet. :3
Our herpetology is rather poor. In general, tortoise = land, but it varies by country. Scientists use "chelonian." (Source)

TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.

by Published on 2013-03-30 09:45 AM

Castbar When Identifying All in 1.0.8, You Can't Attack While Moving on Console, Discussions on the Console Version, Blue Posts

Patch 5.3 - Armored Dragonhawk and Steel Warhorse Mounts
Here are the nicer previews of the new Armored Red Dragonhawk, Armored Blue Dragonhawk, and Steel Warhorse mount. We also looked at the Faeire Dragon Mount a few days ago.

Patch 5.3 - PvP Vanity Items
Patch 5.3 added a new tabard earned through PVP, the Tyrannical Gladiator's Tabard.
Originally Posted by Blizzard Entertainment
Tyrannical Gladiators Tabard
Just as an FYI, the tabard is not the only aesthetic thing coming.

I definitely recommend that you keep your eyes on the patch notes blog, because there are several cool rewards that we are planning to introduce in patch 5.3 that you can get at certain ratings. (Blue Tracker / Official Forums)

PvP Vanity Items
- Make vanity items for ratings (i.e. 1750, 2000, 2200, 2500, 2800)
We actually have some more of these kind of rewards planned for 5.3. There is currently only a single cosmetic enchant that is appealing to only a few select classes, but we want to widen this range of enchants so that all classes have a use for the 2200 rating required, enchant.

On top of this, we plan to change elite gear back to having a rating requirement in patch 5.4 so that it gets back it's old prestige. We also know that many players like the ideas of having even more rewards; we are looking to introduce some additional cool things that you can earn at specific ratings in 5.3 to give everyone better reasons to work on increasing their Arena ratings, not just to aim on getting their end-of-season rewards. We have lots of stuff on the way in patch 5.3 and the patch notes blog will be updated soon to reflect this. (Blue Tracker / Official Forums)

Automatic Flight Path Discovery Removal
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve seen a bit of confusion over the removal of automatic flight path discovery for characters leveling in patch 5.2, so here’s some background on the whole series of events that lead to where we are.

Players have always been required to visit a Flight Master in order to unlock transportation to and from that location. We’ve always viewed this as a fundamental element of exploration in World of Warcraft. Players should feel like they’re in a massive world with vast continents to explore and thousands of adventures to embark upon (because there are!).

With Cataclysm, every zone in Kalimdor and Eastern Kingdoms was changing, flight points were moving, being added or removed, and we needed to make sure people didn’t log in to find they were missing large portions of their flight points. To solve this, characters exploring the world below level 80 were given every flight point automatically to ensure no edge-cases were missed. It was supposed to be a one-time changeover in the old-to-new world transition to resolve what could be numerable bugs due to the vastly altered landscape in the expansion. However, when the change went in, we didn’t realize it was implemented in a way that would affect all characters forever. When we found out it wasn’t an immediate priority, and we began implementing new tech in 5.1 and (more completely) 5.2.

We understand it was very convenient, but it wasn’t an intended change for flight path discovery forever. Over the course of patch 5.1 and 5.2, we implemented new functionality to remedy the original implementation issues. We’ve improved our tech in a way that allows us to remember what flight points a character has discovered, or determine what paths a character should/shouldn’t know on a case-by-case basis. In some cases you’re provided flight points when we’ve determined a character’s foreknowledge of them is important to the experience, but in most cases you will need to brave the wilds, seek out adventure, and visit a Flight Master before you can unlock flight to and from that location.

Patch 5.2 Hotfixes: March 29
Originally Posted by Blizzard (Blue Tracker)
  • Mage (Forums / Skills / Talent Calculator)
    • Tier-15 Fire/Frost 4-piece set bonus should now properly increase Frostbolt's chance to activate Fingers of Frost effect.

  • Priest (Forums / Skills / Talent Calculator)
    • Tier-15 Discipline/Holy 4-piece set bonus should summon a Golden Apparition that now heals for the correct amount and can activate Divine Aegis.

  • Rogue (Forums / Skills / Talent Calculator)
    • Combat
      • Blade Flurry now has a range of 8 yards, up from 5 yards, and will only hit targets that are within the Rogue's line-of-sight.

Raids, Dungeons, and Scenarios
  • Ji-Kun's Feed Young ability should now be slightly easier to intercept.
  • To the Skies!: Fixed an issue where the Hail of Arrows debuff not being removed after defeating Beastmaster Horaki.


Blue Posts
Originally Posted by Blizzard Entertainment
Removal of PvP Stats
I am really not sure but as far as I know, PVP Power/Resilience cost item level, blanket removal of a stat aka make it passive = you should add another stat or increase current one. Now the stat is removed with no other stat boost, I believe that stat boost is needed, specially to PVP Power in order to overcom PVE gear.
Let's look at one example, both items are ilvl 476:

Dorian's Necklace of Burgeoning Dreams
849 sta + 566 int + 399 haste + 340 mastery = 2154

Malevolent Gladiator's Pendant of Alacrity
849 sta + 566 int + 405 haste + 331 mastery + (299 PvP Power + 299 PvP Resilience) = 2151 + (598) = 2749

As you can see, if you simply sum up all the stats without taking into account any sort of relative stat weights (which are irrelevant for this case as the existing PvE stats on both items are exactly the same) you can clearly see that they are pretty similar if you ignore the PvP stats (2154 vs 2151).
So we can conclude that PvP stats (Resilience and PvP Power) do not count towards the ilvl budget of any item.

So, yes even if PvP stats are out of the ilvl budget, the removal of resilience will still mean that PvP items are losing something extra that was exclusive to them, but PvP Power is still there and is still out of the budget, if we find that this is not enough we can always change some of the numbers on PvP items, like turning the PvP Power “knob” up until we are happy with them.

Note: Malevolent gear actually has even more stamina than that due to a recent hotfix, but I used the old values just to show that the numbers were correct in terms of correlation between stats and ilvl. (Blue Tracker / Official Forums)

Reduced Difficulty of WoW
WoW has now been dumbed down so much to the point that my Dutch 7 yo. nephew can level up to 80 (mage) without knowing any English, thus not having a clue of what spells do and so on. He doesn't read quests because whatever he needs to click on is sparkly, and what he needs to kill is marked red. Arrows lead him in all the directions he needs to go so basically, he doesn't need to do anything other than spam frostbolt and the occasional frostnova or whatever.

Now when I do questing myself instead of letting my nephew do it while I go play guitar or whatever it just hurts my heart to see the old STV "bosses" for example either be completely gone or they're now normal mobs that I kill with 3 spells.. There's no challenge at all in leveling now.

We didn't read quests back then (well, some of us did, and still do) and could do them just fine. You could also level up spamming frostbolt or frost nova, you just had to be careful with how many mobs you were pulling at the same time. And we had sites like Thottbot to go check where quest objectives where (and map addons to get the coordinates). Now those things are built in the game, but it wasn't nothing that didn't exist before.

The STV "bosses" and many other elite quests were changed some time ago. Among other reasons, because it was getting increasingly harder to find players to do that content as we were moving into newer expansions. So, during The Burning Crusade's launch, it was very easy to find players to group up for the elite quests at Hellfire Peninsula, yet at the end of that very same expansion, it was rather difficult to find alts that would help you go through. As you move forward from that content, new players coming up to the game just can't do them because they can't group with people. What's the point of a difficult monster if noone can kill him because you can't find a group at the appropriate level?

Getting into dungeons, and dungeons themselves have turned into the most impersonal experiences I've ever had. Raid/dungeon finder gets me groups while I can AFK and I don't even need to pay attention to the group or talk or whatever because I can solo every dungeon I enter. When I play my tank monk now for example I just tell the healer to go dps spec because I have enough selfhealing to stay alive and mobs don't live longer than 5 seconds. It's boring, tedious and completely ruins my experience in WoW. The other people might as well be NPCs for me because it doesn't change a damn thing about what happens around me.
If you are having an easy time on 5-man heroics, you're more than welcome to try Challenge Modes. Though, if your party overgears the content it's to be expected that it won't be too difficult (but again, this is nothing new, it was being done in previous expansions as better gear was being released).

I miss having to choose my talents carefully, re-speccing, being different from the rest. I remember having a frostweaving DK and a half enh/ele mixed shaman, was amazing. Right now in arenas when you see what spec somebody is you know exactly what's coming. There's no guessing, observing or adapting anymore (to a certain degree).
How did you choose your talents carefully? I mean, it's an honest question. Because most of the community would go and use the same cookie cutter specs (and using anything else would be a DPS loss on PVE or a survivability loss in PVP).

New raids are cleared within the first 10 hours they're out, no challenge there.
Which one?
Throne of Thunder's Heroic race is still on (and it wasn't released 10 hours ago).

And also, unless you have cleared it, the challenge is there, waiting for you. If you refuse to do it that's entirely a different topic.

So yeah, am I the only person who thinks WoW too dumbed down and is no longer challenging? Let me know.
You aren't, but I would recommend you reading this answer I made about this topic as well as that thread. Might be useful. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Heroic scenarios sound interesting, but is it like challenge mode content or aimed at a broader audience? @Ghostcrawler
It's mostly because current scenarios feel silly in 500+ gear. Not as hard as Challenges, but not face roll. (Source)

Why nerf Oondasta? Not that I am complaining, just curious the mindset behind that change.
When too many players are in one area, game performance is unacceptable. Now he will be dead before your whole realm assembles. (Source)

ToC was an accident rather than a raid or big dungeon. Biggest mistake and no successor for ulduar.
No accident. ToC bought us time to work on 2 raids and 3 dungeons in other patches, but wasn't well received. Trying other options. (Source)

Discuss "How much should we play ?" 3 hours raid 3 times a week is not normal imo when you have a real life.
Ideally, play what you want to play. We offer a lot of content because we have some players who want to play a lot. (Source)

as far as heroic content being the only true dps checks, How many stuck on Garajal, Elegon, or Garalon last tier normal mode?
That said, we agree that the berserk timers were too tight on some of the 5.0 normal raid bosses. They are gentler in 5.2. (Source)
Yet you havent changed the 5.0 enrage timers you agree are too tight, even when its not that hard to do.
We nerfed everything in the 5.0 tier when 5.2 came out. (Source)
In those cases, you could probably improve success more by handling the mechanics better than by respec'ing for a small DPS gain. (Source)
And GC is right, you will get a bigger improvement by just improving your (or the raid's) mechanics
And I'm not saying trying to improve DPS is misguided. I'm saying if you don't want to respec you likely don't need to. (Source)

Tortos Kill Video
Fifth Element of Stormrage-US came up with an interesting intro for their Tortos kill video.

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