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Beta Week 5: Keys from Week 5 have been released! Check the status page to see if you won.

by Published on 2011-02-19 05:43 AM

If you're interested in Diablo 3 updates, Diablofans released a preview of the Male Demon Hunter today! Check it out!

Update Patch 4.0.6 Hotfixes - February 19
Originally Posted by Blizzard (Blue Tracker)
February 19

Hunter (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • The changes to Aimed Shot and Aspect of the Hawk announced yesterday have not yet been applied to live realms and should not go into effect until after the holiday weekend.

Patch 4.0.6 Hotfixes - February 18
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 4.0.6. 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. Visit our Bug Report forum for a list of 4.0.6 known issues.

February 18
  • Demolishers were respawning too quickly in Strand of the Ancients. They are now on a 20-second spawn timer.

Death Knight (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Death knight Ghouls under the effects of Dark Transformation can no longer cast Gnaw while it's on cooldown.

Hunter (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Aimed Shot damage has been decreased to approximately 160% weapon damage (at level 80+), down from 200%.
  • Aspect of the Hawk now provides around an additional 2000 attack power at level 85.

Paladin (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Light of Dawn no longer heals targets outside the paladin's party or raid. It correctly heals up to 5 targets in the paladin's raid.

Priest (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Body and Soul no longer reduces the mana cost of Power Word: Shield (the hotfix made on February 16 to provide this additional benefit has been reverted).
  • Rapture now returns 2/5/7% of maximum mana when Power Word: Shield is consumed, up from 2/4/6%.

Warlock (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Instant-cast Shadowbolts from Shadow Trance (both the talent and Glyph of Corruption versions) should no longer consume charges of Backdraft if both procs are available. Shadow Trance will always take priority and be consumed first when Backdraft is active. Subsequent Shadowbolts will consume Backdraft stacks.

Warrior (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Two-Handed Weapon Specialization (Arms passive) now gives 20% bonus damage with two-handed weapons, up from 10%.

Dungeon Finder
  • If a party member remains outside of a dungeon for more than 3 minutes, they become eligible for removal, regardless of other Vote Kick restrictions.
  • When players queue as a group with a tank or a healer, and the tank or healer drops group (or is kicked) within the first 5 minutes, all of the other players who queued with them are removed from the group as well.
  • If there is a group of 3 or more friends and someone in that group initiates a Vote Kick of a random party member, it now requires 4 votes to kick the player, instead of the standard 3 votes.
  • The penalty for using the Vote Kick feature too often is not issued to a player who kicks someone with whom they queued for a dungeon (i.e. the party member being selected for removal is not a player randomly selected via the Dungeon Finder).
  • The penalty for using the Vote Kick feature too often will be issued much more quickly to players who join as a party of 4 and kick the randomly selected 5th player.
  • The penalty for using the Vote Kick feature too often will now not allow the player to initiate a Vote Kick for 2 hours, up from 45 minutes.
  • These changes will require realm restarts to take effect. More information can be found here.

Dungeons & Raids
  • When switching a normal raid dungeon over to Heroic difficulty, players were instantly becoming saved without warning. There is now a warning dialog box which will appear before the difficulty is changed.

Blue Posts
Originally Posted by Blizzard Entertainment
Today's Hotfixes
We actually spent a bit of time talking to the designers about this very topic, and it's something they're well aware of and realize isn't always ideal.

A few really great points came out of that meeting, though:

  • Some changes in 4.0.6 and/or 4.0.6a were just wrong. For a myriad of reasons the changes made in 4.0.6/4.0.6a either did not pan out as expected, or were simply mis-calculations/interpretations. Which is the reason for a number of the quick reversions and changes in hotfixes shortly after the patch.

  • While there was feedback from the PTR on what is broken, overpowered, underpowered, etc. there simply wasn't enough data and real world proof for us to make changes. Forum posts always make a lot of noise. It's difficult to separate the seed from the chaff. Yes, it turned out a number of reports proved to be accurate once the 4.0.6's hit the masses and we were able to get a sample size that showed us what needed adjusting.

  • The third point discussed was that we have an obligation to deploy hotfixes when we feel we're making quality of life-improvements, fixing errors, or simply making good balance changes. Good balance is very much debatable among who you ask, of course. ;)

  • Fourth point really struck home with all of the designers, and that's that they also have an obligation to not use the live realms as a balancing laboratory. That while the changes being made have seemed very quick and sporadic at times, that there is thought and planning going in to them, and they are consciously avoiding throwing out changes and seeing what happens. While some changes have been implemented and then reverted, it's not because a lot of thought and effort didn't go into them, but that simply they didn't work as intended.

I know a lot of us remember the old days where classes would sit without changes for months, in some cases years for specific mechanics. A class would dominate for 6 months, and that's just how the game was. While we think good, measured changes in patches is far more visible and understandable, that hotfixes allow so much more to offering immediate relief that we'd be remiss in not using them to offer a better game experience to you, the players. There's an agreement that 4.0.6 and 4.0.6a have been pretty chaotic with hotfixes, and that's due to a number of issues that we don't consider to be 'usual'. We fully expect them to slow down substantially from this point, and we really appreciate everyone who stays on top of the hotfix blog, and relates the changes as they're made to their guildies and friends. (Source)
by Published on 2011-02-18 07:51 AM

Account Security and You (Yes, You)
I forgot to post about that article today but since the news are very quiet today, I strongly suggest that you spend 5 mins of your time reading it. Making sure that angry gnomes won't steal your account is something you probably want to do.
Originally Posted by Blizzard (Blue Tracker)
Some players are dedicated to collecting sets of epic gear while others prefer to make a few quick coins in the auction house. No matter what style of play you prefer, we want to equip you with the tools and knowledge you need to protect yourself against account compromise. To help get you started, below you'll find a series of tips and suggestions aimed at improving your account and computer security.

Since we’ve been encouraging account security awareness for quite a while now, you might have already run across some of this information on our Account Security Awareness page, in one of our support articles, or posted by your fellow players here on these forums. We want to make sure that as many players as possible have secure accounts, though, so we encourage you to take some time to read over this refresher, make sure your account is secure, and share these tips and resources with your friends and guildmates, too.

Trade Secrets of a Trade Prince -- Leaders of the Horde and Alliance, Part 3
Originally Posted by Blizzard (Blue Tracker)
King Varian Wrynn, Queen Sylvanas Windrunner, King Genn Greymane, and Trade Prince Gallywix -- these are just a few of the leaders who continue to shape Azeroth's destiny. They embody their races' strongest traits... and at times their greatest failings. The Leaders of the Horde and Alliance is a series of short stories from Blizzard Entertainment that peer into the hearts of these legendary heroes and offer insight into what new trials might lie ahead as they lead their people in a world forever changed by the Cataclysm.

"Trade Secrets of a Trade Prince," the third story in this series, takes us on a journey into the mind of Gallywix, one of the goblins' most exceptionally shrewd movers and shakers. Becoming a Trade Prince doesn't just happen overnight, and you certainly don't get your likeness carved into the side of a mountain by letting others push you around and take what's yours.

So read on and learn the tricks of the trade that led Gallywix to untold fortune and success, and maybe one day you, too, can be a powerful and renowned goblin just like him.

Ha. Right.

Blue Posts
Originally Posted by Blizzard Entertainment
Capital cities NPC Equalization in 4.1
We're doing a full NPC equalization in the next major patch to ensure each capital city has the same tradeskill, trainer, and supply resources. Hopefully to ensure that any city can be visited for the majority of uses.

We don't have any plans though to extend the dailies and portals in Stormwind and Orgrimmar to the other cities. They were specifically chosen as the main capital hubs for Cataclysm, and as such a lot of work went into updating and improving them knowing they would be the primary hubs, including new and redesigned areas for the dailies and portal hub.

In the same way that Dalaran or Shattrath were the main cities for their expansions, and housed unique quests and services, Stormwind and Orgrimmar are the main cities for Cataclysm. (Source)

Vote kick abuse penalty
2. There is an incentive not to take pugs for that last spot or two because of the stiff penalties I have to face if they are bads.
You're exaggerating the penalty quite a bit. The penalty for issuing Vote Kicks too often is hidden from you and is issued in almost all cases when players are way too trigger happy with this option.

Yes, you could be in a dungeon with three other friends and pick up a bad player. You could get two bad players in a row. Maybe more. The penalty still shouldn't really apply to you unless you're kicking player after player on a whim because you and your friends get absolute say over whether that fifth player gets to stay in your group or not.

This change should have little affect on the majority of players running dungeons with three other friends, so long as they're being reasonable about when to use the Vote Kick feature. (Source)

Vicious Gladiator's Bonegrinder nerfed model
I'm genuinely sorry to hear that you're disappointed. I hope that, despite being smaller, that your mace will still hit hard enough to have made the purchase worthwhile.

While it might have been of impressive stature, the previous model for the Vicious Gladiator's Bonegrinder was a bit too large and its size was causing some graphical issues and clipping. While a little clipping is to be expected, in this case it was pretty excessive and needed to be changed.

By necessity, change happens in World of Warcraft all the time. There's always fine tuning to do and improvements to make, and if there's a bug or other issue at work we'll do our best to fix it. (Source)

Feedback on official forums
To some there's a disconnect between what they want, and what we agree is best for the game, or what we're able to deliver at the current time (depending on what we're talking about). We're managing a live game that (ideally) appeals to the millions of people playing who have widely varied interests. You might want a specific class nerfed, a change reverted, some feature added, etc. and we take that feedback, get some info, and hopefully have some kind of response. Most of the time though that response is going to be that we have no current plans to do so, or that we don't agree with the feedback, but hopefully we provide enough info to at least make our case known.

In addition, there seems to be an expectation that we're going to continue discussing topics we've already made statements on. That we're ignoring the issue because we're not continuing to discuss certain topics beyond our initial response on it. While I agree an open dialog is nice when it can occur, it's generally best for us to relate our thoughts on specific topics, and then watch the feedback that we receive after. Continuing to kick the hornet's nest, as it were, is rarely productive.

If there are specific questions we haven't gotten to yet, then that's our bad. In some cases we may avoid some topics specifically, or maybe don't feel that it merits a response. In others we maybe just don't have an answer yet. We are in the process of developing some new forms of direct developer communication, though, tied to forum interaction. We're hoping it helps out in some of these areas. (Source)

Warrior (Forums / Cataclysm Talent Calculator / Skills/Talents)
Juggernaut Nerf
2. Why the Nerf seems so harsh.
Warriors had gotten used to having extremely high mobility. Arms warriors were so mobile that kiting wasn't very effective against them, and their uptime was very high as a result. In fact, we'd arrived at a place where melee in general just had too much up-time on casters, especially healers. Conditions were prompting a move toward more instant cast spells and casting on the move, when we wanted to take PvP back to a place where cast time spells could still have a place on the battlefield. We feel this approach introduces more choices in PvP both for the casters and melee in terms of what abilities to use, when to close the gap, when to make space, what to interrupt, etc. Rather than give casters yet more tools to generate breathing space and perpetuate that arms race, it made sense to take a second look at melee mobility instead.

We understand that you need to be on your target to do your jobs, but it didn’t really make sense to allow close to 100% up time either. On the other hand, we understand that without high up-time warriors might not bring as much to an Arena or Rated Battleground team, and we're adding new utility in a future patch to help address that, though we’re not yet ready to share details.

Going back to the point though, we didn't want to funnel warriors into speccing into Fury, and that was never the intention. While it would be nice if both specs were equally viable for PvP and PvE, we realize that's a tough goal to meet. On the other hand, if Fury is the best spec for both PvP and PvE and Arms is left with nothing, then that's not a great place to be either.

As for some general notes, we do think Arms damage is a little low in both PvP and PvE, and we might adjust that soon. This isn't a solution to current PvP viability issues, and we understand that. I'm just mentioning it because we're on the subject of Arms and it's worth noting. While we’re on the subject of stuff ‘worth noting’, we also don’t like jumping to avoid Charge, so we're examining some potential solutions for that too.

We're not looking at changing the talent trees at the moment, since we’re very happy with both the Arms and Fury trees as well as the results of some of our core mechanics changes, such as normalizing rage, redesigning Heroic Strike and changing stance penalties.

1. The Usefulness of Heroic Leap.
Heroic Leap involves a lot of movement code, which is among the most challenging things we can do in our engine. We wouldn't have included it if we believed that it was useless, or wasn't usually effective. We think it's a cool ability that does offer greater mobility on the battlefield, even if it isn't as useful specifically for closing with a target as intercept or charge are.

It doesn't help us, or you, to just say that it's useless or almost never works on the forums. Heroic Leap functionality is something we're actively working to improve, so if you find yourself consistently unable to find a path to the jump target, when you submit a report let us know when it didn't work, where you were, and what you were trying to do. The more specific and detailed you are, the more tools you give us to make your tools work better. (Source)

State of Warrior Talent Trees
We're happy with the talent trees themselves in terms of their current structure and content. That's not the same as saying we're completely happy with the current state of warriors in general. "Broken" is also an exaggeration that I prefer to avoid, because it occludes more than it reveals. (Source)
by Published on 2011-02-17 04:56 AM

Blizzard is finally deploying a bunch of hotfixes for the Dungeon Finder! Also, if you missed the post a few hours ago, don't forget to check the Incoming Healer Changes!

Dungeon Finder/Vote Kick Hotfixes
Originally Posted by Bashiok (Blue Tracker)
We’re making a number of hotfixes to address use of the Dungeon Finder and vote kick tools. The following hotfixes will require realm restarts to implement, which are likely to be next Tuesday’s weekly maintenance.

  • Players who are outside a dungeon for more than a few minutes are now immediately able to be kicked.

  • If queuing as a group with a tank or healer, and the tank or healer drops group (or is kicked) soon after joining, those that queued with them will also be removed from the dungeon.

  • If three or more players group queue with each other it will require an additional vote for them to kick anyone they did not group queue with.

  • If a group queue of 4 kicks the one person that they did not group queue with they will each receive a more severe penalty to their ability to initiate future kicks.

  • If someone initiates a vote kick for someone they group queued with they will not incur a penalty to their ability to initiate future kicks.

With these changes we hope to reduce some undesirable behavior and annoyances, and encourage greater patience when using the Dungeon Finder. In addition, keep in mind that both initiating and agreeing to vote kick have always carried the same weight to your ability to kick in the future. It's always best to save your votes for when it really counts to ensure your ability to kick is available when it does.

We’ll of course be watching how these changes work to improve these systems, and always appreciate your feedback.

As these and other hotfixes are implemented, they'll be added to the hotfix blog -

Patch 4.0.6 Hotfixes - February 16
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 4.0.6. 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. Visit our Bug Report forum for a list of 4.0.6 known issues.

February 16
Druid (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • It is no longer possible for Skull Bash (Bear) to hit two targets at a time. A macro was previously circumventing the intended functionality of this ability.

Shaman (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Purification (Restoration passive) now grants a 25% bonus to healing effects, up from 10%. More information can be found here.

Priest (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • In addition to its current effects, the Body and Soul talent now grants 12.5%/25% reduction to the base mana cost of Power Word: Shield. This is not reflected in the tooltip, but is reflected in the amount of mana used when Power Word: Shield is cast by Holy priests who have this talent. The tooltip update will require a client-side patch.
  • Power Word: Shield now costs roughly 34% of base mana, up from 25%. This is not reflected in the tooltip, but is reflected in the amount of mana used when the spell is cast. The tooltip update will require a client-side patch.
  • More information on these changes can be found here.

Dungeons & Raids
Blackwing Descent
  • Maloriak will no longer cast Flash Freeze on anyone who is tanking Aberrations or anyone who has recently been hit by them.

Blue Posts
Originally Posted by Blizzard Entertainment
Bone Fishing Pole Hotfix
The item level was too high compared to the character level at which it could be used. This was updated in a hotfix on February 14.

It's not supposed to have a level 80 requirement, but it also wasn't supposed to be item level 200. (Source)

Priest (Forums / Cataclysm Talent Calculator / Skills/Talents)
Incoming Healer Changes / Shadowpriests using Power Word: Shield
I probably don’t have the answers you’re looking for in regard to PvP, but Shadow priests already put out significant damage in PvP, and we’re ok if they’re a little bit more vulnerable as a result of this change. Discipline priests while not putting out as much damage, were still healing well and were likewise difficult to kill in PvP. As always, we’ll keep an eye out on these changes to see how they play out on the PvP end.

Generally speaking (and more to the PvE end), the Discipline tree has talents that play off of Penance, Flash Heal, Greater Heal and Prayer of Healing. It wouldn’t be strange for these priests to leverage Power Word:Barrier to help mitigate damage either should the occasion present itself. There's a solid variety of available spells to be used, and we want you to use them. Moreover we think healing as a priest will be more fun if you have to think about which spell to use rather than robotically answering each damage event with PW: Shield. Overall, we’re not reducing the power of Power Word: Shield at all, just increasing its cost and making the more efficient heals more attractive to use.

Power Word: Shield will still have its time and place and as always. We want it to be used often, we just don't want it used to the exclusion of all other abilities. We'll keep an eye on how things play out once the change is applied too.

*Someone earlier in the thread asked if this was an increase from base mana, and it is from the base mana cost.

As an aside: For those sharing constructive feedback, as always, we thank you. For those who are utilizing this thread as a means to simply complain, we hear you, but overstatements of upset aren't going to help us address your concerns. (Source)

Power Word: Shield
We don't want Discipline priests completely reliant on a single spell or ability for everything- (as in), Shield should not be the only spell you feel worth casting. Discipline priests are still very powerful at damage mitigation and we're not trying to take away using PW:Shield on a regular basis or its value. There should still be some worth in choosing which spells to cast and when.

[...] We want people using Power Word: Shield. As others have pointed out, it's something Discipline priests do well (Damage Mitigation) and it took awhile before more people began to believe that (remember those days?). Damage Mitigation will still happen and is still important even with this change, it's just not going to be the ONLY thing that the Discipline spec is going to be using to keep their groups and Raids up. There will be heals as well. Also, in Raids, there will be more than a Discipline priest supporting the raid. So knowing the best use of your abilities in that situation is key and playing off of the strengths of other healers will be as essential as it has always been.

Again, we're continuing to watch constructive feedback even if we may not be responding to all of the questions and thoughts that have been brought up in this thread. We are definitely reading. (Source)
by Published on 2011-02-16 06:18 PM

Incoming Healer Changes
Originally Posted by Nethaera (Blue Tracker)
Since the release of patch 4.0.6, we’ve been keeping an eye on healers and how they are performing and are currently in the process of making some additional adjustments.


The cost of Power Word: Shield is being increased by 33%. While we wanted Discipline priests to be able to utilize this spell more often and with better results, we also did not want it to be the main spell (and often the only spell) used while in groups. We don’t find this to be a particularly compelling playstyle and have found that it encourages players to avoid using other spells such as Penance. We believe that using a shield in a tight moment is totally appropriate, but we don’t want it to be incredibly efficient to do so with more frequency than that.

We realize that by making Power Word: Shield slightly more expensive for Discipline priests to cast that it might cause Holy priests to avoid using it. To that end, we are adding mana savings into the Body and Soul talent. The tooltip will not reflect this change until a future patch, however. Ideally, Holy priests should not notice much of a change to the Power Word: Shield costs.


We are also applying a hotfix for Purification for the Restoration shaman passive from 10% to 25%. We think that shaman healing per second is not as competitive with other healers and while we hoped to bring down Holy priest and Holy paladins (in particular) in 4.0.6, which we did, shaman still appear to be behind. In this case, it is simply easier to buff Restoration shaman rather than nerf everyone else or rebalance the encounters.

In Addition- Restoration Druids and Restoration Shaman

We agree with the sentiment among some players that Restoration druids and Restoration shaman are lacking in the healing cooldown department. The shaman buff and Power Word: Shield adjustment above should bring all healers reasonably close in terms of throughput. The decision on who to bring then might end up being dictated by the strong cooldowns offered by paladins or priests. This isn’t the kind of thing we can address via a hotfix, but it is something we are looking at for the next major content patch.

As always, we appreciate your continued constructive feedback and will do our best to keep you informed of ongoing developments.
by Published on 2011-02-16 02:21 AM

Patch 4.0.6 Hotfixes - February 15
Blizzard deployed another round of hotfixes today, the arcane mage changes are going live and Blizzard decided that it was time to increase the guild XP gains from raid bosses!
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 4.0.6. 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. Visit our Bug Report forum for a list of 4.0.6 known issues.

February 15
  • The amount of guild reputation and guild experience gained from killing a raid boss has been dramatically increased, as the previous rate felt too low compared to the difficulty of progressing through raid content. This change will require a realm restart to take effect, which will be next Tuesday's weekly scheduled maintenance at the latest.
  • Shield of Velen guards in The Exodar are now consistent with other "royal" city guards in terms of health, level, and damage.

Mage (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Arcane Blast now costs 5% of base mana before stacking modifiers, down from 7%.

Dungeons & Raids
Baradin Hold
  • Argaloth despawns and resets properly if the raid wipes during Fel Firestorm.

Blackwing Descent
  • While flying around the Vault of the Shadowflame, Nefarian no longer forces everyone to stand up if engaged.

Throne of the Tides
  • It should no longer be possible to summon a mount in certain areas of this dungeon.

  • Shard of Woe (Heroic trinket) now reduces the base mana cost of spells by 205, with the exception of Holy and Nature spells -- the base mana cost of Holy and Nature spells remains reduced by 405 with this trinket.

  • Engineering Target Dummies are no longer able to taunt boss-level creatures.

Blue Posts
Originally Posted by Blizzard Entertainment
Epilepsy and elementals flashing death effect
We've actually seen a number of forum posts, and received a few letters on the elemental death effects. We have a task set to remove the flashes from the death effect, although as the work hasn't begun I couldn't accurately state when the change might make it in.

In any case, we agree and we're going to be changing them. (Source)

Lag in 4.0.6
To address these directly, we can't say what any individual ISP may look at when performing any sort of Quality of Service traffic management. There are numerous factors that a traffic management console can monitor and consider as an indicator that throttling a subscriber is required. Those settings and thresholds are between the ISP and, if they choose to divulge it, their subscribers. Blizzard is not directly privy to that information. All we can truly proffer is generic information regarding the technologies involved and how it may impact our users. (Source)

Bandwidth requirements in the future
As far as increased bandwidth requirements, nothing 'new' is coming in the works, as far as I am aware, that will require enhanced bandwidth. Our published minimum system requirements can change at any time, depending on what improvements and innovations we introduce. What I am saying is that some issues people have been reporting have indeed been traced to their current throughput limitations. This isn't true across the board, but this is the root cause of some of the reports. (Source)

The Daily Blink - World of Warcraft on the Kindle
Another ... interesting idea from The Daily Blink.

by Published on 2011-02-15 02:45 AM

Arcane Hotfixes
Originally Posted by Bashiok (Blue Tracker)
As previously discussed ( ) we're currently planning to put out a couple hotfixes specifically for Arcane mages. Likely today.

However, with the above change in mind we are also going to nerf the Shard of Woe trinket to halve the mana savings for Arcane spells only. It's still a fantastic trinket for Arcane mages even with the reduction.

Patch 4.0.6 Hotfixes - February 14
Originally Posted by Blizzard (Blue Tracker)
February 14
  • Players who are exalted with 40 factions are again awarded The Exalted title. Note that the associated achievement does not state that this title will be awarded when it's earned. This will be corrected in a future patch. More information can be found here.

Druid (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Starfall will now hit any target in range which is in combat or not at full health (including the Exposed Head of Magmaw, which was causing issues with Starfall).

Paladin (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • The hotfix to Beacon of Light and Light of Dawn on February 11 did not produce the intended results and has been reverted. Light of Dawn should still trigger Beacon of Light.

Raids & Dungeons
Blackwing Descent
  • The Atramedes achievement Silence is Golden was incorrectly failing when any raid member's sound bar went over 30%. The achievement now requires no one's sound bar to go over 50% as advertised.

  • The Mysterious Potion was restoring the wrong amount of mana. It now restores 1 to 15,000 mana, instead of 1 to 30,000.

  • The Bone and Jeweled Fishing Pole quest rewards are now item level 15, down from 200.

  • Whiptail was spawning too quickly in Uldum after patch 4.0.6. The spawn time has been reduced.

Blue Posts
Originally Posted by Blizzard Entertainment
Whiptail respawn rates way too high?
We're aware of this and taking a look at the respawn rates. (Source)

Twilight Jasmine spawn rate
There was no nerf after release, but there (I believe) was an issue with herbs being in different phases than you so thus the sparseness. I also believe that this was corrected. But, I can definitely ask about Twilight Jasmine. (Source)

Zul'aman and Amani Bear Mount
One never knows what might happen with Zul'Aman and the treasures of old found therein... (Source)

Warlock (Forums / Cataclysm Talent Calculator / Skills/Talents)
Warlock damage "changes" in 4.0.6
We're aware of the concerns that the damage of Immolate and Corruption may have gone down unintentionally as part of 4.0.6 or a bug fix shortly thereafter. This was not an intentional change and so far we’ve been unable to determine if such a change occurred or what could have caused it. We have, for example, looked at several Destruction warlocks whose DoT damage went up, which would be the expected outcome of the Improved Soul Fire talent. If you have additional new information, especially if it's empirical and reproducible, please share it with us as we continue to investigate. (Source)

Warrior (Forums / Cataclysm Talent Calculator / Skills/Talents)
Fury in 4.0.6
After 4.0.6 went in, Fury was doing more damage than projected, and higher dps than we wanted for the spec. Essentially, the 4.0.6 changes for Fury weren't intended to be a damage buff to begin with - we just wanted to make the mastery more appealing and de-emphasize Heroic Strike. Instead, we saw Fury damage jump up more than could be accounted for from factors like the metagem change. It also seems that Raging Blow had become very strong after the mastery change. So, we made the decision to reduce Fury damage, and Raging Blow became a good place to make that adjustment, since that allowed us to address both the PvE damage issues and the PvP burst concerns at the same time.

We think the verdict is still out over whether Single-Minded Fury has become a clear choice over Titan's Grip. All the evidence available right now is theory crafted, but we still want to see how performance shakes out in actual play. If the theory crafting turns out to be correct, then we'll consider adjusting Single-Minded Fury then, probably a reduction. In the meantime, it's probably best to stick with whichever play style you find the most fun, or at least, have the most appropriate weapons for. It's good to keep in mind that there are more two-handed weapons with strength on them than there are strength heavy one-handed weapons, though there's also probably more competition for those two-handers as well.

No offense... but how did you not account for this?
No offense taken. World of Warcraft is a complex game, and due to all the factors involved, predicting performance changes over the whole playing population and in every feasible scenario can be challenging. We run the numbers to predict dps under several different conditions and then compare those estimates to empirical data (generated in house and collected from live games). Most of the time, that data gives us a pretty accurate picture. Still, there are a lot of Fury warriors out there with various mixes of gear, talent specs and skill levels, and despite the projections, damage went up for a lot of those players more than we expected. (Source)

Fury AoE
Some of you have expressed some concerns regarding Fury AoE, so this is a good time to mention that we're looking at area of effect damage for a lot of specs, Fury included. So, it's on the radar. (Source)

Warrior DPS
We feel that warrior dps is about where it should be, and that the class continues to bring valuable output to a raid and will scale well in the future as well. (Source)

SMF vs. Titan's Grip
Single-Minded Fury and Titan's Grip were really close in the wake of 4.0.6, which was a good place. Now it's possible that SMF is doing better than TG by a wider margin than we're comfortable with. We don't want to eliminate choices and see a rush on SMF, and we'd rather see players choosing the weapons they'd prefer. If that means bringing SMF back into line with TG, then that might be the course of action we take. Nothing is necessarily guaranteed or imminent though. (Source)

Class balance / PTR Testing and Fury Nerf
A lot of players on the PTR correctly predicted the problem, yes. But players always predict problems, many of which never materialize. The feedback from the PTRs is valuable, but we don't expect it to result in a perfect assessment, and we've learned that we can’t and shouldn’t just accept everything at face value. Players that post concisely, objectively and provide a lot of verifiable evidence of their claims tend to provide the most valuable information, and the kind of feedback that we're far more likely to heed. When concerns are raised, we discuss them and run tests of our own, and decide whether a change is warranted or not.

In this case, we were aware of the concerns being raised about Raging Blow burst damage in PvP. We agreed with the arguments that it required a lot of cooldowns and stacked mastery to get going, and even then enrage could easily be removed by several classes. We didn't believe that this would lead to Fury dominating PvP, and we didn't change it at the time because we didn’t want to nerf Fury’s PvE damage over a (possibly overstated) PvP concern. We also didn't want to risk making mastery a poor stat again, which was the most significant issue we were trying to fix. When Fury’s PvE dps proved higher than our target, then Raging Blow was the obvious candidate to decrease since a reduction there was likely to solve all the issues that we were hoping to address. (Source)

Love Is in the Air... and in This New Blizzard Comic
Originally Posted by Blizzard (Blue Tracker)
We've just added a special treat to our Blizzard Art gallery: a heartwarming piece from our own Samwise Didier, just in time for Valentine's Day. Be sure to check the Blizzard Art section regularly, as we plan to release more webcomics from Blizzard artists in the months ahead.

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