On Feb 11 they announced they were shooting for 2/26. On 2/12 they announced that the prior announcement was incorrect and further that 5.2 would drop two weeks following the PVP: End of Season announcement blog. The PVP: End of Season announcement blog was delivered on 2/19 (13 days ago) making tomorrow the 2 week mark following the announcement.
Just saying, "Huge Leak" is a bit of an exaggeration. They haven't been hiding it, they've just know from experience not to trumpet patch releases too loudly in case they end up needing to delay them, which inevitably results in "QQ...but GC promised me a (insert thing you want here)"
Nope, didn't watch streams because I was actually testing the bosses.
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One round of each. The only exception was Ji-Kun, which they had to test twice because it was so broken the first time around that it was pointless to test it. BTW, some of the same things are still bugged, just not as consistently as the first time around.
Pretty sure I said "the whole thing feels rushed to me." Implying that this was my perception. You are entitled to your perception, as well, but you have no more idea of how long the devs have been working on this patch than I do. And you also fail to consider exactly how many bosses they're trying to release with the patch itself.Just because it feels rush to you, doesn't mean its actually rushed they been working on 5.2 for along time since before 5.1. As they were working on 5.1 & 5.2 together.
I'm unsure of what this has to do with what I'm saying, but um...yes! That's exactly what they said.They wanted to bring out content faster & they have.
Dark Animus had bugs that need fixing, the feathers on Ji-Kun were still behaving inconsistently during the second test, there are spell effect issues (things being bigger than they appear, spell effects that are too dark/too close to the textures already in the room to be seen), there are issues with hunter pets that have persisted, there are bugs with the classes (for instance, Crit is not interacting with Evangelism/Atonement correctly on the PTR).
Everything else didn't work perfectly, btw. Even the the bugs on Primordius were inconsistent. Some groups experienced no such issues, others had a lot of trouble with glitches.
---------- Post added 2013-03-04 at 02:29 AM ----------
¯\(°_o)/¯
You're entitled to believe I wasn't testing the bosses. That's fine.
Not sure about Raid bugs, but I reported nearly 50 different bugs around the Isle of Thunder and with Pet Battles.
All of them except 2 have been fixed for over two weeks. I have not found another single bug out in the Isle.
This patch was MUCH better polished than Patch 5.0.4 or 5.1 in terms of non-raid content. Patch 5.1 was absolutely awful - literally twenty+ bugs impacting gameplay in the first three hours.
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I can't speak for raid bugs in 5.2, but there are some bugs in 5.0.4 that are still not fixed, so I'm not surprised at all.
The Ambershaper encounter's constructs gain player passives - Warlocks have stupidly high HP pools if they eat the slime once to extent their duration slightly, Priests have their 30% absorb trigger (forcing them our of that talent), etc. They managed to get it right for Flame Leviathan but couldn't get it right for Ambershaper? Really?
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The constructs also gain the armor bonus for tanks, etc. I never really considered it a "bug" per se (probably because I never really thought about it - we just handled it as another aspect of the fight, and we never had a Warlock). But I see what you're saying about the encounter. Also, how long was Zor'lok bugged on heroic? He's still bugged quite a bit, according to some friends who were just recently working on him. They kept having to reset the instance over and over. And the week they changed the graphics for Attenuation was horrible. lol. I still don't know why they added the extra sparkles, etc. They are just distracting.
Yeah, sometimes he just casts song of the empress and you can't do anything but reset it. AND I've heard of MCed priests somehow healing him for an insane amount of HP too iirc.
---------- Post added 2013-03-04 at 08:54 AM ----------
5.3.
/10 chars
The item upgrade NPC should still be there tonight.
Upgrade those archeology rares while you can, they're still very nice for alts and work at level 85.
Dark Animus worked fine? I think the tooltip damage values were inconsistent sure but it seemed fine. It was a fight which worked and we managed to kill it on normal and get a working tactic for heroic so I really don't think it was buggy. Matter Swap was a clever mechanic and the entire raid needing to deal with their own small anima golem was a pretty cool mechanic too. The feathers on Ji-khun for the final test worked fine too, you had to walk over them to get the buff and you could get 4 feathers per platform requiring you to have pretty beasty DPS - for a heroic that is fine, I think the DPS checks in normal were too easy. The globule absorption was a bit peculiar but that may be due to PTR lag, I think they'll make changes to the radius though to make absorbing them a little easier. The spell effects being smaller than the effect is nothing new so I'm not to worried about that, as a melee class I've no trouble with any of the 'stand in this and you'll die' mechanic. Hunter pathing issues and 'damage increase' issues such as those on Durumu, Megaera etc is a ligitimate concern I'll grant you that. In our tests Atonement seemed to work fine too.
I thought all of the fights were pretty well tuned, I am in particular looking forward to 3-4 healing Iron Qon/Twin Consorts!
You must have missed the issues with Crimson Wake. And the fact that you couldn't see half of the ground effects. And the smaller golems one-shotting clothies.
They weren't consistently bugging, but (like the issues with Primordius) some groups had issues, and some groups did not. My groups didn't always encounter the bugs, but I heard a lot of complaints from friends testing at the same time.The feathers on Ji-khun for the final test worked fine too, you had to walk over them to get the buff and you could get 4 feathers per platform requiring you to have pretty beasty DPS - for a heroic that is fine, I think the DPS checks in normal were too easy. The globule absorption was a bit peculiar but that may be due to PTR lag, I think they'll make changes to the radius though to make absorbing them a little easier.
The issue that I saw specifically was the ice patches on Megeara Heroic. The problem is that they grow larger over 2 minutes, except the coloration of the ice patch is such that it's very difficult to ascertain where the "edge" of the effect is. I think it has to do with the texture of the floor in the room and the texture of the ice itself. It's probably not going to be a huge deal, but it's another case of me having to squint for the entire encounter to try to see anything. It's just plain annoying.The spell effects being smaller than the effect is nothing new so I'm not to worried about that, as a melee class I've no trouble with any of the 'stand in this and you'll die' mechanic.
Test Atonement again. When you Crit on an Atonement strike, the actual healing isn't even as large as a normal Atonement heal (i.e. a non-Crit) AND the bubble it creates appears to be following the same formula. Also: Don't forget the LOS issues with Gnomes and Goblins, the ice wall LOS issues, the graphic on the floor that covers the safe paths, etc, on Durumu. Ours also bugged out and never rotated during ice wall phase, though I think that if we could have seen the ground we would have been able to defeat the encounter even with those bugs.Hunter pathing issues and 'damage increase' issues such as those on Durumu, Megaera etc is a ligitimate concern I'll grant you that. In our tests Atonement seemed to work fine too.
Guildies reported that Twin Consorts heroic actually seemed undertuned compared to normal. I am actually looking forward to it, though.I thought all of the fights were pretty well tuned, I am in particular looking forward to 3-4 healing Iron Qon/Twin Consorts!