Patch 4.0.6 Notes Update - January 11
The notes for tonight's PTR build have been updated, as usual, they are the only thing you should trust and any change mentioned here is more reliable than the funny datamining. Blizzard spends a lot more time than they used to working on very nice official patch notes, use them. (PS: I totally slacked and chaud did the notes update, love him, not me)

It's also very interesting to point out that the racial flight forms are finally being activated in-game.



Worgen Flight Form


Originally Posted by Blizzard
General
  • Guild bank vouchers that players unlock as guild rewards now correctly state that they can only be used by Guild Leaders.
  • Many rare creatures that went into hiding upon Deathwing's emergence into Azeroth have made a return! In addition to finding new homes in a post-Cataclysm world, they drop new, improved loot, provide a healthy experience bonus, and respawn much more quickly when killed. Happy hunting!

Dungeons & Raids
  • Level 85 players can now choose any normal dungeon via the Dungeon Finder. Choosing Random Dungeon will still not add Blackrock Caverns or Throne of the Tides into the rotation.

Blackrock Caverns
  • Beauty now spawns with only two pups in Heroic difficulty. Not to worry though, the missing pup has been adopted by a wonderful, if not insane family.

Grim Batol
  • Faceless Corruptors now move 10% more slowly.
  • Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam.
  • Valiona's Devouring Flame damage has been reduced by 20%.

Halls of Origination
  • The duration of the Flame Wardens' Raging Inferno has been reduced by 80%.
  • Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
  • Earthrager Ptah's Flame Bolt now deals more damage per second on Heroic difficulty.
  • Setesh seeks a portal every 25 seconds, up from 20.

Lost City of the Tol'vir
  • Lockmaw no longer tolerates fighting in his treasure room.

Shadowfang Keep
  • Baron Ashbury
    • Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
  • Lord Walden
    • Conjure Poisonous Mixture now deals more initial damage.
    • Frost Mixture is now area-of-effect damage.
    • Toxic Catalyst now deals less damage over time.

The Stonecore
  • Stonecore Earthshapers' Dust Storm does slightly less damage.
  • Corborus
    • The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
    • The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
  • High Priestess Azil
    • She grew! She's now 175% the size of a human, up from 125%.
    • Gravity Wells should kill Devout Followers more quickly.
    • The cast time of Force Grip is now 1.5 seconds, up from 1.
    • The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
  • Slabhide
    • The ground phase lasts longer and has fewer stalactites.
  • Ozruk
    • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
  • Bug Fixes
    • Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.

Throne of the Tides
  • The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest Witch Chain Lightning has been reduced.
  • Tainted Sentries Swell damage has been reduced.
  • The damage of Blight of Ozumat has been reduced by 25% per stack.

The Vortex Pinnacle
  • Creatures
    • Desperate Speed cast by Temple Adepts has had its duration reduced significantly.
  • Altairus
    • The visual effects in this encounter have been adjusted to make the wind direction easier to read.
    • Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
  • Asaad
    • Skyfall Stars are now summoned to help him defeat players.
    • Static Cling has had its cast time increased to 1.25 seconds, up from 1.
  • Grand Vizier Ertan
    • His health has been reduced slightly.
    • He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.
  • Bug Fixes
    • Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.

PvP
Tol Barad
  • Players will now be teleported out of the Tol Barad micro dungeons 15 minutes before the beginning of the next battle.

Classes
Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Necrotic Strike's absorption effect is now reduced by the target's resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.
  • The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.

Blood
  • Bone Shield now has 4 charges, up from 3.
  • If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
  • Scarlet Fever now applies via Blood Plague, rather than Blood Boil.

Frost
  • Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds.
  • Hungering Cold now has a PvP duration of 8 seconds.

Unholy
  • Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It increases all Shadow damage by 2.5% per point of mastery.
  • Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.
  • Sudden Doom is now triggered only from main-hand auto attacks, and is normalized according to weapon speed rather than having a fixed percentage chance.
  • Virulence has been redesigned. It now grants 10/20/30% additional disease damage.

Glyphs
  • Glyph of Dark Succor (new talent) raise the minimum healing done by Death Strike from 7% to 20% of maximum health, but only while in Unholy or Frost Presence.

Runeforging
  • Swordbreaking and Swordshattering now reduce disarm duration by 60%, up from 50%.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Entangling Roots now has a PvP duration of 8 seconds.
  • Hibernate now has a PvP duration of 8 seconds.
  • Moonfire mana cost has been reduced from 18% to 9%.
  • Nature's Grasp now has a PvP duration of 8 seconds.
  • Prowl is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.
  • Skull Bash's lockout time has been reduced to 4 seconds, down from 5.
  • Soothe is now instant cast, down from 1.5 seconds.
  • Worgen and troll druids now have new art for Swift Flight Form.

Balance
  • Sunfire mana cost has been reduced from 18% to 9%.
  • Total Eclipse (Mastery) benefit from mastery increased by approximately 33%.

Feral
  • Infected Wounds now has a PvP duration of 8 seconds.

Restoration
  • Empowered Touch now also affects Regrowth. In addition, after Tree of Life is no longer active, this talent will only refresh the most recently cast or refreshed Lifebloom, and will not refresh other copies of Lifebloom.
  • Natural Shapeshifter has been reduced to a 3/6-second increase to Tree of Life's duration, down from 5/10.
  • Symbiosis (Mastery) benefit from mastery increased by approximately 16%.
  • Tree of Life no longer grants immunity to Polymorph. In addition, its duration has been reduced to 25 seconds, down from 30.
  • Wild Growth healing has been increased by 30%, and the cooldown has been reduced to 8 seconds, down from 10.

Glyphs
  • Glyph of Entangling Roots redesigned. It now reduces the cast time of Entangling Roots by 0.2 seconds, rather than making it instant cast.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Cobra shot cast time is now affected by haste.
  • Concussive Shot duration has been increased to 6 seconds, up from 4.
  • Freezing Trap now has a PvP duration of 8 seconds.
  • Master's Call now has a 35-second cooldown, down from 1 minute, and its range has been increased to 40 yards, up from 25. In addition, the visual effect is more obvious.
  • Steady Shot cast time is now affected by haste.
  • Wing Clip now has a PvP duration of 8 seconds.

Marksmanship
  • Wild Quiver (Mastery): Chance for this to trigger per mastery has been increased by approximately 17%.

Survival
  • Black Arrow damage has been reduced by 25%.
  • Explosive Shot damage has been reduced by 25%.
  • Hunter vs. Wild has been increased to 5/10/15% Stamina, up from 4/8/12%.
  • Serpent Spread can now only affect up to 4 targets per Multi-Shot, down from unlimited.

Glyphs
  • Glyph of Concussive Shot redesigned. It now limits the maximum run speed of the target while Concussive Shot is active.

Bug Fixes
  • Cobra Shot now properly increases the duration of the Serpent Spread Serpent Sting.

Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Arcane Barrage mana cost has been reduced by 8%.
  • Arcane Blast mana cost has been reduced by 12%.
  • Counterspell lockout duration reduced to 7 seconds, down from 8.
  • Fireball mana cost has been reduced by 25%.
  • Polymorph now has a PvP duration of 8 seconds.
  • Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning. In addition, Ring of Frost now has a PvP duration of 8 seconds.
  • When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible.

Arcane
  • Slow now has a PvP duration of 8 seconds.

Fire
  • Firestarter now allows the mage to cast Scorch while moving (regardless of which armor spell is used), and no longer eliminates Molten Armor's critical strike chance reduction.
  • Flashburn (Mastery) benefit per mastery has been increased by 12%.
  • Living Bomb mana cost has been reduced by 22%.

Frost
  • Deep Freeze damage done has been reduced by 20%.
  • Fingers of Frost can no longer be dispelled and now also increases Ice Lance damage by 15%.
  • Frost Specialization now only grants 2 base points of mastery (instead of 8), reducing all Frost damage to frozen targets by 15% from previous values. However, Frost Specialization now increases base Frostbolt damage by 15%.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Forbearance
    • The duration has been lowered to 1 minute, down from 2.
    • Lay on Hands now causes Forbearance on the target. It used to only cause it when cast on the paladin.
    • This was an old design from when Divine Protection caused Forbearance and the paladin didn't want to prevent a tank from using their defensive cooldown.
    • Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light).
    • Since only Divine Shield, Lay on Hands and Hand of Protection cause Forbearance, the tooltips have been adjusted to better explain the mechanic.
  • Holy Wrath no longer counts nearby critters when dividing damage among its targets.
  • Seal of Truth: All single target attacks (including Judgement, Hammer of Wrath, Exorcism, and Templar's Verdict) can now trigger this seal.

Holy
  • Protector of the Innocent heals for 30% less.

Protection
  • Vindication no longer allows Hammer of Justice to interrupt stun-immune targets. With Rebuke baseline, this functionality is no longer necessary.

Retribution
  • Act of Sacrifice will no longer cause Cleanse to remove movement impairing effects from vehicles the paladin is riding.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Mind Control now has a PvP duration of 8 seconds.
  • Mind Sear can now be channeled on friendly targets in addition to enemy targets. In addition, Mind Sear's damage has been increased by roughly 15%.
  • Prayer of Healing effectiveness has been reduced by 15%.

Discipline
  • Divine Aegis: Critical effects from Prayer of Healing now award a bonus amount in addition to the default, always-proc Divine Aegis effect.
  • In addition to Strength of Soul's existing effects, when Power Word: Shield is placed on oneself, the priest becomes immune to silence, interrupt, and dispel effects for 2/4 seconds.

Holy
  • Chakra
    • Binding Heal and Holy Word: Serenity now refresh the duration of Renew on the target, in addition to the other direct heals.
    • Binding Heal, Flash Heal, Greater Heal can now trigger Chakra: Serenity.
    • Mind Spike can now trigger Chakra: Chastise.
  • Circle of Healing effectiveness has been increased by 30%.
  • Guardian Spirit: The absorb/heal from this ability can now never exceed 200% of the maximum health of the target.

Shadow
  • Shadow Orbs benefit from mastery has been increased by approximately 16%.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Blind now has a PvP duration of 8 seconds.
  • Crippling Poison now has a PvP duration of 8 seconds.
  • Sap now has a PvP duration of 8 seconds.
  • Stealth is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.

Assassination
  • Deadly Momentum critical strike bonus now lasts for 15 seconds, up from 10.

Combat
  • Main Gauche (Mastery) now provides a chance to deal an attack for 100% of main-hand damage. This attack can trigger Combat Potency.
  • Restless Blades now also reduces the cooldown of Redirect.
  • Vitality now increases attack power by 25%, up from 20%.

Subtlety
  • Executioner (Mastery) has been increased from 2% to 2.5% per point.
  • Find Weakness now grants 35/70% armor reduction, up from 25/50%.
  • Preparation no longer resets the cooldown of Evasion.
  • Sanguinary Vein now gives a rogue a 50/100% chance for their own Bleed effects to not break their Gouge.
  • Shadowstep's cooldown has been increased to 24 seconds, up from 20 seconds.
  • Sinister Calling now grants 30% Agility, up from 25%, and increases Backstab and Hemorrhage damage by an additional 40%, up from 25%.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Chain Heal's effectiveness has been increased by approximately 10%.
  • Hex now has a PvP duration of 8 seconds.
  • Purge now dispels a single effect instead of two.
  • Tremor Totem has been redesigned. The totem is now usable under Fear, Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds and has a 1-minute cooldown.

Elemental Combat
  • Earthquake damage has been increased by approximately 10%.

Enhancement
  • Flametongue Weapon damage now scales from attack power instead of spell power (for Enhancement shaman only).
  • Purge no longer has its mana cost reduced by Mental Quickness.

Restoration
  • Cleansing Waters no longer fires its heal effect twice when a shaman removes a Magic and a Curse debuff with a single cast.
  • Deep Healing (Mastery) has been increased to 3% per point, up from 2.5%.
  • Greater Healing Wave mana cost has been increased by 10%; healing done has been increased by 20%.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped.

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30.
  • Demon Armor and Fel Armor no longer cost mana and last until canceled.
  • Fear now has a PvP duration of 8 seconds.
  • Fel Armor now increases the warlock's maximum mana by 10% instead of regenerating health.
  • Seduction (Succubus) now has a PvP duration of 8 seconds.

Affliction
  • Unstable Affliction's silence effect has been reduced to 4 seconds, down from 5.

Demonology
  • Demon Soul: Imp redesigned. It now increases the critical strike chance of all non instant cast Destruction spells by 30%, rather than increasing critical strike damage. Duration reduced to 20 seconds.
  • Felstorm (Felguard) damage has been reduced by 20%.
  • Immolation Aura damage has been reduced by roughly 30%.
  • Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect.
  • Master Demonologist (Mastery) benefit from mastery increased by approximately 33%.

Destruction
  • Burning Embers damage has been reduced by 15%.
  • Fiery Apocalypse (Mastery) benefit from mastery increased by approximately 8%.
  • Improved Soul Fire now increases Fire and Shadow damage done by 4/8%, rather than 7/15% spell haste. In addition, this talent has been moved to tier-3 Destruction, switching places with Aftermath.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Hamstring now has a PvP duration of 8 seconds.
  • Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.
  • Slam cast time is now affected by haste.

Fury
  • Bloodthirst damage has been increased by approximately 30%.
  • Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 145%.

Protection
  • Charge's stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.

Professions
  • Find Herbs, Fish, and Minerals are no longer canceled upon entering an Arena or rated Battleground.
  • A socket has been added to all crafted epic armor pieces that did not already have one.

Alchemy
  • Alchemist's Stones for Agility, Strength, and Intellect have been added.
  • The number of herbs required to create flasks has been reduced, while the Volatile Life needed has been increased slightly.
  • The drops from Tiny Treasure Chests have been improved slightly.

Archaeology
  • Archaeology finds now grant a guaranteed skill point up to 50 skill, and then no longer grant skill gains, as opposed to granting up to 100 skill very slowly.

Engineering
  • The Electrified Ether recipe now creates 2 to 3 Electrified Ether instead of 1.
  • The Heat-Treated Spinning Lure buff duration has been increased to 20 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Synapse Springs now increase Agility, Strength, or Intellect (whichever is highest for the character).
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite.

Jewelcrafting
  • Vivid Dream Emerald (new gem) provides resilience/spell penetration and can be purchased for 3 Illustrious Tokens.

Leatherworking
  • The 500 to 510 skill-up range for Leatherworking has been improved.

Tailoring
  • Darkglow Embroidery (Rank 2) now increases Spirit instead of restoring a flat amount of mana.

Items
  • Left Eye of Rajh: Chance of triggering increased.
  • The PvE warlock 4-piece set bonus (Fel Spark) now increases the damage done by the next 2 Fel Flame spells by 300%, rather than increasing the critical effect chance of one by 100%.
  • The PvP hunter 4-piece set bonus has been increased to 10% Focus regeneration, up from 5%.
  • The PvP warlock 4-piece set bonus has been redesigned. It now reduces the cooldown of Death Coil by 30 seconds.
  • The PvP warrior 4-piece set bonus has been redesigned. It now reduces disarm duration by 60% (does not stack with any Weapon Chains).
  • PvP trinkets will now clear disarm and silence effects.
  • Right Eye of Rajh: Chance of triggering increased.
  • Weapon Chains now reduce disarm duration by 60%, up from 50%.

Quests & Creatures
Tol Barad Peninsula
  • Spawn rates at Rustberg Village have been increased.
This article was originally published in forum thread: Patch 4.0.6 Notes Update - January 11 started by Boubouille View original post
Comments 288 Comments
  1. Vasz's Avatar
    Quote Originally Posted by Difuid View Post
    You have the option to choose difficulty setting with the Heroic or Normal mode of the dungeons. Now you want Heroics to be like Normal mode with improved loot, so tell me who are forcing their play style on others ?
    Thats not really the point. Being in a queue for 40 mins, only to get SFK and the whole group falls apart on Ashbury after 1 wipe. Great, almost an hour of my life gone and what epic loot do I have .... nothing. You cant /vote kick a whole group that: a) all left or b) didnt interupt his mend rotton flesh.
  1. mmoc8a51fb199f's Avatar
    im very sad about the heroic nerfs... this wasnt necessary
  1. Snikeren's Avatar
    ^
    ^
    Sure, you can't force your gamestyle on other players, but to get improved loot, you can't be just casual. Extra effort should equal rewards. Heroics are SUPPOSED to be a lot tougher than normal dungeons, so why nerf that heroic part of them? If people can't do it, well, don't let them. If they don't have the IQ or haven't prepared enough beforehand, by reading tactics or so, they don't deserve that phat lewt. Not until they learn how to play properly.
  1. mmocedbf46d113's Avatar
    It's not that I think it's that bad that they nerf the heroics, but...

    They make this long blue wall of text stating how they like heroics to be hard and think they are good the way they are right now and then... they nerf them?
  1. Stockli's Avatar
    Quote Originally Posted by Boubouille View Post
    Restoration
    [list][*]Empowered Touch now also affects Regrowth. In addition, after Tree of Life is no longer active, this talent will only refresh the most recently cast or refreshed Lifebloom, and will not refresh other copies of Lifebloom.[*]Natural Shapeshifter has been reduced to a 3/6-second increase to Tree of Life's duration, down from 5/10.[*]Symbiosis (Mastery) benefit from mastery increased by approximately 16%.[*]Tree of Life no longer grants immunity to Polymorph. In addition, its duration has been reduced to 25 seconds, down from 30.[*]Wild Growth healing has been increased by 30%, and the cooldown has been reduced to 8 seconds, down from 10.
    [list]
    I think someone high up in blizzard has a son that plays wow...

    Another druid buff :'(
  1. Izenhart's Avatar
    Beauty nerf?

    Mend Rotten Flesh? The only thing that made the encounter slightly hard?


    Disappointed
  1. mmoc993ea5d36b's Avatar
    Quote Originally Posted by Nephyron View Post
    Druids are asking since 5 years a stupid damned defensive cooldown

    Warlocks have 20% reduction al the time, priests even more mages have tons of escape abilities + bubbles, warlocks have teleport
    Boomkins have only Bark Skin (i can't even read anymore "cannot be dispelled" in the patch notes) and now they take away instant roots?
    Because Warlocks dismount, put up the portal, mount back up, move 30 yards, and then put up a new portal. (not being in an arena that is.) Yep.
  1. Sulika's Avatar
    Improved gear and better knowledge of the bosses was always going to make the heroics easy pretty fast. If you are dreaming of difficult heroics that ship has already sailed. The cata launch heroics are not - and never again will be - difficult. Much of the initial difficulty was artificially created by healers coming to grips with the healing changes. Once healers generally realised that they didn't need to keep people (not even the tank) topped up and that brought their mana usage under control the difficulty fell off very substantially. Similarly tanks (and DPSers) had to become much more proactive with their defensive cooldowns.

    What does puzzle me though is the statement that they want the heroics to remain equally difficult when so many of the encounters are designed with making their diffficulty obsolete in mind. Look for example at most of the one shot mechanics, they mostly do 120-150k damage which very soon won't be one shotting people at all. It can't be accidental that many of those effects do an amount of damage that is only marginally higher than the health people have already. Once most people have enough health to survive those hits those encounters will become incredibly easy.

    I put in a post a long while back:

    There are an awful lot of things that add to the percieved difficulty of an unfamiliar instance.

    You don't know which enemy spells can be ignored and which need to be interrupted so the dangerous ones do a lot of damage.
    You don't know which mobs will run to the tank and which ones will stand still and cast meaning there will be a tendency for the tank to leave one stray ranged mob when once he knows the instance he will pick it up immediately.
    You don't know which mobs spawn adds so the tank will often not have an AoE ability ready to pick them up when they appear.
    You don't know which mobs heal / dispel / fear / cc people / randomly target etc meaning any that do tend to be very effective.
    You don't know what the patrol routes are so you tend to aggro adds a lot more than you will in a familiar instance.
    You don't know what the boss abilities are so you will wipe a lot on things that should be avoided / interrupted / otherwise prevented.
    The healers don't know the damage profile of the fights, they dont know which are the high damage parts and which are low damage parts, if they guess low when its high the tank dies, if they guess high when its low the healer goes oom.
    All of this is already resolved. With it, most of the difficulty is already gone and never coming back. Every day, from now on, the cata heroics will be easier than they were the day before. Railing against this is a waste of time. Even if you wanted to you couldn't do heroics as hard as they were in the first week of launch, peoples knowledge of the fights is what is trivialising them and that is as it should be. In the short time since launch week the average length of my PUG heroics has dropped from 2-3 hours each to under an hour each. This means they are already about half to one third of the difficulty they were to begin with and all due to people having better gear and knowing the fights and that is in just over a month! To even think that slight changes to the mechanics of a few of the bosses will come anywhere close to matching the huge trivialisation effect of gear and knowledge should be considered a sign of insanity as it misses the truth of the matter by such a wide margin that no rational person could justify the notion.
  1. mmoced5ca549f3's Avatar
    hunter nerfs sucks ...
  1. Granyala's Avatar
    Originally Posted by Blizzard Entertainment
    Mind Sear can now be channeled on friendly targets in addition to enemy targets. In addition, Mind Sear's damage has been increased by roughly 15%
    OMG OMG OMG :Q

    But looking at the 5 Man nerfs, this is a VERY sad day
  1. Mongoliat's Avatar
    Quote Originally Posted by dubbz View Post
    WAIT...they are buffing resto shamans? I thought Blizz had forgotten they even existed. This could be good
    Buffed for pve, yes. Buffed for pvp, no.
  1. mmoc79be39102d's Avatar
    Originally Posted by Blizzard Entertainment
    Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
    Interrupting that was hard, the first time I was in SFK hc. I can only be glad that I got to see all the heroics before the nerfbat hit them.
  1. Bohedral's Avatar
    Quote Originally Posted by Vehemence View Post
    fucking bleeding hearts win again

    can someone on the PTR confirm if they have changed all the mangle-sound effects into their MPQ. files?
    Quoted for importance.
  1. riflemancho's Avatar
    # The PvP warrior 4-piece set bonus has been redesigned. It now reduces disarm duration by 60% (does not stack with any Weapon Chains). lolwut????
  1. mmoc455df02266's Avatar
    Hmmm just read the notes here and on the official site. They are intirely different. I don tlike the patch notes on mmo but those on teh official site is fine. Why are they different:? Maybe im stupid. But just wondered about it as on mmo its a blue post.
  1. Grithmir's Avatar
    "They're nerfing the really difficult ones"

    Except none of them were difficult to begin with.
  1. Many's Avatar
    HCs nerfs? Why? It was fine... At start of Cata it was best. Hard HCs, you couldnt do them with LFD tool. Only with your guild. And nowadays its easy with LFD. I am tank in off spec and I even dont use CC it become "one big pull from start to end" same as in WotLK (why they are so easy with ilvl 346? They should be easy with ilvl 372++). And now nerf them? Sry, but I will cancel my sub again. And I hope that SW MMO will be good and chalenging. (And pls dont type here, bullshit like "just go Blizz dont needs you")
  1. Theholypally's Avatar
    AND STILL NO FUCKING FIX FOR THE ELEMENTIUM STORMSHIELD GRAPHIC. wake the fuck up.

    Thanks for the useless nerf to Lay on Hands, altho the reduction of forbearance is nice.
  1. Malackai's Avatar
    Quote Originally Posted by Hellphantine View Post
    I hope people aren't too misslead to think these are all nerfs. Some of the trash nerfs I see as unnecessary. Groups doing it as intended were not having trouble on any trash packs I don't think. However things like the visuals change for Ozruk and Corborus are pretty smart. The dive timer increase is lame though I must say. A lot of changes for convenience of group make up 'cause it's not fair to vote kick someone just 'cause they don't offer what you need for CC/Interrupts. Got lucky enough to have a shaman myself (moonkin) and hunter for Beauty the other day, no clue how we coulda succeeded without that make up. So yeah some are for more convenience and less vote kicks. Unfortunately there are some straight up nerfs that are... well... sad.

    It isnt to hard to be honest. most classes have a form of cc.
    Hex,polymorph,hex, trap, root , fear, repentance even

    Most of the time (me being a Surv hunter) take the job to perm cc 2 of the mobs its easy as hell. Only the pull is tricky but after that no problem at all.

    only having 1 cc in the group is pretty rare. TBH up till now I never been in a group as the sole CC there was always a second one either a shaman, mage, druid, rogue, paladin or warlock.

    I really cannot believe people had so much trouble keeping 2 adds either perm cced or temp cced.

    for interrupts I can understand since not all classes/specs have that, but cc should not be a problem.

    At intended ilvl gear (333) for Heroic, you have absolutely NO chance with Beauty if you cant CC all 3 puppies.
    That not true personal I did Beauty a couple of times at that gear level (both pug and guildgroup) and we did fine who says you need to cc all tree of them Just cc 2 and burst down the third one simple as that. you can even decide to kill a second puppy as well so you only need to cc one. :/
  1. VanishO2's Avatar
    Quote Originally Posted by Iceleet View Post
    I really don't understand why most of you are complaining about the heroic nerfs, most of the people are getting bored from the heroics and just want to get their valor points quickly, these changes are understandable and well put.
    Why don't you like these changes? If you want a challenge then start raiding, and if you give me the old excuse of "I just want to do 5 mans and not 10-25" then quit WoW, you won't get the challenge you are seeking for in 5 mans.

    It seems like people are just trying to find reasons to hate on Blizzard, there are a lot of heroic buffs as well, so please stop finding excuses to flame Blizzard and actually try to give a decent comment, or at least read the comments, most of the comments are about Blizzard bending over to these so called "Wrath babies".
    Because, unfortunately, Blizzard said that the game would nerf itself when the players started collecting better gear (346+), wich they call "outgearing the dungeon". That would be by players who raid and get geared in 359, players who get craftable 359 gear and faction 359 gear (exalted) and, after the first patch (4.1) the gear from new heroics (in this case, for ppl that don't give a **** about raiding, buying gear or even pvp).

    With one month, the player base isn't exactly outgearing the dungeons alread and instead of waiting for that happening, Blizzard started to nerf heroics. And no, it's not about this batch of nerfs, but the ones ppl alread forgot that happened in prior hotfixes. And remember: buffing a little, something that isn't exactly dangerous today (Like Ptah) doesn't make it equal to a Ashbury nerf for example. We didn't take too long to go back to aoe festival in many pulls and even don't care if the tank is about to die or died and the dpsers are tanking (normally dps warriors, dks, paladins or rangeds that can kite forever without exactly overgear the heroic in question). Even some bosses a dps could tank (I did alread bosses like the 1st one in Lost City, thx WotLK tanks who join my random and don't move out of stuff because the healer "should keep everyone topped 100% of the time") depending on their remaining health.

    Since they started to nerf dungeons, could be a sad coincidence brougth by the end of holidays, but I noticed a increase in WotLK style Tank/Healers showing up in LFD. Lost a good amount of my time saturday with 2 tanks in a heroic because they just wanted to go WotLK style without even outgear the damn place. Just target, charge and start spamming their aoe tanking abilities thinking that the 5/6 mob trash (with mobs that will kill you with their spells combined or fast cast aoe spells) could be easily brought down and healed through it, the 1st one only lasted enough for the 1st boss, when he tought that the healer sucked for not beeing able to heal his ass out so he could just stand into the bombs without moving. The second one didn't last for one pull after charging the said trash pack and getting obliterated a few seconds later and calling us "idiots" for something that looks like we missed in those 3, 4 or 5 seconds he lived.

    In the end, the "most of the people are getting bored from the heroics and just want to get their valor points quickly" is a excuse only valid after said heroics aren't part of the main content anymore. Right now, "most of the people" are still doing it for the gear + valor (and even rep for more gear from factions). The easier you make it to ppl to get away with lower than intended gear, the more you'll have to nerf after. You make ppl think it's easy without exactly having a gear on par for it to be easy and they'll think it's time to do raids. They'll get there and "hey, this dificult is not in line with what I saw from heroics, bring it down to be a step over heroics like you guys said it would be! Not this huge stupid gap! You guys suck and don't know how to design a damn game!". And Blizzard will be left with only 2 options:

    1) Don't listen and watch those players leaving the game before they "should" since it will still take a few months before the next content patch with the new raid and probably 1 or 2 new heroics that will give new high level gear, wich in turn make some stuff easy on older raids;
    2) Start nerfing the raids so they keep playing since the intended dificult content for them was burned quickly with nerfs (and they will probably not care about going back to BoT, BWD and ToFW to beat that content because most of them just want the new shinies, not the "old" ones that aren't the hot stuff anymore).

    Guess it's not that hard to see wich one Blizzard (and the company that own Blizzard, the one that really make the decisions today) will choose.

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