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. Cirque's Avatar
    @aikouka, that's bollocks. Honestly. If you lacked the CC on beauty you simply killed one dog more. Ashbury - how many classes are there that cannot interrupt? The dungeon finder has been designed to never allow two of the same classes in your group as far as I noticed. There are very few classes who cannot interrupt, like warlocks and even THEY could get a felhunter out in case of emergency as I often have done. No, the reality is that people do not interrupt even when they can. They have the environmental awareness of a rolling rock - charge through it, hope it fixes itself or someone else fixes whatever it is they cannot be bothered to do themselves. Just yesterday we had a rogue on pain and suffering who "was terrible at interrupting" as he himself said. Result: no interrupts. Maybe one. He was a cool dude, nothing against his person, but these nerfs are made for players like him: Players who cannot do something and do not want to learn how to do it.

    Spells like Swell are perfectly healable even if the group is completely retarded. Again, a nerf to placate bad healers and bad dispellers. Mages can spellsteal it, shaman can purge it, it can probably be dispelled, but how often have you actually seen any of those classes do that? How often have you seen a mage use his spellsteal ability in random pugs? I sure haven't, not unless I tell them to and even then it's always a gamble if they listen to me or not.

    Similarly, the buffs the mob gain in HoO. How hard is it for a melee to just stop attacking it when the buff is not getting dispelled? How hard is it for that enhancement shaman to purge it (very hard, for yesterday's shaman in any event, even after being told to). Yes, then melee may die. Inferno - a melee only needs to die once by it to know not to be there next time. Again, yesterday's HoO, we even wiped on it, but why is that bad? The next try every single melee, even that terrible shaman, did what he was supposed to do. Sure, they didn't kill the bubbles on the water elemental (I was healing), but maybe they'll learn THAT next time they go to HoO and the group wipes because it's the healer bubbled that time. Is it such a bad thing to submit players to trial and error and make them learn the hard way?
  1. Aerion's Avatar
    Quote Originally Posted by aikouka View Post
    A few of those Heroic changes look like they're designed to make group compositions less troublesome. Such as removing a spell that needs to be interrupted on Ashbury... making Naz'jar's Shock Blast less dangerous (so missing an interrupt probably won't mean a tank's demise) and removing a core hound pup on Beauty means you won't need at least two beast-capable CCs.

    I see what you mean, but the fact remains that they were all completely doable.


    Beauty, for instance, was easily doable without any cc if the group did not stand in The FIRE and had anywhere near decent dps.

    Same goes with interrupting, but on a different manner.

    Why there was so many interruptable spells in the first place was to get people pay more attention to actual boss mechanics and fight (or roughly put...to get players heads out of their asses) instead of rolling faces over the keyboard while staring a dps meter (which obviously is a playstyle stuck in some heads from the Wrath era). Still I see classes with interrupts not interrupting key spells, causing prolonged fights and wipes. The removal of some of these abilities will only hinder one's progress of learning to interrupt, leading into more problems later on.

    Sure it will be easier, but what's the fun in that...
  1. Karei's Avatar
    Mind Sear was supposed to be buffed by 60%.
    15% of crap is still crap.
  1. Aerion's Avatar
    Quote Originally Posted by Maklor View Post
    No you saw it right, the wannabe elitist just come with the knee-jerk reaction every time they see the word "change".

    I sincerely hope some mod will wipe all the people with bad attitudes/language and such from this thread.

    Sure it was only minor tweaks here and there. The fact remains that every Heroic there is, is completely doable with a half decent group. So even the tiniest changes to ease the content are, in my point of view, step towards wrong direction.

    If the change is a fix to known bug, I totally understand it, but I don't see any reason what-so-ever to make content easier.

    And yes, I read the other changes as well. Most of them were good, though a tad unnecessary (because lets face it, if you open your eyes you see more, right?). And I'm happy that few of the easier bosses got some love too.
  1. mmocb1848b600a's Avatar
    Quote Originally Posted by Cirque View Post
    The dungeon finder has been designed to never allow two of the same classes in your group as far as I noticed.
    No clue whatsoever, but the other post was bollocks? Yeah right.
  1. mmoc46e9ab8771's Avatar
    Quote Originally Posted by Karei View Post
    Mind Sear was supposed to be buffed by 60%.
    15% of crap is still crap.
    Better than nothing, huh?
    They're not just mocking you, you know.
  1. Jokerjesus's Avatar
    Quote Originally Posted by shatich View Post
    And maybe giving you a free epic everytime you log in ? WoTLK=Fail Expansion=Bad and Lazy Players ...keep your account frozen
    By lazy players you must be referring to Americans I assume? lol

    Honestly tho some of the fights were extremely unforgiving and harder than some dungeons from vanilla. A few may be too much but some fights made it near impossible if you didn't have a group with fast CD interrupts.
  1. Naix's Avatar
    "Glyph of Entangling Roots redesigned. It now reduces the cast time of Entangling Roots by 0.2 seconds, rather than making it instant cast."

    Why?!? Hasn't the nurf bat swung hard enough already? I mean come on. Druids are already gonna be a beaten class when the patch drops and now this?!?

    *sigh*
  1. mmoc7a7ff5695d's Avatar
    hahahaha! i am out of this game. bye blizzard from an ex hunter player. You fail
  1. Aerion's Avatar
    Quote Originally Posted by Jokerjesus View Post
    By lazy players you must be referring to Americans I assume? lol

    Honestly tho some of the fights were extremely unforgiving and harder than some dungeons from vanilla. A few may be too much but some fights made it near impossible if you didn't have a group with fast CD interrupts.

    Go to European forums. Open any non-blue Topic. See for yourself that stupidity is not exclusive to one continent.

    PS. I'm from Europe...and sometimes I'm not so proud of it.
  1. Wonderboy's Avatar
    Back to loleasy heroics it seems. Enough crying seems to win over even the most determined attempt to make heroics difficult. A few heroic changes make sense (Beauty for example) but some are just there to keep the WotLK pro's happy. Sad day.
  1. Duster505's Avatar
    Quote Originally Posted by Aerion View Post
    I see what you mean, but the fact remains that they were all completely doable.


    Beauty, for instance, was easily doable without any cc if the group did not stand in The FIRE and had anywhere near decent dps.

    Same goes with interrupting, but on a different manner.

    Why there was so many interruptable spells in the first place was to get people pay more attention to actual boss mechanics and fight (or roughly put...to get players heads out of their asses) instead of rolling faces over the keyboard while staring a dps meter (which obviously is a playstyle stuck in some heads from the Wrath era). Still I see classes with interrupts not interrupting key spells, causing prolonged fights and wipes. The removal of some of these abilities will only hinder one's progress of learning to interrupt, leading into more problems later on.

    Sure it will be easier, but what's the fun in that...
    What was so much fun fighting 3 overgrown pupps in a crowded space + the boss ?

    Absolutly nothing. Thats why it was an optional boss that most are now skipping. Its a boring and badly designed fight. 3 or 30 pups dont add anything to the encounter.
  1. Jokerjesus's Avatar
    Quote Originally Posted by Aerion View Post
    Go to European forums. Open any non-blue Topic. See for yourself that stupidity is not exclusive to one continent.

    PS. I'm from Europe...and sometimes I'm not so proud of it.
    I am actually Canadian, I just like to make fun of Americans becasue the vast majority are indeed dim witted.
  1. Duster505's Avatar
    Quote Originally Posted by Aerion View Post
    Sure it was only minor tweaks here and there. The fact remains that every Heroic there is, is completely doable with a half decent group. So even the tiniest changes to ease the content are, in my point of view, step towards wrong direction.

    If the change is a fix to known bug, I totally understand it, but I don't see any reason what-so-ever to make content easier.

    And yes, I read the other changes as well. Most of them were good, though a tad unnecessary (because lets face it, if you open your eyes you see more, right?). And I'm happy that few of the easier bosses got some love too.
    I still consider first boss in VP as bugged. It needs buffing to make the fight actually enjoyable. But I will not see 1000 morons cry about it beeing fixed to make it more enjoyable.

    Get over it... Its a balancing thing that should be done. Right now DPS classes are waiting 30-40 mins for random and end up going into an istance that ppl dont want to do so they are leaving at start without doing any encounters.

    But hey.. these changes are not life yet... go enjoy it while you can. Not need to be buthurt because some balancing features.
  1. mihaitha's Avatar
    Quote Originally Posted by Punchbag View Post
    Not happy with the 5 man nerfs :L They're getting boring already :/
    Ashbury losing Mend Rotten Flesh?
    Pretty much an overal damage reduction on a lot of bosses. Meh.
    You're all QQ'ing at the 5man content changes as if all this would turn hardcore fights into walks in the park. Really now:
    - Setesh waits 5 more seconds before spawning another portal... wow, HUUGE NERF OMG QQ!!
    - Faceless Corruptors now move 10% more slowly - so now you have a slightly higher change of doing an achievement which is at the moment close to impossible
    - Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam - translation: you won't wipe any more if your healer gets impaled
    - Baron Ashbury has forgotten how to Mend Rotten Flesh - translation: fight won't take 15 minutes if you don't also have a melee DPS in the group
    - Lord Walden - Frost Mixture is now area-of-effect damage - so if you're not careful how you move you are likely to kill someone = harder fight
    - Altairus - Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds = you can no longer be incapacitated for maybe 10 seconds like you were if you had the bad luck to be thrown from one cyclone into another. This turns a very hard fight into a hard fight.

    This and a bunch more visual fixes (so you actually know you're safe from a wipe mechanic instead of running wildly hoping you get withing safe distance in time) turn the game into Wotlk? I hardly think so...
  1. JustintimeSS's Avatar
    Quote Originally Posted by Nicolicious View Post
    Oh well, not a surprise that Heroics would be nerfed to the ground. They where easy before. You can easily go through we say GB in 25mins. If even that, now its gonna take like 15. Heard wrath was a sucess. Or wait, not really.

    How where heroics just nerfed to the ground?

    Seriously some people should realize that if you had trouble before you will still have trouble now. There were never impossible only challenging the first time through. After you learn the place the next time you go is a cake walk. These changes alter things that were rng or annoying and actually buff some other boss fights that were too easy. Reading comprehension ftl on some of these tards.
  1. Will's Avatar
    Quote Originally Posted by ganodorf View Post
    hahahaha! i am out of this game. bye blizzard from an ex hunter player. You fail
    wait, you're quitting the game based on the difficulty of heroics, when raids are the real deal? And you're quitting when these 'nerfs' are apparently no big deal?
  1. Aerion's Avatar
    Quote Originally Posted by Duster505 View Post
    What was so much fun fighting 3 overgrown pupps in a crowded space + the boss ?

    Absolutly nothing. Thats why it was an optional boss that most are now skipping. Its a boring and badly designed fight. 3 or 30 pups dont add anything to the encounter.
    Comes down to personal preferrance I guess, but I liked that fight as a healer. As a dps I'd think it is quite a boring fight and you are totally right there. It's a bad design, but it's not a reason to make it a walk in the park.

    This is where we should say to Blizzard:

    "Hey! Fighting beauty isn't fun and it doesn't have any gimmicks or fun mechanics that would make it unique or enjoyable. So could you do something about it?"

    Blizzards approach was to take off one of the puppies, which doesn't make the fight any different or more fun. What they did was really the easy way out:

    "If it's bad, make it at least easy, so we can storm through it more quickly."
  1. mmoc3d5e9cedde's Avatar
    Quote Originally Posted by bigjenk View Post

    ========

    So its taken you 4-5 months or so to progress through 10 man shit because that is the amount of time from icc release to somewhere in the 15 percent buff. Way to prove you are just full of shit.
    11/12 not 12/12 dumbfuck, think outside the box much? )

    and I'm saying the amount of time we put in to actually progressing the content, and how fast it went to farmstatus.
  1. Will's Avatar
    Quote Originally Posted by Haldurion View Post
    Ho, ho. Vanilla content wasn't actually difficult by mechanics. ICC was much better designed than vanilla raids. The only difficulty vanilla had over the subsequent expansions is the number of competent players you had around and how many you needed.
    Actually if you took the time to read GC's post you'd know he stated that he's happy with the overall difficulty of heroics with the exception of a few boss encounters he feels are either over-tuned or too gimmicky/based on group comp. No contradiction there.

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