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. Xarimus's Avatar
    Kinda bummed this list no longer mentions all the Retribution buffs from previous notes. No longer seeing anything about CS damage increase, Mastery redesign for additional damage, or the Divine Purpose redesign. Was this intentionally left out?

    If so this basically means ret pallies everywhere will remain in the bent over position and will continue to be the target of merciless teasing after having 2 weeks of false excitement about 4.0.6.

    wtf

    EDIT: WHEW!!!! I still see them on the official Blizzard post. OMG TY BLIZZARD
  1. adilina's Avatar
    The lack of coherence between the recent notes is utterly confusing, if not misleading. At this point, I just don't care.
  1. talrob's Avatar
    Quote Originally Posted by Argroth View Post
    http://www.escapistmagazine.com/vide...raft-Cataclysm

    To all those people boohooing about heroic nerfs, watch 4:18 onwards, that pretty much explains how annoying/pathetic you are.
    Maybe some people do things BECAUSE they are hard? That is the fun, its like playing a chess player at your level or playing with a 12 year old just starting the game. Yes we can teach the 12 year old but that's not as satisfying as a challenging match that you just get through by the skin of your teeth and win. We are not complaining because 'you' get to finish it now, we complain because we aren't having fun facerolling. Why should all content be doable by the lowest common denominator? If a 12 year old can't beat a grandmaster, we don't remove half the grandmasters pieces.

    I don't understand why you hate 'skilled' players so much. It's not like I only play this game 24/7 I have a 38 hour week job, I go out, go hiking and taekwondo and herp derp I have real life friends.
  1. Zino's Avatar
    Quote Originally Posted by talrob View Post
    Maybe some people do things BECAUSE they are hard? That is the fun, its like playing a chess player at your level or playing with a 12 year old just starting the game. Yes we can teach the 12 year old but that's not as satisfying as a challenging match that you just get through by the skin of your teeth and win. We are not complaining because 'you' get to finish it now, we complain because we aren't having fun facerolling. Why should all content be doable by the lowest common denominator? If a 12 year old can't beat a grandmaster, we don't remove half the grandmasters pieces.

    I don't understand why you hate 'skilled' players so much. It's not like I only play this game 24/7 I have a 38 hour week job, I go out, go hiking and taekwondo and herp derp I have real life friends.
    Honestly go raiding if you´re searching a challenge!
    And btw I don´t think Hc´s were too difficult but I really just don´t understand what the problem is with making them just a little bit easier. I mean it´s not like they´re making hc a faceroll. Thats just wrong.
  1. talrob's Avatar
    Quote Originally Posted by Zino View Post
    Honestly go raiding if you´re searching a challenge!
    And btw I don´t think Hc´s were too difficult but I really just don´t understand what the problem is with making them just a little bit easier. I mean it´s not like they´re making hc a faceroll. Thats just wrong.
    Raiding is fun yes but blizzard decided to make daily heroics basically compulsory for 10 man guilds for the VP. I would just like a mild challenge which is why I pug them instead of going with guild because I have to try then but this nerf is a lot bigger than you think.
  1. Rolly's Avatar
    Quote Originally Posted by Smunisto View Post
    So just a couple of days ago, GC goes with a huge post about how they are content with the way Cataclysm is panning out.
    And now they are nerfing the heroics?
    Quite contradicting.
    I'm not affected by this, as I already overgear the 346 content, but it's still puzzling how Blizzard staff is contradicting their opinion with the changes they are making to the gameplay.
    They probably got the subscription data the day after he wrote that. GC no doubt got a memo that their subs had gone down by .000001% and he had better fix it or it was back to being lead on a RTS at half the pay he makes now.
  1. Stockli's Avatar
    Wicked troll flight form!!

    wish i was a druid
  1. Losbasterdos's Avatar
    Bout Time we trolls got our bat form!!! I would have switched to troll either way but this is a bonus!!
  1. Teliko's Avatar
    Holy Paladins need a talent that increases the range on Rebuke. Finally getting an interrupt, just like resto shamans, is great. But not when you have to stick in melee range vs. a caster.
  1. Mazaxist's Avatar
    glad to see lots of mage pve changes. especially reduced fb and lb costs. Should help a lot with mana management.

    also im glad they nerfed icelance and buffed frostbolt. I thought it was just lame and stupid that icelance did more dmg than frostbolt.
    I play a mage myself and didnt like it much. not even gona say how others hated mages in pvp. ( and still do

    the big change - trinket dispell silence and disarm - about damn time!

    Last but not least, i wish counterspell would lock out melee for 4 seconds just like casters. but that probably will never happen ;(

    overall good changes gg blizz!!
  1. Keristrasza's Avatar
    Quote Originally Posted by talrob View Post
    Raiding is fun yes but blizzard decided to make daily heroics basically compulsory for 10 man guilds for the VP. I would just like a mild challenge which is why I pug them instead of going with guild because I have to try then but this nerf is a lot bigger than you think.
    On a personal level, I don't really care about the "difficulty" of the heroic. They just take to long, I get bored fast in them, it was why I enjoyed wrath heroics. Lack of challenge or not, I could be in and out with in about 10 minutes or less. That made them perfect because I didn't have to stay in there long. However for a majority of people they do not like challenges and so do not raid. Raiding is supposed to be the challenge, Heroics are the low rung on a ladder and shouldn't be placed for a challenge but the way to the greater challenge.

    Forcing people to enjoy your level of difficulty is retarded (not you as a person just as a general statement.) the game should have many levels and facets for all people. Heroics aren't exclusive to the challenge loving player and should have never been treated as such. If a challenge is needed run the thing naked and challenge yourself, its easier to challenge yourself and make it hard than for a person to break the game just to make it easier and more enjoyable for them.
  1. mmoc3eb006e951's Avatar
    Those were honestly the fixes the morons at blizz dev came up with for moonkin?? Bunch of retards who´s idea of balance belongs in a trash heap along with their idiotic QA department. Goddamn amazing how a multi billion dollar company can have such retards in their teams, truely amazing..

    "hey lets buff icelance"

    Idiot devs are truely killing wow, guess they moved any dev with anything above 2 functioning braincells to other games and the trash devs are whats left.
  1. Daelos's Avatar
    Someone's still doing heroics?
  1. Ibeenbad's Avatar
    omg "nerfbat" inc!
  1. sergiogomez5's Avatar
    No instant roots? that basically the only thing that helped boomkins last longer in duel or in anything
  1. biglookdog's Avatar
    Its the start of a term in Blizzard math class. the class contains 2 types of students, hardcores and casuals. they all get their deserved grades at the end the the term, hardcores A, casuals C or below.casuals are not happy, they have been complaining through out the term saying the teaching content is too hard and time consuming. calming they have a life outside school, sports, gf/bf, friends outside school etc, and dont have as much time as the nerds to solve all the equations for an A.

    at the term break, blizzard put up a teaching note regarding the next term that all teaching content will be nerfed : "we will be teaching 1+1 rather then calculus."

    hardcores: wtf???? why nerf the content, the difficulties of calculus is about right

    casuals: stfu, its too hard and should be nerfed.

    hardcores: if you find it too hard, there is the door to the normal math class, dont do higher tier math then, we want challenges here.

    casuals: we pay just as much school fee as you guys are, and we have a life outside school, sports, gf/bf, friends outside school etc. we just dont have as much time as you nerds to solve all the equations.we want A too, and will get it by solving 1+1. if you want hard teaching contents, go to university. if you want challenges, do 1+1 with your feet; break you arm and use the same arm to solve it; do it blind fold etc.

    hardcores: lol?

    fun comes from solving difficult tasks. creating difficulties from easy tasks just sound, and indeed is utterly stupid.

    making easy looks hard = fail
    making hard looks easy = win
  1. psychok9's Avatar
    Quote Originally Posted by zingar View Post
    "Fel Armor now increases the warlock's maximum mana by 10% instead of regenerating health." that makes me sad
    I hate blizzard for it.
    Please... I love new heroic difficulty... but don't break Fel Armor health regain...!!! In Cataclysm a lot of caster classes in solo are just boring, with enormous healing penalty and lower survivability!
  1. PyroGhozt's Avatar
    I don't like that you took away the mending couldn't u have taken away the pain and suffering and added some more aoe damage to the party instead? The fight just doesn't seem the same anymore. Like your happy little dog that lost one of its legs and hops around on 3? Yeah something along those lines.

    I mean I understand that some of the classes lacked the abilities to interrupt so some of the pug groups struggled to get through the fight. But really this was a fun and challenging fight to some extent. And now its basically gone forever. There isn't a "Super Heroic Version" of the dungeon I can join to do it again. You just took the content out of the game.

    However thank you for nerfing hunters and druids. Please continue to do this. I am most delighted that they are getting what they deserve. I haven't seen what the changes have done to the combat DPS yet for rogues but I hope its closer to mut if not better. I am also happy to see Priests are getting the buffs they need all round. Specifically Miind Sear, Which I have been bitching about on every AOE pull.

    - Don't forget to nerf the Paladins next time.
  1. daburton's Avatar
    Quote Originally Posted by fangless View Post
    If you still care about heroics, and their difficulty, you're a casual.

    Any guild who's worth anything are done with heroics, and began work on raid content.

    You know what will nerf heroics? Getting raid gear. Cry over that, because it's already happening.
    You're probably right. In fact, I think blizzard needs to remove ALL the gear from raids to keep heroics right where they are in difficulty. NERF THE GEAR! NERF THE GEAR!
  1. Trigunflame's Avatar
    Interesting changes..

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