Last night we were pursuing a key issue of our own, and all we got was an automated response from the email address pointed to in the Beta invitation. Tonight however, that no longer happens – so it appears as if this email address is being staffed by a live person.
This is great news for those that have issues, including any that might revolve around a WWI '08 EU key not working with a US account. Hopefully Blizzard will respond promptly to all of us that have been emailing this address. If Blizzard or any of the blues release any more statements you'll see them here at WoW Insider.
Fixing "their" bugs which in turn breaks "our" addons and mods. The suggestion is that they don't care, or could take steps to prevent this.
As you can imagine, all sorts of responses cropped up, including the usual people who get into arguments with other posters, players in agreement, joking and sarcastic responses, and of course, an awesome string of blue responses.
The small handful of guilds worldwide that have killed M'uru thus far are going to have an achievement therein that nobody else can touch. As of yesterday's patch 2.4.2 (today on the European realms), Blizzard has made the following change to the encounter:
We've changed the Negative Energy spells cast by M'uru and Entropius to no longer cause spell interruption on the target. This should ease the frustration of the encounter for those casting classes who can not obtain 100% resistance to spell interruption through talents and effects such as Concentration Aura.
Having not done the fight myself, I can't really comment on how big of a nerf this is, but it's something, anyway. (Background: M'uru is the next-to-last boss of Sunwell Plateau, followed only by Kil'Jaeden, and Entropius is another aspect of M'uru that appears during the fight.) Guilds who have been wiping on M'uru, or who intend to try him in the future, do you welcome this change?
One of the larger complaints about the ability to transfer servers is the lack of PvE to PvP transfers. You can transfer your character from a PvP server to a PvE server, but not the other way around. Some folks see this as discriminating against the PvP servers, while others see it as a good thing.
Blizzard is firmly on the side of those that see it as good. In a recent blue post Bornakk has came out and said that while the option is there, they have no plans to allow it. Apparently this has "been on the table" for the past two years.
Personally, I'm glad they won't be allowing this. The ability to transfer from PvP to PvE makes sense since you won't be disrupting the gearing balance. But think about what would happen if you could transfer from a PvE to a PvP server. Everyone would level their characters on a PvE server, and then transfer them to a PvP server at 70. This would make it nearly impossible to get a group or have any pre-70 game play on the PvP server. I know some of you are going to say that it already is impossible, but it would just become more difficult. So I'm with Blizzard on this one.
What do you think? Is it a good policy, or should Blizzard change their ways?
Despite the fact that my level 70 Hunter isn't technically my main, she's probably my favorite character. A lot of people will tell you that a Hunter is an overly easy class: sic your pet, turn on Auto Shot, and you're done. While having a built-in tank that you can even heal a bit gives you a pretty strong advantage when going it alone, I'd have to say they oversimplify things a bit.
The largest area where the complexity of the Hunter class shows is in end-game DPS. If you want to be the most effective DPSer possible, it takes quite a bit of work. The way that you must weave shots in between your auto shots is a complicated dance that requires split second timing that can mean vast differences in DPS totals between Hunters. Cheeky of the Khadgar-US server (author of the famous Cheeky's Spreadsheet) posted a very concise and well-stated summary of some of the problems with Hunter DPS on the official US forums here a few months back. The post was originally written by Lactose of the Talnivarr-EU Server, who posted it on the EU forms here, where it got some blue lovetoday a while back.
Nehthaera today wanted to let a lot of the naysayers out there know a thing or two about their April Fool's jokes and the issues with the servers. She tells us the obvious, more or less: the people who do the April Fool's work are completely separate from the people that do the server and development work.
So these elaborate and well done jokes have exactly zero impact on the servers. They don't have anything to do with maintenance, with patch 2.4, or with Wrath of the Lich King (well, unless you actually believe there'll be a bard class). This means they could have done nothing for April Fool's, and things still would have been as difficult as they were yesterday.
I want to give Nethaera two thumbs up for her post. I really enjoy it lately when GMs and CMs lay the smack down about issues like this, especially to whiney forum posters.
We've gotten quite a few tips and reports that there have been some issues with connectivity this evening. It seems many people have been getting disconnected upon leaving an instanced dungeon or battleground and are unable to log back in on that character.
We don't have much solid information on what's causing it, but the theory so far has been an ISP issue. I'm not very tech savvy when it comes to that sort of thing, so I can't really say how true that may or may not be. However, our buddy Belfaire seems to be doing what he can to take care of it. He just posted that they think they've found the issue and may be rolling out a fix.
So, you guys with characters stuck in limbo? Hopefully your problems will go away very soon.
Spensi on WoW LJ says she may have accidentally ninja'ed -- it was clear before the raid that if Moroes' Pocket Watch dropped, she would get it. But when it actually dropped, she apparently looted it herself as main looter without saying anything, and her guildies didn't quite remember the deal before the instance started. Was it a ninja? I don't know -- there are good points on both sides.
In fact, it seems the only way to really avoid loot drama is to, unfortunately, be as selfless as possible. Last night, I did a run of Ramparts on my up-and-coming hunter, and on the first boss, the Hunter mail pants dropped. The other Hunter in the party needed them as well, so we rolled on them, and I won. Later in the instance, another green piece came up that we both needed, but to be fair, I let him have it. And finally, on the second boss, the mail hands dropped, and I did need them, but once again, to avoid drama, I just let the other Hunter have them. I could probably have made a case for at least rolling on them, but it wouldn't have been fair for me to walk away from the instance with two blues when he only had a green, so to keep the peace I let it go.
It worked out, too, because I picked up some great blue hands anyway when I turned the quest in. And that's the thing to remember when it comes to loot -- there will always be more of it. Even if your item doesn't drop, or you don't win this roll, or your guildie gets angry because you nabbed an item, even though they knew you needed it, there'll always be more drops and more rolls and more loot to get.
As time moves forward, so does WoW's built-in interface. Last patch we got some big additions in voice chat and guild banks (alright, that's not quite interface, but it's not quite gameplay either), as well as cursors and tracking for various types of objects and NPCs. There's not much in terms of interface news in patch 2.4, but Nethaera has just confirmed that a future patch will bring a big new feature: threat meters. (We first heard about this back at Blizzcon.)
Required by many raid groups, two big threat meter add-ons have been available for a while: KLHThreatMeter (a.k.a. KTM) and Omen Threat Meter. They both work very well (and Omen's new version is going to have some shiny new features), but they share a flaw: they don't have direct access to the game's threat info, relying instead on databases of clever deductions and discoveries painstakingly built up over months. This means whenever a new patch comes out, the developers have to figure out what, if anything, has changed in terms of threat numbers, and how much. Presumably, Blizzard's threat meter will have direct access to the numbers. And hopefully when the threat meter is added to the game there will me methods added to the API for accessing the numbers, so KTM and Omen can become even better alongside the new official meter.
This just in: many players are unhappy with the Life Tap changes that have come on the PTR. But in all seriousness, Blizzard has evidently taken notice, and they promise that more changes are to come. Specifically, Hortus just posted the following in the test realm forums: "Some changes are going to be made to lifetap in an upcoming PTR build. Until that time I think we've got enough feedback." So now it's time to just sit tight and see what happens, I suppose. That doesn't mean we can't talk about it -- how would you deal with Life Tap to fill Blizz's goals of making it hurt more in PvP, while not totally breaking it for PvE?
Surprisingly, US CM Eyonix has dropped in on a thread titled "How many 70s do you have?" I'm surprised because I wouldn't think it would necessarily be in a CM's best interest for people to know what classes they play, as a common perception in the community is that if you don't have a level 70 <insert class here> you obviously know nothing about the class and should stop talking. Anyway, here's the four classes that the whelpling has gotten to the level cap (in the order he put them in):
About three hours ago, Hortus announced that the patch 2.4 PTR would be going down for four to six hours to apply a new build. So they ought to be down for another one to three hours. In the mean time, we all get a break from beta-testing the patch to get some food, watch a movie, do some homework or -- let's be honest -- gripe about the patch.
What will this new build contain? Well, since they haven't updated the PTR patch notes yet, we can't be certain, but it would be reasonable to guess they'd be fixing two outstanding bugs: huge stats and huge NPCs. Other than that, we'll have to wait and see what Blizz brings us.
European CM Thundgot announced today that the cooldown periods for both paid character transfer and paid character name changes have been reduced from three months to one month, effective immediately. The transfer cooldown was originally six months when the feature was introduced in June 2006, but was reduced to three in October 2006. In the intervening time, they've looked at server logs and so forth and come to the conclusion that moving it to one month would not have catastrophic consequences.
This change appears to be effective on the US realms as well, so wherever you are, you can hop servers and adopt new aliases every month if you want to pay for it. Also, Thundy clarifies that as long as your last transfer/name change was at least 30 days ago, you are immediately eligible for transfer/name change now. He also said that "moving forward" the price for paid transfer is going to be 20€/£15, but given his phrasing and the fact that I'm on the North American realms, I can't tell if that pricing is new or not. Do any of you know? Edit: Not new; thanks.
Attunement is one of those subjects that divides WoW players. You either think people should have to work to get into high-end dungeons, or you think they should be open to anyone with the guts to try. Of course, you're more likely to fall into the first camp if you yourself had to do that work, hence the recent controversy over the attunements for the Black Temple and Mount Hyjal being removed.
Well, it turns out that if WoW lead developer Jeff "Tigole" Kaplan had his way, attunement would be much less of a pain. He dropped the following information in a thread on "Attunement and Alts" in the general forums today:
They would like to make it so getting a Karazhan key or a heroic key gave all your other max-level alts access as well.
They're looking into guild and raid attunements, but "no promises."
They're interested in doing server events to open up content, like the AQ war but, Tigole says, with more fun dailies and fewer boring collection grinds.
Overall, he says the topic of attunement comes up often at Blizz HQ, and they want to do better moving forward and going into Wrath.
When I reported this morning that the Restoration Druid arena sets were having their four-piece bonus changed from +15% outdoor movement speed to -0.25 sec to Healing Touch casting time, many druids were, reasonably, upset. Perhaps you will be pleased to learn that in the next PTR build, the bonus is being changed again, this time to -0.2 sec to Regrowth casting time. Furthermore, the Feral four-piece bonus (movement speed increase) will now apply to Cheetah again (source). Are you druids mollified now?
This is another good example of the progressive testing nature of patch 2.4. Sure, the blues always say "don't panic, it's testing, it might change" when people complain about things on the PTRs, but more often than not the initial PTR changes survive largely intact into the live patch. Not so in this patch so far, which is good if you ask me. I like to see Blizz take player feedback more seriously, since sometimes we do indeed know what we're talking about.