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Warsong Gulch changes may not have helped much

Aloud on the podcast last week, I wondered if the patch 2.4 changes to WSG had made a difference (I haven't been able to make it in there yet -- too busy writing about Hello Kitty Online, of course), and now maxomi is wondering the same thing: since the changes dropped, has WSG actually been fixed?

Unfortunately, from what we're told, the answer is no. The changes, designed to cut off turtling and players who ran around with the flag without capturing it, first made the enemy flag carriers trackable after 45 seconds, and then gave a damage debuff to the flag carrier after ten minutes (which doubled at fifteen). But all the reports from players say that makes no difference -- people still turtle away, even with the tracking and debuff, and eventually both drop the flag and the whole thing resets.

So what's the solution? If you crib some notes from other capture the flag games, a match timer sounds like the best option, and indeed, that's what most people are suggesting. Blizzard would have to determine how long to tune it, but the idea would be that after a given amount of time, if there was no winner, the match would end in a draw, with both sides losing in terms of a reward. It doesn't seem like Blizzard can force players to fight, so the best option overall might be to just call it in a time limit, and keep the matches from going on for long amounts of time.

Patch 2.4: The unofficial patch notes

Yesterday, we sent out a call for unofficial changes, and you guys responded with plenty. The official patch notes were posted earlier this week, but here are the unofficial patch notes for patch 2.4 we've found so far.
  • Raid reset timers are showing the wrong times. (known bug)
  • Various weapons are showing up as the wrong sizes. (known bug)
  • A number of AV changes were made, some of them documented, some not.
  • We've confirmed that yes, the Chocobo squawk (press spacebar when standing still on the Blood Elf racial mount) is new to the game.
  • Sound effect for Power World: Shield has changed in volume (thanks, Matt), as have some other sounds in the game
  • Netherstorm mobs have had their health tuned down, and frostbolts seem to go faster (thanks, Nick)
  • Blizzard has adjusted things so that the walljumping exploit is no longer valid in many places (thanks, Jacob)
  • Motes of Water drop rate seems to be nerfed (thanks, Tancred)
More after the jump.

Continue reading Patch 2.4: The unofficial patch notes

Totem Talk: Chain Lightning in your faces

Totem Talk takes another week to talk about PvP on a shaman in the wake of 2.4 going live. Matthew Rossi hasn't had as much of a chance to play with the changes to talents but what he has been able to do, he now presents to you in a post about post patch PvP. Pickled peppers.

Last week we talked PvP. This week I respecced to an elemental and enhancement set of builds with more PvP focused talents (basically the 40/0/21 elemental/resto build and a variant enhancement build) based on feedback from the comments. I filled out the gaps in my elemental set with the new Seer's Ringmail set, which at least made it easier to experiment with the builds. A decent (if not outstanding) elemental, restoration or enhancement PvP set is now within reach of the new 70, after a few Auchindoun or Caverns of Time instance runs to get honored with Lower City and Keepers of Time.

After each respec I went and ran Alterac Valley, Arathi Basin, and begged a guildmate to run a 2x2 Arena match with me. The battlegrounds were easy enough to do, everyone's excited about the new AV and wants marks for the honor turn in, but getting people to form an arena team with me for the purposes of me trying out new specs to write about in this article proved difficult and so I can only report about how I did as an elemental shaman in 2x2.

I died, but man, I surprised the heck out of that rogue first. (He then died when my teammate, a mage, hit him after I did.) Even with my non-epic gear, a trinket enhanced instant cast chain lightning crit did quite a nice amount of damage to the other team, and my partner managed to mop up pretty effectively with a counterspell on their druid followed by massive nuking on the rogue. I died, as I said (people don't like instant cast chain lightning crits, who knew?) and the druid ultimately outlasted our mage, but it was worth it. I'd die like that again. I have to admit, I think this build would have worked a lot better for a bigger team but I was pressed for time and had to go to war with the army I had.

Continue reading Totem Talk: Chain Lightning in your faces

Undocumented changes so far in patch 2.4

Now we're to my favorite part of a new patch -- sussing out the undocumented changes. Everyone's really known about the patch notes for months, but it seems like every time Blizzard releases an update, there are always plenty of undocumented changes that don't quite make it in.

WorldofWar.net has a good set of changes so far: Troll offhands are small, Gruul's Lair's and Kara's reset display is off, and Shamans' Mental Quickness talent doesn't seem to be working. A few people have already noticed that there is no repair character on the Isle of Quel'danas yet, but that's only because the daily quests haven't moved forward yet -- with a bigger foothold, the Shattered Sun should be able to bring in a blacksmith or two.

Void Reaver seems to have been buffed a bit, the Shaman clearcasting ding is bugged, and I've heard that the Blood Elf mounts (a.k.a. Chocobos) will now squawk on demand (though I'm not sure that's new). Seen any other undocumented changes on the realms yet?

Patch 2.4 and Shamans - How did we do?

Back in February I made this post on Totem Talk discussing the patch 2.4 changes for shamans. Since then, things have changed and the current changes to the class are as follows.

  • Call of Thunder: (Rank 5) now gives 5% critical strike chance.
  • Chain Lightning: This ability will no longer jump to secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc. (Edited to add - Hortus explain it all - it was rolled back on live.)
  • Earth Shield: Mana cost reduced roughly in half, and charges reduced from 10 to 6.
  • Elemental Focus: This buff will no longer be removed when Shamanistic Focus is triggered.
  • Flametongue Weapon: Having different ranks of this enchantment cast on two different weapons will no longer cause the enchantments to trigger multiple times per swing.
  • Ghost Wolf: Cast time reduced to 2 seconds, down from 3.
  • The Global Cooldown of all Totems has been reduced to 1 seconds, down from 1.5 seconds.
  • Healing Grace: This talent now reduces the chance your spells will be dispelled by 10/20/30%.The resistance to being dispelled modifier from this talent now applies correctly to Water Breathing.
  • Rockbiter Weapon: Tooltip and error messages have been adjusted slightly.
  • Shamanistic Rage is now a Physical ability instead of a Magic spell, and thus is no longer dispellable. It now reduces all damage taken by 30% and gives your successful melee attacks a chance to regenerate mana equal to 30% of your attack power. This lasts for 15 seconds with a 2 minute cooldown.
  • Stormstrike has a new icon.
  • Totem timer icons will now show up under your player portrait when you cast totem spells. Right-clicking a totem timer icon will destroy that totem.
  • Toughness will now also reduce the duration of movement slowing effects on you by 10/20/30/40/50%.
  • Tremor Totem now pulses every 3 seconds, down from 4 seconds.
  • The Shaman spell Fire Nova Totem will no longer sometimes detonate without doing any damage.
That's a pretty substantial list of changes all told. Some are clearly bug fixes, while others are straightforward buffs (the totem cooldown being reduced to 1 second, Shamanistic Rage no longer dispellable, totem timers) and others have the horrible taint of nerf upon them (Call of Thunder giving 1% less crit). Still others aren't so cut and dried. So let's take a look at what this patch means for us shamans.

Continue reading Patch 2.4 and Shamans - How did we do?

Cross-faction inspecting now available on the PTR

Great news for compulsive /inspect-ors from the new patch -- Hortus confirms that in neutral areas and out of combat, players will be able to do a little cross-faction inspecting. No more will you have to wonder what kind of helmet that dirty Human Warrior is wearing around Shattrath -- you'll be able to pull them right up and check out all of their gear.

The sky, as you may have noticed, didn't fall when Inspect changed back in patch 2.3 to let anyone see anyone else's gear and talents, and it won't fall again when this change is introduced (trust me). It is interesting to consider how much the Armory has changed the game, though -- odds are that if you'd suggested that we should be able to check the other faction's gear and talents to a developer at the launch of vanilla WoW, they'd have said that, like limiting cross-faction communication, it wasn't right for the feel of the game they wanted to make.

But now that the Armory is up and showing off everyone's secret gear of shame, there's no reason to hide it any more in the game either.

WoW Rookie: What is a patch?


Here at WoW Insider, we've had extensive coverage of changes and updates that are being tested for the release of patch 2.4. It occurred to me that many of our newer players may not know what patching is all about.

Blizzard regularly releases updates to World of Warcraft to add new content, fix problems, and otherwise improve the game. The game has evolved considerably throughout since its launch over 3 years ago. Many quests, instances, battlegrounds, events, items, and tools have been added through various patches. Clicking through the historical patch notes can be a source of nostalgia for many players.

Continue reading WoW Rookie: What is a patch?

More bad news from Skettis

If I only have time to do one daily quest, I do the one for the battlegrounds. If I only have time to do two daily quests, I do the battleground quest, Escape from Skettis, and Fires of Skettis. Yes, that's three quests, but the Skettis quests have been a source of quick and easy cash. I really consider them to be two steps to the same quest. Blizzard seems to be trying to make those quests less appealing in patch 2.4.

First they tell us that the Monstrous Kaliri that hinder us while doing our daily bombing quest, Fires over Skettis, have grown smarter. For now, the trick to getting away from those blasted birds is to fly straight up in the air until you're out of range. Apparently the next generation of Kaliri have gotten wise to that trick and have adapted to three dimensional combat.

Continue reading More bad news from Skettis

Speculating in the gem market

What do you get when you mix up a whole bunch of useless green gems? On the Public Test Realm you get Brilliant Glass. The most recent patch 2.4 notes state "A new jewelcrafting recipe has been added to transform many green quality gems into a single random blue quality gem. This recipe is available from grandmaster jewelcrafting trainers." Good news for those of us with stacks of semi-useless uncut green gems.

MMO champion posted more information. Brilliant Glass is created using three Azure Moonstones, three Blood Garnets, three Deep Peridots, three Flame Spessarite, three Golden Draenite, and three Shadow Draenite. The product, Brilliant Glass, can then be opened for the promised superior-quality gem. Bratac of Antonidas stated in the official forum that he created brilliant glass nine times and was rewarded with four Nightseyes, two Stars of Elune, two Dawnstones, and one Noble Topaz.

Continue reading Speculating in the gem market

Breakfast Topic: Potential playable races

Corpsebride of Nordrassil made a suggestion that Naga should be a playable race in World of Warcraft. She gives a list of reasons why Nagas should be a playable race such as: they're highly intelligent with their own language; they have a unique architectural style; they have permanent underwater breathing as a built-in racial ability. The author pointed out that Naga would fit in better with the Alliance than the Horde due to their lore and relationship to Night Elves.

I would make Goblins a playable Horde race if I were in charge of recruiting playable NPC races from the existing environment. The Horde needs an annoying little race to balance out gnomes. While they're neutral, goblins already have an inhuman look to them that tends to be characteristic of the Horde. They might have racial traits that help them to get better deals on goods from vendors, perhaps even if they were not skilled in engineering, they might be able to use player-made bombs such as the Exploding Sheep. I would have Goblins play Warlocks, Mages, Hunters, and Rogues.

If you could play any race in the game, what would it be?

Forum post of the Day: Arena Realms

I couldn't be more excited about Blizzard's official 3v3 tournament. The arena test realm is active and the accessible gear is available for potential challengers to ogle. The server is inhabited by only level 70 characters. There is absolutely no PvE content. Havick of Shattered Hand suggested that Blizzard should open permanent arena-only servers.

Many responders agreed with this suggestion. This is partly to do with a stark divide between PvE and PvP players. Many raiders would love to see PvP eliminated from the game or at least separated. Frustration over arena queues and boredom with the PvE environment increases the desire for arena-only servers. Blizzard has long said they were working on additional realm types. Roirrawcro of Jaedenar believes that arena realms are an inevitability if Blizzard intends to make World of Warcraft into a viable e-sport.

Continue reading Forum post of the Day: Arena Realms

PTR Notes: Class changes from 2/29

Yet another new build went up on the patch 2.4 PTRs last night, and it had a few class changes (as well as item changes; more on those later):
  • [Shaman] Flametongue debuff changed to -25% healing, but stacks twice; duration is still 5 s
  • [Priest] Mass Dispel will now affect up to 10 friendly and 10 enemy targets (source). Is it wrong that I've never used this in PvE?
  • Bloodlust/Heroism will now stack with Icy Veins (source), but will still not stack with the new Power Infusion (source).
As far as I can figure out, the upshot of the Flametongue change (which presumably applies to both the Weapon and the Totem versions of Flametongue) is that if you just hit someone once, they won't get the full -50% effect; you've got to beat on someone continually to keep that up. Will the Mass Dispel change make it more useful in raids? I have no idea. Probably not, what with the 15 yard radius.

[via MMO-Champion]

Breakfast Topic: Arena dreaming


I love playing in the Arenas, but I'm getting kind of bored with the same three maps. I was very exited Ruins of Lordaeron map was introduced with Season two. It was something new and exciting. It's still my favorite, but now its just as dull as the other two. I wish they would introduce a new fighting ground for Season four.

I would love to see a map in Stormwind City. I picture it as something like the legendary tournament venues of the Medieval Knights. There would be banners all around it and an audience of noisy NPCs in the stands. In order to spice things up, it would be awesome to include environmental hazards like boiling oil or escapable, but painful pit traps. Also, if I were designing an Arena, players would be forced into combat more quickly, since the preparation areas would close one minute after the battle began.

It would never happen, but a girl can dream. If you could design a battleground for Arena combat, what would it look like? What new features would you add?

PTRs going down for another new push

The public test realms have really been going offline a lot over the past week or so. Though it seems like they just came back up, and we don't even know what the current changes are, aside from a Shaman de-nerf, they're going down again, as of a few minutes ago (noon PST). Hortus merely says the downtime is "to apply a new build," and the patch notes still haven't been updated, so I can't tell you what's coming, although tipster Khanmora's guess that we may see the promised Life Tap modifications is one that I share. The downtime is expected to be between four and six hours.

Small buffs for Mage, Druid, Priest; small nerf for Shaman

Even if Blizzard is remiss in updating their patch notes, we can always rely on our good friend Boubouille at MMO-Champion to have the goods on new PTR pushes. He doesn't disappoint tonight. The following changes are straight from the data files, so there's always a possibility that they aren't actually implemented, although usually datamined changes do show up on the PTR. Let's see what we have:
  • [Druid] Nurturing Instinct now increases healing done to you by 10/20% while in Cat form (not affected by AP), in addition to increasing healing done by you by 50/100% of your Agi. [reworded for clarity]
  • [Mage] Arctic Reach now affects Ice Lance as well as Frostbolt and Blizzard. Edit: Maybe just a tooltip change?
  • Priest:
    • Mana Burn tooltip changed to read "Destroys" instead of "Drains;" unknown whether this makes an actual difference.
    • Power Infusion now reduces the mana cost of all spells by 20%, as well as increasing the casting speed by 20%.
  • Shaman: The Ghost Wolf bonus on a few level 60 PvP items no longer affects players above level 60.
I'm a lot more comfortable with the new Power Infusion now. Might be fun in PvP. I'm a little mystified by the Mana Burn wording change; speculation on MMO-C is that it might mean MB is no longer affected by resilience. All these changes seem to be buffs -- except the Shaman one, of course. A very small nerf, but still a nerf; you guys just can't seem to catch a break.

[via MMO-Champion]

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