Tagged: celestalon

6.0.3 Hotfixes: January 21

Quote from: Blizzard
6.0.3 Hotfixes: January 21

Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft patch 6.0.3. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below take effect the moment they were implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client- side patch update. We will continue to update this list as additional hotfixes are applied.

Hotfixes have been listed by the date they’ve been implemented. The hotfixes have also been compiled by category for those wanting a quick summary of all hotfixes that have been applied since Patch 6.0.3.

Patch 6.0.x Information

January 21

Garrisons, Followers, and Outposts

  • Garrison Campaign Quests
    • A Stolen Heart: Azuka Bladefury should no longer be getting stuck in evade mode for Horde characters.
    • Primal Fury: Completing the quest should now correctly award Thisalee Crow (Alliance) or Choluna (Horde) as a Follower. A fix to award the followers for players that have already completed the quest will be made at a later date.
    • Socrethar’s Demise: Resolved an issue that could cause the banner used to challenge Socrethar to not work correctly.

Classes

  • Hunter
    • Talents
      • Hunter Talents should no longer incorrectly treat Lifelike Mechanical Frostboar as an active Hunter Pet.
  • Monk
    • General
      • Instant casting Surging Mist on self via Soothing Mist (Mistweaver) should no longer cause Surging Mist to not provide any healing.
  • Paladin
    • Glyphs
      • Glyph of Illumination is obsolete and should no longer be incorrectly retained by some Paladins.
  • Shaman
    • Restoration
      • Healing received through Spirit Link Totem redistributing player health to match each other should no longer be incorrectly affected by Dampening.
  • Warlock
    • Talents
      • Demonbolt (Demonology) now deals 25% less damage against other players in PvP combat.
  • Warrior
    • Arms
      • Mastery: Weapons Master’s effects were overtuned and have been reduced in effectiveness by 18%. The mastery remains significantly stronger than before and is still 29% more powerful than prior to the hotfix from January 12.
    • Armor Sets
      • Tier-16 2-piece bonus for Protection Warriors now heals for 3% less for each character level above level 90.

Quests

  • Frostfire Ridge
    • In the Shadow of Giants: Players should now correctly receive completion credit while interacting with Flamrog or Kindler.
  • Legacy
    • Trapping the Leader (Kun-Lai Summit): Killing Shan Kien quickly should no longer prevent him from respawning.

Creatures and NPCs

  • Shadowmoon Valley
    • Gorum should now correctly leash back to their spawn point.
  • Gorgrond
    • Laughing Skull guards at Beastwatch in Gorgrond should no longer attack Horde players.

Raids, Dungeons, and Scenarios

  • Highmaul
    • Tectus: Resolved an issue where several mobs during the encounter did not reset the cooldown on Marked for Death (Rogue Talent) when killed.
    • Imperator Mar’gok: Volatile Anomaly’s Destabilize ability should now correctly trigger player abilities that activate on taking damage.
  • Shadowmoon Burial Grounds
    • Bonemaw: Rogues should now be able to use the Death from Above talent against Carrion Worms and Bonemaw.

PvP

  • Ashran
    • Players should now correctly teleport into Ashran when accepting the queue from Stormshield or Warspear.
    • Players leaving Ashran via mini-map are now teleported to a location just outside of Ashran instead of back to the bound Hearthstone location.
    • Scroll of Touch of Death’s effect should no longer be incorrectly retained outside of Ashran.

Battlegrounds and Arenas

  • Resolved an issue where some items with Bonus Armor were scaling incorrectly in non-max level bracket Battlegrounds.

Items

  • Potions and flasks from earlier expansions should no longer be more powerful than ones from later expansions.
  • Cache of Highmaul Treasures should no longer incorrectly spawn items that can be upgraded.

Bug Fixes

  • Resolved an issue where characters that log out while in another player’s Garrison may be unable to log back in.

Dev Tweets On 6.1

A couple of interesting things have been tweeted out in the past day!

  • It’s seems class changes are coming in the next PTR build!
  • The BRF raid missions will appear alongside the Highmaul ones

Celestalon took to twitter today to tell us that the first big round of balance tuning changes will be coming up within the next couple days!

Quote from: Blizzard
Our target for both healing and dungeon tuning is something of a middle ground between Mists and Cataclysm. It’s important to note that healer balance is not yet final, and damage output in our dungeons (especially pure melee damage on tanks, in light of recent mitigation changes) is still being adjusted. So in terms of the raw numbers, we’re not quite there yet. The most helpful thing testers can provide is actionable feedback with regard to specific encounters (also specifying difficulty and which spec you were playing). We’re listening and making changes on a daily basis.

That said, I’d like to help clarify our goals with respect to both healer gameplay and dungeon tuning. Healing in Mists, especially in raids and especially later in the expansion, suffered from three major problems: 1) the power of healing relative to player health pools meant that injured players could be topped off almost instantly; 2) mana became increasingly irrelevant as a constraint, with many healers actively reforging out of Spirit; and 3) “smart heals” accounted for a very large portion of healing done, meaning that for some healers their targeting decisions were almost meaningless.

Now, some might be thinking, “so you’re saying healers were really strong – that sounds great to me!” The problem is that when healing was in that state, the only way we could kill someone in a raid or dungeon was with massive damage, fatal if the healer didn’t react instantly; it led to sudden spike deaths, punished latency, and made healing more like whack-a-mole and less like a series of tactical decisions. And in raids, as soon as maximizing throughput becomes all that matters, healing risks turning into a rotation performed irrespective of the encounter or the incoming damage.

Our goal is not to make healing more difficult. Note that nowhere in the above did I say that a problem with Mists healing is that it was too “easy.” We want to slow down the pace a bit, and for the challenge in healing to lie more in making decisions about spell usage and targeting, and less in twitch-reaction and sustaining a DPS-style rotation. This also means that the cost of a mistake is not a dead player, but rather a more injured one, giving you a chance to fix your error.

In Cataclysm, fresh 85s had very little mana regen, and if they attempted to heal a dungeon the way they’d been accustomed in late Wrath (e.g. lots of Flash Heals), they’d quickly run out of mana. In Warlords, players have significantly higher base regen, and less available Spirit from items, so that you’ll start off with a much deeper mana pool than is usually the case as a new max-level healer, while avoiding the problem of mana becoming irrelevant once in endgame epics.

In Cataclysm, nearly your only efficient heal was also your smallest, and it was easy to run yourself out of mana and feel helpless as you watched your group die; in Warlords even if you are running on fumes mana-wise, you can still sustain a steady stream of Greater Heal or Healing Touch or the equivalent. You aren’t helpless.

Now, as for dungeon difficulty, one of the challenges in adapting to new dungeons at the start of an expansion has been the contrast between players’ habits at the end of the last expansion when they massively outgear every dungeon, and the different approach required when undergeared and running a dungeon for actual loot drops instead of currency. The ability to recklessly pull multiple packs of mobs at once and cleave everything down is something that you earn and grow into as your gear and knowledge of the content increases – that’s never been the intended dungeon gameplay when the content was brand new, even for our “easy” dungeons in Wrath or Mists.

Normal dungeons should be pretty easy. Some of them aren’t quite there yet. But you should feel confident that you can push the “Dungeon Finder” queue button and land in a random group with a high chance of success. If you don’t feel that way about a given Normal dungeon (especially a level-up dungeon), please let us know why not. We have a solid chunk of level 100 Normal dungeon content that everyone should be able to jump into when they hit max level, and Normal dungeon loot will be sufficient to qualify you for Highmaul LFR when that unlocks.

Heroic dungeons will be somewhat more challenging, which is the reason for the Silver Proving Grounds requirement to random-queue for them. We’re not looking to recreate Heroic Stonecore or Grim Batol or The Arcatraz, but there’s a middle ground where mechanics can still matter.

Finally, it’s also worth noting that in beta, we’re scaling players down to pretty much the lowest possible level and item level at which you could be running a given dungeon. Nearly all groups in the live game will be better-equipped, but we need to make sure the content is viable at the minimum threshold.

warlords banner small

Quote from: Blizzard
As you may have noticed, the most recent update to the patch notes included the removal of the Active Mana Regeneration, and I’d like to take a moment to explain that a bit.First, I’d like to dispel some misconceptions about what Active Mana Regeneration was. Due to the similar name, and how it had its own section in the patch notes, some people were under the impression that it was as significant a feature as Active Mitigation was for tanks; that was not the case. It was quite minor in its impact. We found, based on internal testing, that in order to make it impactful, we’d have to make it much, *much* stronger. As it was, most forms of it were only worth using when you had mismanaged your Mana and were trying to recover. Based on its low and unintuitive usage, we decided to remove it.

Now, a fair question to ask is, “Why not just tune it stronger, so it *is* worth using?” We considered that heavily. There is probably a design where most of your Mana regeneration comes from active sources, and all healers spend a significant portion of their time and ability usage actively regenerating their Mana. However, that is a gigantic change to healer gameplay, for all healers. Many existing healers would not enjoy that style of gameplay, and we’re not even sure that it’d be better gameplay for a new player anyway. Overall, we think that, while that option does seem like it could potentially function, it would not be good for the game.

So where does that leave healers for Mana management? Rest assured, healers will still have significant control over their Mana. The primary method for doing that is through spell selection. We’ve tuned healers such that they have a mixture of high efficiency and high throughput heals. If you maximize efficiency, you’ll actually be spending less than you regenerate (as of about blue dungeon gear), so your Mana bar will actually be going up. The way you’ll spend that Mana is through high throughput heals, which will let you burn more mana for more throughput. As your gear improves, you’ll get more and more Spirit, so that your Mana refills faster while casting efficient heals. And that additional Mana will translate into more and more of your spell casts being high throughput ones, as you get better gear. The key, as it relates to Active Mana Regeneration, is that if you find yourself at 30% Mana, and the boss is still at 50% health, you do have something to do to catch up: lean more on your efficient heals, until you catch up. You’ll never end up in a situation where you run OOM and are unable to cast anything. Also important to note, all healers have some way to deal minor damage with no Mana cost now, so that they have something to do when there is no healing needed, if you’re the type of player that feels compelled to always be casting something.

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This week’s podcast is now up on the interwebs! This week we talk about various models in the WoD Alpha datamined by mmo-champion, the consequences of a talent like Lone Wolf, the class accessories preview and the effect of the long wait time for WoD.