Tagged: Patch 5.4.7

Community Manager Lore posted a forum post last night announcing increases in honor gain for battlegrounds in an upcoming hotfix. If you’d still like to get into PvP now that’s great news! Check what he said below.

Quote from: Lore
We’ve recently taken another look at the rate of Honor gains in various Battlegrounds, and have concluded that current Honor gains in several Battlegrounds are currently too low. To that end, we’ll be making several changes to the way that Honor bonuses are rewarded in those battlegrounds, as follows:

In Arathi Basin, Battle for Gilneas, and Eye of the Storm, we’ll be increasing the frequency at which you’ll be rewarded bonus Honor based on the points your team has earned. Currently, you earn bonus Honor every 260 points (or 200 if that battleground is the current Call to Arms) in these battlegrounds. As a part of this adjustment, we’re going to lower the number to 130 (or 100 during Call to Arms).

We’re also making a similar change to Silvershard Mines. Currently bonus Honor is earned for every 265 points (or every 160 if Silvershard is the current Call to Arms). After the change, you’ll earn bonus Honor every 200 points (or 130 during Call to Arms).

Warsong Gulch and Twin Peaks are getting a slightly different treatment. Because these matches tend to take longer than the above Battlegrounds (which directly effects the rate at which you earn Honor from playing them) we wanted to make some changes to speed them up a bit. To do this we’re going to apply the Focused Assault debuff 1 minute after both flags have been picked up, which is 2 minutes earlier than it does currently. Once it’s begun to apply, it will continue to increase at the current rate of 1 stack every minute. On top of that, we’re adding a new bonus at the end of the match: For every flag you prevent the opposing team from capturing (so, every flag under 3), you’ll earn 18 extra Honor.

Lastly, in Strand of the Ancients, we’re doubling the bonus a team earns for destroying a gate (or preventing it from being destroyed).

These hotfixes are currently in production, and will be applied as soon as they are ready. We’ll have an update in the official Hotfix blog once they’re active. We look forward to seeing you on the fields of battle!

Welcome to another Mezzy Talks! This time I’d like to talk about the screenshotted price of $60 for the lvl 90 character boost, ahead of Saturday’s podcast.

So on Tuesday after patch 5.4.7 hit the US servers for a short while you could see the following in the ingame blizzard shop:

On first glance this seems a bit much doesn’t it? It doesn’t come close to any other blizzard service in terms of price. And as expected a part of the community became mad over the price. And I in return, am frustrated beyond belief with those very people who refuse to think it through. Why? Because it’s a perfectly reasonable, maybe even cheap price. Let’s break it down shall we?

The original concept of the lvl 90 boost and it’s intent

The original lvl 90 boost when it was presented at blizzcon was to give a chance for new and returning players catch up to the current content and play with their friends when Warlords of Draenor was released. You would get the lvl 90 boost with Warlords of Draenor, the expansion. Now a rightfully so good question came up, what will prevent people from buying multiple games (accounts) and the expansion along with it, to get an extra lvl 90 which they can then transfer to another account on their battle.net account? The solution blizzard presented and are moving forward with is the instant lvl 90 also buyable in the ingame shop as a service to prevent the mass influx of what would really be dummy accounts, just for the extra lvl 90.

The price

So without that solution, what would people have to buy to get an additional lvl 90 on top of the free one they’re getting when they buy Warlords of Draenor for their main account? They would have to buy:

  1. The battle chest, which is currently $20
  2. Mists of Pandaria, which is currently $20
  3. Warlords of Draenor, which will likely be $40 for the normal edition and $60 for the collector’s edition

So until Mists of Pandaria gets added to the battle chest, to get the extra lvl 90 on top of the one they’ll already get on their main account they’d have to pay $80 for getting another account up to Warlords of Draenor. But we’re not done yet! They’d still have to buy the character transfer to transfer the character to their main battle.net account. Which as of right now, costs $25. So now we’re up to $105.

Assuming MoP gets added to the battle chest pretty quickly it will go down to $85. And that’s just from all the things you would have to buy to get that far.

Compared to the current situation

Instead of having to do all that, people will get to pay $25 less than it would require without this service. Then add to that the fact they do not have to spend any time lvling a character up. Time after all, is also a different kind of cost. Which for an extra one on top of the original one you’re getting, would be fair to add in the price. Anyone who is whining about the current price has absolutely no right to. Not only is it cheaper than the alternative that would’ve been without the service, it saves you time if you really want another instant lvl 90. If you don’t want to pay for another instant lvl 90, lvl a character up like you’re meant to do.

In closing, the instant lvl 90 is meant to catch up to your friends if you’re returning to WoW for warlords, or if you’re joining as a new player so you can play current content. The character service is only a measure to make it easier for you to get another instant lvl 90 character if you really want to dish out the cash in favor of lazyness. It is not meant for everyone to massively buy lvl 90 boosts when they play new characters.

Let’s start off with the most recent news, the price for a lvl 90 character boost was shown on the US servers today, a wooping $60! Is it a fair price? I have a hunch we’ll be discussing it on the podcast this week, so check it out saturday night!

Next up, Patch 5.4.7 has hit the US servers and will hit the EU servers in the morning. Blizzard has released the patch notes for the patch, of which you can find the full notes here. However some highlights that are not class balance changes:

Quote from: Blizzard


Celestials now drop Season 15 Prideful Gladiator gear in place of Season 14 Grievous Gladiator gear.
Rare spawns in Krasarang Wilds now award Honor Points only when they are defeated for the first time each day.
NPC guards around PvP vendors on the Serpent’s Spine have been upgraded to have more health and deal more damage.

Raids, Dungeons, and Scenarios

Siege of Orgrimmar
Garrosh Hellscream
Garrosh Hellscream and Minions of Y’Shaarj now have less health on 10-player Heroic difficulty.
Unstable Iron Stars now triggered when 4 or more players are together (up from 3 players) on 10-player Heroic difficulty.


Season 15 has begun! With the start of the new season, Prideful Gladiator gear, and weapons are now available for purchase.
Season 14 Grievous Gladiator gear and weapons can now be purchased using Honor Points instead of Conquest Points.
Base Resilience for level-90 players is now 77% (up from 72%). Base Resilience for players below level 90 remain at 40%.
Resilience Diminishing Returns curve for Resilience has been adjusted for the new base resilience value to maintain the same value per point of Resilience as previously.
Battle Fatigue now reduces healing received while in PvP combat by 60% (up from 55%).
Gladiator’s Distinction, the set bonus for wearing two PvP trinkets, now grants 5280 Resilience (up from 2600).

Battlegrounds and Arenas

For the 2v2 Arena bracket, Dampening is now applied to the match starting at the 5 minute mark (down from 10 minutes).
For 3v3 and 5v5 Arena brackets, there is no change. Dampening will continue to be applied at the 10 minute mark.

Alterac Valley
The following NPCs now have more health and deal more damage.
Alliance: Vanndar Stormpike, Balinda Stonehearth, Stormpike Defenders, Stormpike Bowman, and all Marshals.
Horde: Captain Galvangar, Drek’thar, Frostwolf Guardian, Frostwolf Bowman, and all Warmasters.
The following NPCs are now immune to disarm, daze, and Death Grip.
Alliance: Vanndar Stormpike, Balinda Stonehearth
Horde: Captain Galvangar, Drek’thar
Terrain outside of Frostwolf Keep has been modified to prevent players from jumping over the walls.

And then finally, blizzard came out with a blogpost today about some updates to their plans for PvP in warlords of Draenor! Highlights are the scrapping of trial of the gladiator, the return of skirmishes and the addition of the much requested Spectator mode! Check out the full article below:

Quote from: Blizzard

Warlords of Draenor will introduce tons of new features and updates to improve and expand upon many aspects of World of Warcraft, including the PvP experience. We gave you a first look at some of our PvP plans BlizzCon, and as with any development process, plans can sometimes change as they—well—develop. We’d like to share a few of those changes with you today.

The Tale of Trial of the Gladiator

At BlizzCon, we unveiled plans for a new form of ranked Arena competition called the Trial of the Gladiator, a mode of play that would available during certain hours and which would require players to use a special Trial-only set of gear. The goal was to concentrate high-level competition to specific times, to better match players against competitive opponents, and to make exploitation more difficult.

While there were a lot of potential benefits to that system, ultimately we agree with some of the concerns community has raised about the way it worked. Ultimately, players who couldn’t play during the pre-set times for Trial of the Gladiator might feel like they’re missing out, and it was possible that normal Arena games would lose a lot of their replay value without rating to push for. Because of these issues, we’ve decided not to continue development of Trial of the Gladiator and to focus our efforts on giving players more ways to find PvP that suits them—so here’s what we’re doing instead:

Arena for Everyone: Skirmishes

You might recall the Skirmish feature that went alongside ranked Arena play when that feature was first introduced. It was virtually identical to ranked play, with the exception that there was no ladder or rating involved. However, Skirmishes felt very redundant at the time, and few players took advantage of them, so they were removed with the release of Cataclysm. However, as more and more players get involved in PvP, a higher demand for a form of “lower-pressure” Arena gameplay made us think it was time to revisit the Skirmish idea . . . and make a few important improvements along the way.

In Warlords of Draenor, Skirmishes will return as a form of unranked Arena play that will allow you to queue for 2v2 or 3v3 battles with friends or by yourself. Winning a Skirmish will reward you with Honor and a random bonus, which could be gold, more Honor, a small amount of Conquest Points, or possibly something entirely different. We think this will be a great way for players who haven’t tried Arenas before to get their feet wet, and will allow experienced players to experiment with alternate specs or builds without worrying about tanking their rating.

But Wait, There’s More: Spectator Invite System

While Skirmishes should provide a great opportunity for some more laid-back PvP gameplay, we also wanted to address top-end competition as well. Tournament organizers, often with the use of various third-party add-ons, have been able to piece together a “spectator mode” of sorts and run online tournaments, but they’ve been required to jump through several hoops to actually make that work. We’d like to simplify that process and put more power in the hands of add-on developers so that community-run tournaments will be easier to organize, manage, and broadcast.

Our new Spectator Invite system will allow a match organizer to invite two teams to play against each other in a PvP spectacle called a War Game. Then, when the match begins, everyone in the match organizer’s party will be able to watch those two teams duke it out. We’ll also be opening this feature up to add-on developers so they can come up with tools for tournament organizers to customize how the match is presented on the screen. Finally, we’ll be providing Tournament Mode gear—a special set of gear that can only be used in War Games—to help tournament runners ensure that all players are on equal footing.
We’re excited for these new features, and we feel they’ll allow a much broader spectrum of players to be able to find a type of PvP gameplay they enjoy. Whether you’re looking to compete against the best of the best in a tournament or just want to hang out and relax with a little bloodshed, we hope these updates provide something for the PvPer in you.