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Ažurirane PTR Patch 4.0.6 Informacije - 12 Januar

Originally Posted by Blizzard (Source)
General
  • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.

Guilds
  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.

Dungeons & Raids
Blackwing Descent
  • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
  • Atramedes will now go berserk after 10 minutes in Heroic difficulty.

Deadmines
  • Foe Reaper 5000's health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
  • While in Helix's Nightmare during the Vanessa VanCleef encounter, Helix is now larger a little easier to see.
  • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
  • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.

Shadowfang Keep
  • Lord Godfrey should now face a random target when casting Pistol Barrage.

The Stonecore
  • Ozruk
    • He now does more melee damage.
    • 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.

Throne of the Tides
  • Commander Ulthok now does more melee damage.
  • Gilgoblin Poisoned Spear impact damage has been reduced slightly.

PvP
Tol Barad
  • The weekly PvP quest "Victory in Tol Barad" now awards 200 Honor Points and 3 Tol Barad Commendations.
  • Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.

Classes
Death Knight
  • Death Coil damage has been reduced by roughly 10%.

Blood
  • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
  • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.

Unholy
Glyphs
  • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.

Druid
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.

Balance
  • Typhoon mana cost has been reduced by 50%.

Restoration
Hunter
  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Hunters can now use Auto Shot while moving.
  • Cobra Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
  • Steady Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Beast Mastery
  • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.

Marksmanship
Survival
Mage
Paladin
Retribution
Priest
Discipline
Rogue
  • Garrote now costs 45 Energy, down from 50.

Combat
  • Blade Flurry is now a toggle that can be turned off by pressing the button again.

Subtlety
Glyphs
  • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.

Shaman
Elemental
Restoration
  • Earth Shield can no longer be dispelled.
  • 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. In addition, its effects are now raid-wide.

Glyphs
  • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.

Warrior
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Professions
Enchanting
  • Three new enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops.
  • Enchant Off-Handed - Superior Intellect now increases Intellect by 40, down from 100.

Engineering
  • The Heat-Treated Spinning Lure buff duration has been increased to 15 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite with the Electrostatic Condenser.

Tailoring
  • Illusionary Bag now has 26 slots.

Items
  • Daybreaker Helm stats have been reallocated, lowering Strength and increasing parry rating.

Ažurirane Patch 4.0.6 PTR Informacije - 12 Januar

Originally Posted by Blizzard (Source)
General
  • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.

Guilds
  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.

Dungeons & Raids
Blackwing Descent
  • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
  • Atramedes will now go berserk after 10 minutes in Heroic difficulty.

Deadmines
  • Foe Reaper 5000's health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
  • While in Helix's Nightmare during the Vanessa VanCleef encounter, Helix is now larger a little easier to see.
  • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
  • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.

Shadowfang Keep
  • Lord Godfrey should now face a random target when casting Pistol Barrage.

The Stonecore
  • Ozruk
    • He now does more melee damage.
    • 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.

Throne of the Tides
  • Commander Ulthok now does more melee damage.
  • Gilgoblin Poisoned Spear impact damage has been reduced slightly.

PvP
Tol Barad
  • The weekly PvP quest "Victory in Tol Barad" now awards 200 Honor Points and 3 Tol Barad Commendations.
  • Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.

Classes
Death Knight
  • Death Coil damage has been reduced by roughly 10%.

Blood
  • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
  • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.

Unholy
Glyphs
  • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.

Druid
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.

Balance
  • Typhoon mana cost has been reduced by 50%.

Restoration
Hunter
  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Hunters can now use Auto Shot while moving.
  • Cobra Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
  • Steady Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Beast Mastery
  • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.

Marksmanship
Survival
Mage
Paladin
Retribution
Priest
Discipline
Rogue
  • Garrote now costs 45 Energy, down from 50.

Combat
  • Blade Flurry is now a toggle that can be turned off by pressing the button again.

Subtlety
Glyphs
  • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.

Shaman
Elemental
Restoration
  • Earth Shield can no longer be dispelled.
  • 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. In addition, its effects are now raid-wide.

Glyphs
  • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.

Warrior
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Professions
Enchanting
  • Three new enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops.
  • Enchant Off-Handed - Superior Intellect now increases Intellect by 40, down from 100.

Engineering
  • The Heat-Treated Spinning Lure buff duration has been increased to 15 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite with the Electrostatic Condenser.

Tailoring
  • Illusionary Bag now has 26 slots.

Items
  • Daybreaker Helm stats have been reallocated, lowering Strength and increasing parry rating.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Various classes boost/nerfs (Source Healer Nerfs??)
We're currently in a position on the PTR where we can test and see how changes are affecting the various classes. We're still working to make changes that benefit the game without suddenly putting things into full tilt. The decisions being made are about what we see as being potentially more beneficial without being "too much". That includes whether or not the mana regen really matters in comparison to being able to do more healing etc. The question becomes, if you're able to put out a bit more healing for the mana cost than you were doing before, is the mana regen boost worth it or is it just adding "too much?"

As this is on the PTR currently, the answers will be found there with testing. I highly suggest loading it up and providing constructive feedback on your experiences there so that we can take a look at your experiences, match them with what others are experiencing, and then take a look at our own numbers and experiences to see where they line up or go off kilter.

We're still in the process of making changes and adjustments (and will continue to do so even after it's live as necessary) and really like getting the constructive feedback now while we can still make these adjustments. We may not always agree with you, but please don't doubt that we're not at least rolling the ideas and thoughts you all have around in our heads a bit before saying, "no."

Haste affecting skills (This change has been reverted in today's notes) (Source Well, fellow hunters, it was fun...)
It looks like the haste change either didn't make it into the PTR build or is bugged. Steady Shot, Cobra Shot and Slam don't appear to be affected by the haste change. Some hunters might be noticing more focus, but that's more than likely from the Hunting Party bug fix. We're still investigating.

To clarify on haste affecting SS and CS - - haste did lower their cast time before but it was a rather old implementation and (although I don't know the technical reasons behind it) there was a desire to update it. The designers wanted to change how Slam works with haste, and getting that code change from the programmers in turn allowed them to handle the hunter shots in a more elegant way as well. Ideally. In retrospect the changes probably shouldn't have even made the patch notes because it was a behind the scenes code change (which happens all the time) and not a meaningful redesign. On the other hand, it's likely some slight differences would be noticed in the shot behavior which might have had some impact on people's DPS and gearing. But, as I said, it's not working correctly and I'm not sure what the next steps are going to be. Whether the fix goes in or doesn't, the effect on SS and CS will be minimal-to-non-existent. 

Classes with too much AE Damage (Source Well, fellow hunters, it was fun...)
Frost DKs and Demo Locks were definitely doing too much AE damage on fights. We knew once we got those under control that Serpent Spread might be next. AE abilities of every class were nerfed coming into Cataclysm, yet when some players compare their AE damage to that of DKs, locks, and hunters, they were left scratching their heads. We don’t think Serpent Spread is as big a problem as those other abilities, and if we over-nerfed it, then we’ll back those changes out. If you've actually tested the changes and have feedback we definitely welcome it, or even proper theorycrafting by those with an abacus and slide rule, but just seeing a patch note and commenting on it isn't very helpful for us to get good feedback passed along.

Hunter
Survival Nerfs (Source Well, fellow hunters, it was fun...)
The patch isn't finished. Our intent is to bring Survival DPS down to the level of some of the other dps specs while making Marks and BM more attractive in PvE. With pure DPS classes it is probably impossible to engineer a three-way tie on all encounters. However, we think we can make them close enough so that players can choose to play their favorite without feeling like they are a burden on the rest of the group.

For an overall approach, we made a few changes that will buff Survival, or even hunters in general. First, focus generation was lower as a result of a bug with haste buffs such as Hunting Party. We've fixed that bug, so focus generation will be higher now when that buff is present (presumably all the time for Survival). Second, we made Steady Shot scale with haste, which will let hunters get more attacks in overall and have more focus with which to do so. These changes would have been a net buff for Survival without additional nerfs to compensate.

[...] Bottom line is that Survival does too much damage right now on live. The damage needs to come down. We'll be working to make sure the final numbers take into account all the other various changes that are going in to the patch to ensure it remains a viable spec, ensure the other two specs are competitively viable as well, and in-range of what we expect the damage output of the class to be relative to others.

We're evaluating hunter DPS even now, and if it turns out the changes go too far we'll make adjustments. 

PvP changes (Source Well, fellow hunters, it was fun...)
On PvP, we don't think high damage is the key to hunter success. The Deterrence and Master's Call changes are intended to help to that end and make some defensive mechanics a little less tricky to use. Again, we'll continue evaluating the changes. The patch isn't going live tomorrow. 

Mage
Frost "buff" (Source Seriously? an ice lance damage buff?)
We did buff Frost Bolt. And we did buff Ice Lance when Fingers of Frost is up. However, we've decreased all Frost damage to Frozen targets by about 15% from previous values. The net result is intended to be that Frost Bolt is a little better against non-Frozen targets, and about the same versus Frozen targets. Ice Lance with FoF is still good, but Ice lance damage against Frozen targets is down a bit.

The intent isn't to nerf PvE frost at all, but instead reward Frost Bolt use in PvP a bit more, and reduce the damage and effectiveness of Ice Lance in PvP.

The important take away here is that datamined changes from pre-release builds and tests are not accurate ways for you to get information on intended game adjustments. Take it with a grain of salt, and approach it with a giant cup of curiosity. 

Priest
Sin and Punishment diminishing returns (Source [SHADOW] Sin and Punishment NEEDS attention)
Thanks for pointing this out, Ecnad. We're aware of the issue and will be hotfixing this bug with diminishing returns and Sin and Punishment in the near future. 

Lightwell / Priests Changes (Source Healer Nerfs??)
This was, indeed, a correction to the tooltip and not a change to Lightwell. It has not been nerfed in the next patch and while there have been some changes done, they should predominantly result in better healing overall (in relation to priests). To check out the hotfixes that were implemented prior to the PTR, you can see them here. http://us.battle.net/wow/en/blog/1232869 You'll notice Lightwell's health was boosted up by 50%.

The change we are making are a little bit like balancing scales. We trim a little on one side and add to the other. If you look through the PTR notes ( http://us.battle.net/wow/en/blog/2011384 ) closely, you'll see this within them.

Currently, Holy has a lot of mana on live, but to counter the change we're making to Prayer of Healing, we're buffing Circle of Healing. We’re making Chakra easier to use. We’re also giving you the option to make Prayer of Mending a little better. Holy on live is pretty strong overall.

As we said in the Wow, Dungeons are Hard blog, ( http://us.battle.net/wow/en/blog/2053469 ) any Holy priest with 1700 to 1800 Spirit shouldn’t have mana problems. If they do, something else is going on such as dps being too low or players taking too much avoidable damage. You can reach those numbers without ever stepping into a raid. Finish Twilight Highlands. Get the Cord of the Raven Queen epic belt from being Exalted with the Guardians of Hyjal – you’ll be Revered just by completing the Hyjal quests. Max out your Tailoring and make yourself some better gear or just buy some from another player. Get the Mandala of Stirring Patterns trinket from Tol Barad (the quest area – it doesn’t require setting foot in the PvP area). Look for Sprit enchants. Reforging is your friend. Reforge everything to Spirit until you feel that you won’t run out of mana.

Keep in mind, you're not alone in the dungeon and the dps and tanks also need to take responsibility for what they are doing and how much of your mana they are requiring you to use. You also don't need to keep everyone topped off. You just need to anticipate the damage and adjust accordingly.

We want people to pick and choose the spells and abilities they need to use in correlation to the events going on in the game. If someone still has Prayer of Mending on them and they haven't taken damage yet, do you need to recast it? Does someone need a shield or renew vs. a full heal? Can you use something else in your bag of tricks that you normally would just bypass as "useless" that would instead by useful in a certain situation? Can you use binding heal? You may just need to cast a high expense spell to get the job done, but if you have the mana to do so, why not? Those spells are meant to have use.

I've also looked into Discipline in light of the change to Prayer of Healing. In general, there shouldn't be a time that there is so much AoE damage that everyone is going to need it immediately. Raids may be a little different, but you should have plenty of support from other healers as well at that point.

The cost of shield may have gone up, but so has the damage mitigation for it, though in light of Cataclysm, damage mitigation isn't all a Discipline priest needs to do anymore. They need to be in there, mixing it up and healing versus just using a few spells. Don't forget you also have Power Word:Barrier if you can convince people not to run away from the glow y dome of goodness.

Divine Aegis was also buffed a bit and with Inner Fire should help with Prayer of Healing.

Keep in mind, this is just a short list of changes, and the rest can be found on the PTR notes and more are being added practically daily at this point. Changes are still ongoing as well. Continuing to provide constructive feedback on these changes and how you've been experiencing them (for those that go on the PTR) is always very helpful. 

PTR Patch 4.0.6 Ažurirane inforamcije - 11 Januar

Sinoć je Blizzard ažurirao informacije o novom PTR Buildu za Patch 4.0.6. Interesantno je da one sadrže informacje o izmenama u Istancama (gde se vidi da su one nerfovane), za koje je Ghostcrawler juče govorio da one treba da budu teške? Verovatno se za ovo kratko vreme predomislio 

Update: Racial Druid Fly mounti će napokon biti aktivni kada ovaj patch bude postavljen na live serverima!
 
Troll Druid Epic Flight Form
{yoogallery src=[/images/stories/news/cataclysm/models/epicdruidtrollflymount/] width=[180] height=[160]}
 
Worgen Druid Epic Flight Form
{yoogallery src=[/images/stories/news/cataclysm/models/epicdruidworgenflymount/] width=[180] height=[160]}
 
Originally Posted by Blizzard Entertainment
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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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.

Master League FAQ

Master liga je pred nama, tako da sledi i objašnjenje šta je tačno ona i kako ući u istu. Srećno svima koji ciljaju da budu u njoj, i još više sreće da osvojite mnogo takmičenja, jer ako ste u ovoj ligi, definitivno ste zagarantovali sebi programing karijeru.




Since shortly after the release of StarCraft II: Wings of Liberty, we've been regularly sharing Top 200 lists to help people keep track of the performance of the best players in their region. With the release of StarCraft II patch 1.2, we're launching a new league designed to give the best players in each region a new arena in which to prove their skill: the Master League. While the existing Bronze, Silver, Gold, Platinum, and Diamond leagues each encompass 20% of the active players in a region, only the top 2% of players will be promoted into the Master League. In other words, this is a league for the best of the best.

Wondering out it works? Here's a brief Q&A to help answer some of your questions.

Q: Why are you introducing the Master League?
A: The Master League is designed to provide a more competitive arena for the top 2% of StarCraft II players in a region, and to help recognize the talents of the most skilled StarCraft II players. The skill gap between the top and bottom players in the Diamond League is fairly wide, and we wanted to acknowledge that distinction. In addition, the Master League provides us with a natural pool of players for determining placement in the upcoming (and even more exclusive) Grandmaster League.

Q: How do I get into the Master League?
A: Only the top 2% of active players in each region will be elevated to the Master League. Because the Diamond League accounts for 20% of all active players, even the #1 ranked player in your Diamond division may not necessarily be promoted to Master League. Our automated placement system compares your player skill to that of all players in your region by way of matches played, just as we do with the Top 200, to determine eligibility.

Q: Will the Master League start with the launch of the patch?
A: The top 2% of players from the Diamond League (as determined by our system) will be promoted to the Master league starting with patch 1.2. As with all promotions, Master League placement can only occur after winning a match.

Q: I'm in the Master League! What else you got?
A: First, congratulations are in order -- you're really good at StarCraft II! Beyond the Master League, we have plans for a Grandmaster League, encompassing the top 200 players in each region. We'll have more details to share in the future.

Q: Are you ever going to reset the leagues?
A: Yes, and we'll be sure to let you know before we do. Note that we will not reset your skill rating when we reset the leagues, so don't expect to rocket beyond or drop well below where you were before when you're placed after a reset.

It's important to us that the StarCraft II matching system provides fast, fair, and fun competition for everyone, and we'll continue to improve the league and ladder system to provide a great gameplay experience for all of our players. We hope you've been enjoying yourself so far, and we look forward to sharing more of our plans in the future.

Ghostcrawler - Wow Istance su Teške!

Ghostcrawler je objavio interesantan blog na zvaničnom sajtu, gde govori o težini istanci u Cataclysm nastavku, a takodje je igračima podelio i par dobrih saveta, kako da im olakša da iste savladaju brže i bolje. On je takodje rekao da je Blizzard pročitao komentare svih igrača sa zvaničnog foruma, gde se oni žale na težinu istanci i da iste treba nerfovati, ali na žalost Blizzard ne želi da se svede da je potrebno pritisnuti par dugmića i dobiti svoj loot, već traži od igrača više. Sledi kompletan tekst koji je definitivno vredan da se pročita.


 
Originally Posted by Ghostcrawler (Source Wow, Dungeons are Hard!)
We've seen and heard a lot of discussion about the challenge presented by the Cataclysm Heroic dungeons, and to a lesser extent the raids. I'm not sure this is the kind of issue where we're going to be able to change anyone’s mind on the subject, but I can try to provide more insight into our point of view as well as offer some suggestions for success.

First, let me state that we do hear you. We understand some of you aren’t having fun and preferred the Lich King paradigm, or at least something closer to the Lich King paradigm. We greatly appreciate the feedback and it always makes us sad when players aren’t having fun. We're not ignoring you. We get it. We may not always agree on every point, but we understand where you’re coming from, and we want to try to help you understand where we're coming from.

The bottom line is that we want Heroics and raids to be challenging, and that is particularly true now while the content is new and characters are still collecting gear. They’re only going to get easier from here on out. We want players to approach an encounter, especially a Heroic encounter, as a puzzle to be solved. We want groups to communicate and strategize. And by extension, we want you to celebrate when you win instead of it being a foregone conclusion.

On the other hand, we don't want you to stumble your way to victory. We don't want you to be able to overwhelm bosses without noticing or caring what they’re doing. We don’t want healers to be able to make up for all of the mistakes on the part of the other players. While at the end of the day, dungeons may just be gussied up loot vending machines, we want you to do more than push a button to get the loot.

Ultimately, we don’t want to give undergeared or unorganized groups a near guaranteed chance of success, because then the content will feel absolutely trivial for players in appropriate gear who communicate, cooperate, and strategize.

We didn't like that the Heroic dungeons in Lich King and early Naxxramas had become zerg-fests. It made the rewards feel like they weren't earned. It made all rewards except the best-in-slot items feel transitory -- why enchant or gem an item when you don’t need the performance boost and you’ll quickly replace it anyway? Furthermore, it set the expectation that everyone would eventually earn all best-in-slot items rather than those being rare and treasured goals. It made class abilities feel less useful and interesting. Who needs that crowd-control or survivability talent when nothing is hurting you? Who needs a mana-conservation talent if you’re never going to run out of mana? Who needs a crit talent if your heals often overheal anyway?

Finally, the encounters, even the bosses, ended up having a sameness to them because you could ignore their mechanics. It didn't matter -- in fact, you didn't even notice -- if the dragon breathes or silences or drops a void zone. The fights all felt the same.

In Cataclysm, the Heroic dungeons and raids are intended to be challenging -- and they are, at least until you overgear them.

So what can you do if you find the Heroics too challenging? Here are a few tips and alternatives.

Strategy and Communication

Tanks, you can’t pull and AE every group in a Heroic (again, until you overgear the content). It’s a good idea to crowd control at least one target -- and sometimes two. As long as you have someone with a long-duration and/or renewable crowd control and someone else with a short crowd control such as a stun or even a snare, you should be fine. We don’t have anything like Heroic Shattered Halls, and you don’t need 3 mages for CC. Caster mobs, which are weak but do a lot of damage, are good choices for crowd control. So are mobs that buff other mobs or debuff your group. Don’t waste the CC on non-elite mobs or others that will die quickly. The responsibility for marking and setting the pace often falls upon the tank, but sometimes other experienced players are happy to take the mantle. If you are setting the pace, you need to keep an eye on healer mana. Healers will generally have enough mana to keep you alive in any given fight, but you need to be careful not to chain pull repeatedly if their mana is low. Tanks tend to have good situational awareness and are experienced at reducing incoming damage. Where I have personally seen them get into trouble is when they slip into overconfident “I got this” mode and try to tank too many things at once.

DPS specs often get blamed the most for not knowing what is going on. It should be your business to understand the mechanics of the fights. You’re a member of a team, not a follower who can always rely on someone else to tell them what to do. Which are the spells that need to be interrupted? Which are the void zones that you absolutely must get out of? Which are the adds that must be burned down (and conversely, when should you ignore the adds and focus on the boss instead)? If you aren’t sure, then ask. Almost every group would rather take the few seconds to explain a fight than to wipe because you failed to dodge Glubtok's wall of fire or tried to AE Vanessa’s spiders or didn't understand what "Downwind of Altairus" meant.

Healers seem like they largely understand that Heroics are challenging, and sometimes get penalized when the rest of the group doesn’t understand that. If you feel like you can’t cast anything but your efficient heal or you’ll run out of mana, then something is going wrong with the fight. Likewise, if you feel like you must spam your inefficient heals to the exclusion of all else, then your group is ignoring key mechanics or is just undergeared. Boss fights in 5-player dungeons generally shouldn’t last more than two minutes or so (the last few Deadmines bosses can be longer). If you’re running out of mana because the fights are going too long, that is a problem with the DPS or tank in your group. Gear also makes a huge difference for healers, which leads to my next point.

For everyone, regardless of role, I suggest running the dungeons on normal mode until you feel more comfortable with the pulls. Those runs can be quick, the penalty for mistakes isn’t as high, and you can often still earn a little reputation, cloth, or enchanting materials. As a bonus, you’ll probably make a group really happy if you’re geared for Heroics but helping them out in a normal dungeon.

Improve

If you just can’t make progress and you are literally wiping on trash pulls over and over, it may be time to analyze your gear. The Dungeon Finder's Heroic item level requirement should be considered a minimum -- and remember, it doesn’t look at enchants or gems or even if the gear is appropriate for you. We are assuming an entry-level Heroic player has a lot of item level 333 gear from Twilight Highlands, normal dungeons, or any of the reputation vendors. These 333s are probably mixed in with a few 318 quest greens, but offset by a few 346 items. If you finished the Hyjal quests, you are probably Revered with Guardians of Hyjal and have access to their 346 items. Questing might only earn you Honored with some of the other reputations, but that is easily rectified with daily quests or dungeon tabards (and don’t forget the Tol Barad reps). There are some nice crafted items. No, the weapons aren’t purple, but when you look at their stats, they are quite competitive.

The item level requirement is intended only to keep out players who have no idea what is appropriate content for them. We know you can game it by getting PvP gear or hiding off-spec gear in your bags. Congrats on being sneaky! If you’re sophisticated enough to try and game the item-level requirements, you should be sophisticated enough to know if you can actually handle the content.

Don't be stingy and decide you aren’t going to mess with gemming, enchanting, or reforging until you have epic gear. Note that you don’t have to always apply the most expensive enchants or gems. Gear matters a lot. It increases DPS, survivability, and mana sustainability. Healers who get, say, 1750-1800 Spirit notice that they can go a lot longer without gassing out. Go ahead and get enchants or gems or reforge to get a lot of Spirit. Some DPS specs who don’t reforge hit at those gear levels would struggle a lot as well. The new Cataclysm flasks are fairly expensive, but the Lich King ones aren’t, and there are elixirs and food consumables you can use as well. Archaeologists can even unlock small bonuses in the new dungeons.

Furthermore, once 4.1 comes out, you will have access to more powerful gear that will let you then revisit the content you couldn’t do before. Your Justice points will let you purchase epic items at that point, and Heroics that were challenging will become a lot easier. Players who have raid gear currently are already starting to burn through the dungeon content again, which is totally expected. You’ll get there too. In Lich King, the content patches tended to completely invalidate the previous tier of content. We don’t want players to feel like they need to farm Naxxramas when Icecrown Citadel is out, but at the other end of the spectrum, it was unfortunate that we largely killed Ulduar raiding when Trial of the Crusader came out.

LF3M 9600GS PST

I love the Dungeon Finder. I worked on it a lot personally. It is quite successful at finding you a group. It doesn't guarantee a successful group. It's a huge improvement over spamming trade chat trying to find a tank for your three-rogue party. But throwing together up to 5 strangers and asking them to do challenging content that some of the group may have never seen before is always going to be risky.

World of Warcraft supports a lot of solo play. However, we want dungeons to be a group experience. In fact, we think the game is more fun overall when you play with friends, which is why we put so much effort into encouraging players to join guilds for Cataclysm. Running a hard dungeon with friends tends to be a much better experience. Communication feels less awkward, and everyone is generally more supportive of mistakes. You learn the strengths and weaknesses and nuances of players that you run with regularly. There tend to be fewer loot arguments as well. PUGs have their place -- don’t get me wrong. But we don’t want to sacrifice dungeons being fun and challenging for organized groups in order to have everything be conquered by any possible group. Make sense?

I’ve PUGged the Cataclysm content a lot. So have all of the designers. We want to stay in touch with what players are experiencing. Heroic PUGs are definitely harder than going with groups of people you know, but they aren’t impossible. If things start to go wrong, you might want to take a moment to analyze why they are going wrong before you bail. I do weep for those players who join an in-progress Heroic Rajh attempt (with suspicious player skeletons everywhere), immediately pull without any discussion, and then have the tank leave the group following the first wipe. That’s not fun for anyone and not going to lead to success. These aren't the original Scholomance or Arcatraz runs that could take four hours with respawns. Making a couple of concerted attempts on Rajh is probably going to be faster than going into the queue again.

Mistakes?

We've seen a few threads that suggest that we're too proud to admit mistakes. I find that logic strange, because we do it all the time. Example one: we reverted the 10x honor from Tol Barad pretty quickly. It was a mistake. Example two: Heroic Strike is too dominant an attack for warriors. That was a mistake. Example three: the Lich King Heroic dungeons (and Naxxramas) were too easy to zerg, setting up an expansion-long expectation that purple gear would come easy and often. In retrospect, that was a mistake. We don't at all view the Cataclysm dungeon and raid balance as a mistake.

However, I can name at least three things related to dungeon difficulty that we either did wrong or could do better. We're our own worst critic, and we are very hard on our own decisions.

First, item level is a necessary -- but not sufficient -- hoop to jump through when using the Dungeon Finder for Heroics. We should have also made sure players had at least seen the content on normal mode before. Maybe we should have had Burning Crusade-like attunements. Maybe we should have made the item level requirements pretty relaxed if you’re going with a premade group and much stricter if you’re going with a pick-up group. We’d love to implement (and have some long-term plans that include) better ways to detect if you know what you’re doing other than just the gear you’ve accumulated. Overall, we just needed to state more clearly that Heroic dungeons are intended as a destination, not a first step.

Second, there are only a few level-85 normal dungeons. For a level-85 player who isn’t ready for Heroics but wants to run dungeons, these can get old pretty quickly. Perhaps another way to handle it would have been to have introductory Heroics and harder Heroics. We’ve also flirted with having three difficulty levels before, but that does add an extra level of content to develop and complexity to explain.

Third, the game could do a better job of telling a group why they failed so that so much blame doesn’t fall at the feet of the healer. We talk a lot about not standing in fires, but equally important is the number of bosses that spawn in adds that must be gathered up and/or burned down quickly, or in some cases ignored. We’re also asking a lot of DPS or tanks in those situations, but that information isn’t always conveyed well except through trial and error.

In Conclusion

We do understand that some healers are frustrated and giving up. That is sad and unfortunate. But the degree to which it's happening, at least at this point in time, is vastly overstated on the forums. We also know that plenty of players like the changes and find healing more enjoyable now. Both sides need to spend a little less effort trying to drown out the other side claiming that everyone they know -- and by extension, “the majority of players” -- agree with their point. You shouldn’t need to invoke a silent majority if you can make an articulate and salient point.

As always, we're keeping an eye on things. There are a few bosses that seem responsible for more wipes than the others: Commander Springvale, Beauty, Altairus, and Admiral Ripsnarl perhaps. By the time you read this, you might have seen us implement Restoration druid buffs intended to keep them competitive in raids. We also just tend to nerf content over time because the original players hitting that content have moved on, so we want to open it up to a wider audience.

In any case, we want to ensure that everyone is having fun and enjoying their time with the game, and I hope that this post may serve to some as the "tare" button that helps you zero in on the intended dungeon difficulty scale. For others, just know that we are actively reading feedback. For everyone offering constructive posts and points about their experience, we thank you. 

Greg "Ghostcrawler" Street is the lead systems designer on World of Warcraft. He has four dogs: three epic retrievers and one green terrier suitable for disenchanting.

StarCraft II: Wings of Liberty Patch 1.2.0 is now LIVE!

Mislim da sam pogodio kada nam dolazi patch! Na EU serverima očekujte patch za nekoliko sati. Chat channels woho! ^^ Naravno za diskusiju povodom ovog patcha možete uvek posetiti naš patch discussion topic na forumu!

Quote from: Game Patch Notes
General
  • Battle.net Chat Channels have been added! Players can now join others in both public and private channels.
    • Added in-game chat bar command to whisper to other players. Using the "/w" command will open up a list of available friends, party members, chat channels, and other players within your current game.
    • Added Battle.net option to auto-join previous private channels.
    • Added Battle.net option to prevent chat channel text from appearing in in-game chat display.
       
  • A new Master League has been added! This league now represents the highest tier of players.
  • Customizable Hotkey Support has been added.
  • Stalemate Detection has been added. This will end the game in a tie for all remaining players if no players have income, production, or destroyed structures for three consecutive minutes. A countdown timer will now appear when the game detects this scenario.
  • An Extreme graphics option is now available. Players can now configure screen space ambient occlusion.


Additional Improvements and Changes

  • Several help dialogue and tech tree improvements have been made:
    • In-game help is now available in Battle.net.
    • The help dialog's tech tree has been improved.
    • Unit information in the help dialog now displays abilities and upgrades.
  • Several Save/Replay File dialogue improvements have been made:
    • Added ability to sort replays and saved games by name and date.
    • Added ability to right-click and rename a replay or saved game from within the game interface.
    • Added a new tab for auto-saved games and unsaved replays.
    • Added an option to permanently save all replays. Checking this option will mark all unsaved replays as being saved.
    • Added visibility for where replays and saved games are being saved to.
    • Added a "Show in Folder" button which will open the location where a replay or saved game is stored on your computer.
  • Camera following behavior for observers and replays has been improved.
  • The System Alert panel has been moved to the top of the screen and the duration of most system alerts has been reduced.
  • Mouse buttons can now be bound to the Push-To-Talk hotkey.
  • A hotkey indicator option has been added to show the primary hotkey on top of command buttons.
  • When selecting a Vespene geyser, the number of current harvesters will be displayed in the info panel.
  • Added an option to disable any error sounds. The Response Sounds checkbox now controls whether unit-specific audio is used for error sounds instead of a generic buzz.
  • Added Game UI layout per-map overrides. Map makers can now use custom UI layout files to create new UI or override existing game UI.
  • Added a toggle button to the in-game replay panel to Show or Hide the timeline/duration information.
  • Added hotkey to Pause/Resume game for both single player and multiplayer (Pause/Break key).


Balance

  • General
    • Players can no longer block off ramps with two 2x2 buildings.
       
  • Protoss
    • Hallucination research time decreased from 110 to 80.
       
    • Observer
      • Cost decreased from 50/100 to 25/75.
    • Phoenix
      • Build time decreased from 45 to 35.
    • Void Ray
      • Now deals 20% more damage to massive targets.
      • Flux Vanes speed upgrade removed.
  • Terran
    • SCV
      • Repairing SCVs now assume the same threat priority as the unit they’re repairing.
      • SCV construction movement has been made more consistent.



StarCraft II Editor Improvements

  • Map locale management has been added.
  • Further editor tips and hints have been added.
  • New trigger functions, actions, and events have been added:
    • New trigger functions:
      • Verify Bank - used to verify that a bank’s signature is intact.
    • New trigger actions:
      • Bank Option - used to change options for banks including adding a signature.
      • Remove Inventory Item - used to instantly remove a requested item from an inventory.
      • Set Visibility Type Of Text Tag - used to control whether fog or black mask hides the tag.
    • New trigger events:
      • Mouse Moved - sent in response to the mouse being moved in the game world.
  • New Effect Used event property has been added: Life, Shields, and Energy changed.
  • New unit properties have been added:
    • Carried Minerals, Carried Vespene, Carried Terrazine, and Carried Custom Resource.
  • Bounty (XP) - used to grant experience when a unit is killed.
  • Copy/paste support has been added to the upgrade editor.
  • Behaviors can now be replaced by either the shortest duration (the original method) or by farthest distance.
  • Behavior abilities can now properly charge the player using the ability instead of always charging the owner.
  • Right clicking an item in an inventory will now have the icon appear immediately next to the cursor.
  • Font Style Files can now be added to Mods and Maps using the FontStyleFileArray field in GameUIData. Existing styles can have their individual attributes overridden or entirely new styles can be added.
  • UI Layout files can now be added to Mods and Maps using the CustomLayoutFileArray filed in GameUIData. Most existing Stivens can be modified or overridden and entirely new templates can be added which can be created from the Dialog system within the Editor.
  • Attributes and values can now be hidden in the game lobby and can be configured through Game Variants.
  • Attribute and Veterancy behaviors now normalize vitals when new levels are applied.
  • The mouse wheel now scrolls the control under the cursor.
  • Copied doodads now retain their height offset
  • Mouse clicks and highlights are now allowed while in relative camera mode.
  • Edit boxes are now available for trigger dialogs.
  • The game will now properly find custom imported files within mods.
  • Maps can now depend on even more mods.
  • Dialog Items can now be hooked up from already existing Stivens within a created Panel.
  • Change Focus commands are now available in the Trigger module View menu for switching input focus directly to different areas.
  • The water editor layout has been improved.
  • Effect offsets can now optionally contain a Z component.
  • Added a new type of Dialog Item called Panel. Panels are containers for other dialog items to help with grouping and hierarchy.
  • Added new UI to insert text tags for data references, unit info, and hotkeys.
  • Added an effect range to the effect ability to restrict how far away the effect can be placed. This will allow effects to behave like the Stalker Blink effect.
  • Added a behavior flag to suppress fidgeting.
  • Added a new stalemate melee option to determine whether the stalemate detection checking is enforced.
  • Added a new "Creator" player to effects. It will be set to the player issuing an order if available.
  • Added a new type of item that can use an effect ability.
  • Added a validator that checks to see if a unit can path to a point.
  • Added a validator that checks if there is a cliff between two points.
  • Added MinimapRenderPriority to CActorUnit and MinimapRenderPriorityList to CActorGlobalConfig. This allows custom map makers to define the render priorities of units on the minimap.
  • Added a Locale sub-menu in the Mod menu for changing the active text locale for the current document.
  • Added a Mod Info dialog in the Mod menu for more easily changing mod name and description text.
  • Added a Modify Locales dialog (also in Locale sub-menu) for adding or removing text locales.
  • Added an Editor Tips dialog in the Help menu (and optionally on start up) with tips for using the editor effectively.


Bug Fixes

  • Gameplay
    • General
      • All diagonal ramps are now the same with regards to unbuildable locations at the bottom of the ramps.
      • Critter health bars are now hidden unless highlighted or selected (if status bars are set to show when units are selected).
      • Orders can no longer be canceled by clicking on the info panel in challenges before the challenge begins.
      • Text tags are now paused when the game is paused.
      • Autocast state for abilities will now reset to the default state when unit ownership is permanently changed.
      • Autocast repair will now charge the player requesting autocast functionality.
      • Repair will now clear its autocast state if the owning player leaves the game.
      • Harvest orders no longer end if an order is queued while waiting to return cargo.
      • Harvesting units no longer avoid enemy units.
      • Hold position units no longer automatically move out of the way when placing a building.
      • Enemy units no longer show passive buttons in the command card.
      • Missiles are no longer affected by Vortex.
      • Actors with a large number of create events no longer crash the map.
      • Fixed an issue where cliff jumping units were able to traverse unpathable terrain.
      • Fixed an issue with units trying to get out of the way so buildings can be constructed.
      • Fixed an issue with harvesting units bypassing force fields.
      • Fixed an issue where melee units were unable to attack a colossus when it was on a cliff.
      • Fixed an issue where larva would not wander around.
      • Fixed an issues where loading a saved Challenge could improperly overwrite the best score.
      • Fixed an issue with animation stutters when flying units are separating.
      • Fixed an issue where units could push opposing units when they shouldn't have been able to.
      • Added “Detector” text to the info panel for units which can detect cloaked or burrowed units.
      • Added combat reveal tinting to help show that combat reveal units cannot be hit.
    • Protoss
      • Protoss structures can no longer be powered without a power source if constructed while powered by a Warp Prism under the effects of Neural Parasite.
      • Mass Recall can no longer target larva or eggs.
      • Fixed an issue where units that were picked up by a Graviton Beam would still block pathing on the ground.
      • Fixed an issue where a Zealot could burn its Charge cooldown without actually moving.
    • Terran
      • Changed the position of the Select Builder button on Terran buildings, and changed the hotkey to Q.
      • SCVs can no longer continue construction on a building from inside an adjacent bunker.
      • Fixed nuke dot not being visible all the time.
      • Fixed an issue where you could see an enemy MULE drop pod in some cases where you didn’t have vision of the target location.
      • Fixed an issue where a Medivac would be able to continue healing a unit that was stuck in a Graviton Beam if the Medivac had started healing the unit before it was picked up by the Graviton Beam.
      • Fixed an issue where a Thor would continue to channel 250mm Strike Cannons on an uplifted Terran building if it lifted off at just the right time.
      • Fixed an issue where a Thor could get stuck channeling if a player queued up multiple targets for 250mm Strike Cannons.
      • Fixed an issue where SCVs could continue repairing at a short range even though the structure they were repairing was blocked by Force Fields.
    • Zerg
      • Creep will now spread evenly in all directions.
      • The Burrow and Cancel Neural Parasite buttons have been moved on the command card.
      • Fixed an issue with Ultralisk unable to attack a row of sensor towers.
         
    • StarCraft II Editor
      • The "For Each Real" and "For Each Integer" actions will now correctly execute once when the starting and ending bounds are equal while the increment is also zero.
      • Items dropped from an inventory will now use their default height when dropped.
      • The View Script command will now view library scripts if the library list has focus.
      • Carried and equipped item behaviors and weapons are now restored properly when a unit is revived.
      • Publish dialog now updates storage information after removing a published file in the Managed Published window.
      • Dropdowns now correctly select items as you type using partial matching.
      • Standard dependencies can no longer be modified in the Dependencies dialog (only added or removed).
      • Camera following can no longer be disabled via hotkeys if it was requested via triggers.
      • Fixed an issue with editing stylized text values when using system locales other than English.
      • Fixed an issue with Veterancy experience share filters.
      • Fixed an issue when editing mover data where values were not being saved correctly.
      • Fixed an issue that prevented certain changes to angle values.
      • Fixed an issue where selection circles would drop when a flying unit was over a cliff.
      • Fixed an issue where the scroll bar for tree views could disappear.
      • Fixed an issue where triggers setting the mouse relative could result in the mouse being stuck in relative move mode.
      • Fixed an issue where setting the color of a dialog item of type label wasn’t working.
      • Fixed a crash that could occur while editing upgrade values.
      • Fixed text truncation with Set Text actor message.
      • Fixed display of ability command links in the Overview Manager.
      • Fixed many areas where English text was displayed instead of localized text.
      • Fixed a crash when destroying a persistent effect.
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