Recruit-a-Friend and Worgens/Goblins leveling
(Source Will RAF work with Worgen/Goblins?
New goblin and worgen characters will indeed be eligible for
Recruit-A-Friend benefits including increased experience gain and
grantable levels. As we've no current plans to modify the
Recruit-A-Friend program at this time or increase the level range for
which the benefits apply, goblin and worgen characters (as with all
other characters) will only be able to receive the in-game bonuses up to
So, to answer your questions directly:
Would the 300% xp bonus work till 60?
Would the Level Granting work till 60?
This is, of course, bearing that all requirements for those benefits are met.
Please keep in mind, as well, that there will be no Realm First
achievements associated with leveling characters of a specific race, so
this will not place goblin or worgen characters at any sort of unique
Any plans on bumping when the 300% exp gets cut off? 60 levels out of 85 is absurdly low.
Nope. No plans at this time.
Removed reputations and achievements
(Source Zandalar Tride (Rep) and the 55 Rep Achieve
While players will be unable to increase their reputation with the
Zandalar Tribe following the shattering of the world, the reputation
itself will still exist and count towards various "Raise X reputations
to Exalted" achievements*
This means that if you currently have 39 reputations at Exalted --
including the Zandalar Tribe -- and show this number on your Achievement
tracker, you will still have 39 reputations at Exalted (and be credited
for them) in Cataclysm. You'll also retain credit for any related
achievements you've already earned.
This includes both character and guild achievements.
Razzashi Hatchling companion pet
(Source Is the Razzashi Hatchling item to be removed?
If you currently have the Razzashi Hatchling item in your inventory,
you'll still be able to learn the pet spell at a later point in time.
It's not like the pet is disappearing completely; it's just no longer
dropping from its usual home in Zul'Gurub.
In fact, I can confirm that the Razzashi Hatchling, being a clever and
resilient little reptile, has already found a new home, and will be
migrating there shortly after the shattering.
[...] When we made the original announcement last month that certain
pets and mounts would be removed, it was to inform players of changes
that could potentially impact their gameplay. We know that there are
many avid collectors out there and, whenever possible, we want to give
players notice when a favorite item might be removed. In that same
announcement, we also clarified that, while we didn't have any current
plans to re-introduce the specified pets and mounts, if we happened to
find a suitable location to add them back in, we would certainly
Totally reasonable, right?
Since then, we found an appropriate place for the Razzashi Hatchling,
and it felt like a good opportunity to restore a pet beloved by so many.
Naturally, we were excited to share this information with all of you,
as we knew a lot of players were saddened to hear about the little guy's
initial departure. There was no malicious intent, no crazy conspiracy
behind this decision. We saw an opportunity to make the game more
enjoyable that meshed with our design goals, and we went with it. Simple
In the end, the worth of the Razzashi Hatchling isn't solely measured in
gold, and it would be a fallacy to think that we create non-combat pets
simply to provide players with something to sell on the Auction House
for profit. To many, pets like the Razzashi Hatchling represent
something fun and exciting, and that's just as valid a currency as any
in World of Warcraft.
While I'm sorry you're at a financial disadvantage now, I'm hoping
you're still be able to enjoy the pet for what it is (re: an adorable,
head-bobbing reptilian sidekick) -- or, given that it will still be a
rare pet, perhaps even find someone who will adopt it for a reasonable
price. Good luck.
Class mounts in Cataclysm
(Source Class specific quests?
The class-specific mount quests will no longer be available following
The Shattering; however, the mounts themselves can still be learned from
Rated Battlegrounds abilities restrictions
(Source First mistake on rated-BG
We know about this issue and plan to have it corrected in time for
launch. All class abilities will work as normal in rated battlegrounds.
Consumables and engineering items will still be restricted, just like
Vengeance in PvP
(Source So Vengeance... am I doing this wrong?
If a couple of people are beating on a tank, Vengeance isn't likely to
stack very high. You need to take damage that is a big chunk of your
whole health pool, which typically only bosses are available to provide.
Now if you have several folks beating on a tank flag carrier, then
Vengeance may stack up, but once you have several people, you almost
certainly have a way to dispel the Vengeance or just CC the tank.
If Vengeance ever gets to be a problem in PvP, we'll just remove it,
plain and simple. The mechanic is only there to help with raid gear
scaling, not to give tanks a fun toy for PvP.
Thank you. Please do not let Prot specs get out of control again.
We're hoping that Rated BGs give Prot specs a useful role similar to
tanking in defending towers, carrying flags, etc. A tank in an Arena
needs to have a lot of control and damage just like everyone else to be
competitive, which coupled with their inherent survivability and
resistance to being controlled got us into trouble.
(Source Blood Tanking Instructions?
A lot of the concerns about diseaseless Blood play make a few assumptions:
-- Someone else is providing the tanking debuffs (presumably without a major dps hit).
-- You can AE tank fine without diseases.
-- You won't use Outbreak.
-- Your threat generation will be fine without diseases (or at least the trade off will be worth it).
Those are all risks, but I don't think there is enough evidence yet how
they will all play out at 85. We're still a long way from the
diseaseless dps rotations of yore. If they do all turn out to be true,
to the extent that skipping diseases becomes the typical way that
tanking DKs play, then we're likely to do something. Something could
include giving Heart Strike or Death Strike slightly more dependent on
Recall however that we changed things to their current state because too
much ramp up time for a tank can be really painful. You don't want to
have to get all your diseases up before you start generating decent
threat, and when DKs are balanced around so much self-healing, you can't
be expected to always have time to get diseases up when you really need
that Death Strike heal. Perhaps there is room to come down a little.
We'll see how things play out.
Leader of the Pack
(Source Feral mana issues ahoy!
Leader of the Pack now causes you to heal for 4% of your total health and gain 4% of your maximum mana. Down from 8%.
This seems to be a tooltip bug. The actual Leader of the Pack (internally) says 4% of health and 8% of mana.
(Source [Hunter] Pls give Kill Command 8 yard range
We made a couple of fixes to make Kill Command more usable. The pet will
no longer check for range or facing since there is already a check in
place when the hunter tries to use the ability. This should make Kill
Command feel less laggy and should never burn the cooldown or Focus
without executing the attack. See how it feels in the next beta or PTR
Seal of Truth "nerf"
(Source Ret nerfed again
The most recent Seal of Truth change was just a tooltip correction. The
numbers did not go down. We did nerf Censure and raise Exorcism in a
previous build, but that should not be new information.
How come blind has such a long cooldown?
(Source How come blind has such a long cooldown?
While the effects of Blind will interrupt on damage, the ability itself
is neither a disease nor can it be dispelled. (Perhaps you're recalling
how, at one point in time, Blind was classified as a poison effect?)
Regardless, one of the great strengths of Blind is that it can be used
instantly while under pressure. You can use it to neutralize an
attacker, to interrupt a healer who would otherwise save your target's
life, or to stop an escaping victim in his or her tracks; the list goes
on. The three-minute cooldown on Blind helps mitigate its potency and
versatility just enough to ensure that the ability isn't spammed or
Overall, though, between Gouge, Blind, Sap, and other stuns, we feel
that rogues currently have very strong CC in both PvE and PvP
Enhancement and caster weapons
(Source Enhancement's 85 Troubles.
We'll make sure Enhancement doesn't want to use caster weapons. That's
not the sort of thing we are likely to just sit back and let happen.