- Characters should no longer randomly suffer falling damage.
- Pets should no longer be attacking new targets at random while a player is under the effects of any crowd control.
- It is no longer possible to cancel Lunar Shower by right-clicking the buff, or canceling it via a macro.
- Starfall is no longer hitting targets that are within 40 yards if they are not in combat with the druid or his/her party/raid members. It is targeting all hostile characters in combat with the druid’s party/raid members, is not hitting Stealth characters, is not breaking crowd control effects, and is not targeting nearby critters.
- All of the Hunter-centric rare spawns in Mount Hyjal and Molten Front are now immune to both Distracting Shot and Taunt.
- The Flash Heal from Surge of Light will now correctly activate Chakra.
- The heal-over-time effect from the Glyph of Prayer of Healing now will correctly apply to targets that are within 30 yards of the target of Prayer of Healing, but over 40 yards away from the priest.
- Channeled spells are no longer being interrupted if cast immediately after Shadowfiend.
- Sap is no longer placing the rogue in combat when he/she is visible and the target is sapped.
- Warlocks will no longer fall through pillars in Ring of Valor if the pillar is moving when the player uses Demonic Circle: Teleport.
Dungeons & Raids
- It is no longer possible for two separate guild groups with less than five players each to be matched with any other groups or players in the queue from the same guild.
- Firelands Heroic difficulty has been turned off in all regions until the following week's realm maintenance.
- Blazing Talon Clawshapers and Blazing Initiates cannot be interacted with any longer prior to them shifting to human form.
- The Molten Feather power bar is now reappearing when appropriate.
- Baleroc's gate will now properly unlock itself again after a wipe, even if Shannox is still alive.
- Beth'tilac's trash will no longer respawn after she has been killed.
- Cinderweb Drones will now add threat to players on the bottom floor (below the web) and not give any threat to players above the web.
- The Widow’s Kiss will now ignore immunities, including Divine Shield and Anti-Magic Shell.
- Rhyolith is now slightly easier to turn in 10-player mode.
- Cinderweb Spiderlings no longer drop any loot and their health is restored to full after players exit combat.
- The Flame Archon range of Fiery Torment has dramatically increased.
- Flamewaker Subjugator, Flamewaker Animator, and Unstable Magma health has been reduced. Flamewaker Subjugator damage has been increased for 25-player raids.
- The damage-over-time effect from the Hell Hound ability Rend Flesh now stacks up to 5 times, down from 10.
- Molten Flamefathers had too much health in 10-player mode, and too little health in 25-player mode. This has been corrected.
- Surger damage dealt by Surge has been reduced.
- Unbound Blazing Elementals now have a greatly reduced chance to drop epic items and crafting recipes. They also drop less gold.
- Unbound Pyrelords can properly target banished/cycloned Smoldering Elementals with Ignite Elemental. In addition, Ignite Elemental cannot be interrupted.
- Unbound Pyrelord health has increased, while Unbound Smoldering Elemental health has decreased.
- Neither the Sulfuron Span nor Shatterstone volcano are able to be affected by the siege damage done by a Saronite Bomb.
- The rate at which crafting recipes drop has been greatly reduced.
- Players are again successfully able to complete the quest Betrayal.
- The Heroic and normal versions of the crossbows Arbalest of Erupting Fury and Lava Bolt Crossbow no longer have identical stats.
You’re assuming the drop chances for embers averages out to .5 per boss in 10’s and 2 per boss in 25’s, which it doesn’t. Whether you’re in 10’s or 25’s you’re going to see an equal drop average for Eternal Embers per player, and the same can be said for Seething Cinders.
New Content - Differences between PvE and PvP Players (Source)
The answer to your question revolves around a common difference in how PvE players and PvP players approach the game. Generally speaking, PvE players want more quests, more dungeons and more raids to experience -- more and new content is king. On the other hand, while some PvP players do want new maps, many others would be happier if we perfected the Arena or BG maps that already exist - or even if we cut existing maps. After all, PvP players don’t graduate out of Arathi Basin or Dalaran sewers the same way PvE players graduate from dungeon to heroic, or raid tier to raid tier. We did make some improvements to the existing PvP maps, such as trying to return Ring of Valor to circulation and changing the way flags work in Eye of the Storm (for rated play).
We’d love to add a lot more maps than we currently do, but we need to do it in such a way that doesn’t make the PvP experience worse for players who are more interested in refining their PvP experience than in seeing new maps.
Patch 4.2 Hairstyles (Source)
We had a bunch of hairstyles we threw in for testing on the PTR and the majority of them did not pass the test. (quality, art direction, bugs, etc.)
Patch 4.0 Raids now puggable (Source)
We specifically intend for the 4.0 raids to be puggable now that Firelands is out. Grabbing some tier 11 by way of Justice, quest rewards, plus across the board difficulty nerfs should really be enough to get them going.
The patch has only been out a day or so though. I think it'll probably take a little bit before people really get it into their heads that they should be pugging the previous tier because it's not too hard to be successful. It's just getting people used to the various encounters and mechanics.
Maybe people are waiting for the holiday weekend? If nothing else, leading one yourself is always an option. I think we'd agree that we need some better ways to get pug raids together considering we intend to follow the "New Raid is Hard, old Tier is Puggable" format from here on.
Still unsure what that means regarding the final raid (i.e. Deathwing). Do pugs not get to see him until the next expansion is released? (Not saying whether that's a good thing or not, but personally I enjoyed getting to Arthas on some of my alts without spending near as much time as I did on my main.)
In ICC we had a stacking raid buff over time which gradually made the content easier. Not saying we’ll do that exact thing again but the philosophy was around even then that everyone who wants to can eventually see the content, but it’s going to take very organized groups (which typically means raiding guilds) to see the encounters first.
So casuals will constantly be a tier behind for the rest of the life of this game? If that is what is actually coming out of your mouth I'll save myself the time and unsub now. What a piss poor vision for your game. There are normal and heroic versions of raids for a reason. That heroic difficulty was implemented so that the two segments of the population (casual and hardcore) would both have something to do. You are now bifurcating the raiding population AGAIN, by telling casuals that they have to run around in the left overs.
Trying to label all of our players as “casual puggers” vs.” hardcore raiders” is ridiculously simplistic. Among raiders there is an enormous diversity of players. There are those who will raid virtually every night when new content is out, to guilds that raid once a week (and even then will cancel raid nights fairly commonly). If you must try to label raiders, you’d be closer to the Blizzard model if you said normal mode is for organized raids, heroic mode is for more hardcore organized raids, and the previous tier of content (and Baradin Hold) is targeted for pick-up groups. Also consider that even within a raid zone we try to design easier bosses (usually near the front) and more challenging ones (usually at the end) which can help blur those lines and offer smoother transitions for each category.
Overall, we think you’ll have a better experience playing World of Warcraft if you play with friends, either existing or those you meet in game. WoW, while much more solo friendly than most older MMO games, is still intended as a multiplayer game. We provide features like Dungeon Finder for when playing with friends isn’t possible, and as we said above, we’d like to offer more features like that.
Tabards Tab (Source)
Are there any considerations for a tab for your tabards?
[...] To clarify: he asked if we were considering it, and yes we are considering it. :)
Keyring Removal (Source)
On a serious point though some people are upset about the removal of the key ring. While that seems like we're just taking it out to be bullies, it specifically frees up storage space we can then make into useful features. Not that it will specifically be used for 'tabard storage', but we are going to be using the space the removal of the key ring freed up.
Thrall and Aggra's "wedding" (Source)
Correct. Their pledging of their lives to one another was essentially their 'wedding', although I'm sure Orcs don't use such nomenclature to refer to these things. Maybe 'life bond' fits better.
Does Blizzard plan on adding the rest of the dungeons and raids to the Dungeon Journal? (Source)
Absolutely. With the time it takes to present a single boss in the Dungeon Journal we were only confident supplying Cataclysm content with the release of the feature in 4.2, but we are on a path to filling it out with all dungeons and raids in the entire game.
It’s that time again! Season 2 is drawing to a close, and that means that soon all ladders will be locked.
Season 2 Lock
What does this mean for you? During the Season 2 lock, you can no longer be promoted or demoted out of your current league or division, and your bonus pool will stop growing. Once locked to a league and division, you’ll still be able to play out your remaining bonus pool and compete for standing within your division until the end of the season, so it’s a great time to enjoy yourself and maybe even push for a better milestone. If you’re looking to move to a different league, though, there’s no time like the present! The Season 2 lock will go into effect in approximately 1 week on Wednesday, 6 July.
Please note that the hidden ratings used to determine promotions and demotions will continue to update during the Season 2 lock and be used for matchmaking purposes. This means that if you play significantly better or worse than your assigned league at the time of the lock, your league may change when Season 3 begins and you play your first placement match. If you go on a major winning streak during the lock, for example, you may end up promoted next season. Conversely, if you happen to lose a lot more than usual, you may end up demoted. Your games during the lock still count!
Season 3 Start Date
The Season 2 lock also means that Season 3 is right around the corner. During morning maintenance on Wednesday, 20 July, Season 2 will end and Season 3 will begin. Season milestone rewards will be locked in at this time, and bonus pools will start over. Hidden skill ratings used for matchmaking and league placement will carry over from the previous season, so if you’ve completed placement matches in a previous season you will only need to play one new placement match after Season 3 starts.
- Feral druids can now use Skull Bash in the Firelands raid. It only seems fair.
- Eye of Occu’thar damage and health is now properly scaled for 10- and 25-player versions of the dungeon.
- All Brood Affliction debuffs applied by Chromaggus are now removed after zoning out of Blackwing Lair.
- The stationary Hell Hound pack at the front of the dungeon should no longer cause players to become stuck in combat.
- There are now fewer Hell Hounds before Beth’tilac, making the engagement a little less… hellish.
- Beth’tilac and her offspring now have increased health and damage on Heroic difficulty.
- Rageface’s Face Rage is now slightly less rageful, as the increase of the rate of damage per tick has been reduced.
- Creatures linked to Shannox will now respawn every 4 hours until he is killed, up from 2 hours.
- High Priest Venoxis and Zanzil have had the damage of many of their spells and abilities reduced.
- Cauldron of Battle and Big Cauldron of Battle no longer lose flask charges from repeated clicks when players already have one in their inventory.
- Eternal Embers dropped in the Firelands raid now bind when picked up. Master Looters are only able to give Eternal Embers to players who are on the quest All-Seeing Eye.
- Paladin tier 12 2-piece set bonus: It should no longer be possible to get a double proc of Flames of the Faithful.
- Many item procs were not being triggered properly by melee auto attacks after a hotfix made yesterday. This has been corrected.
- Holiday Rewards
- Satchel of Chilled Goods, Keg-Shaped Treasure Chest, Heart-Shaped Box, and Loot-Filled Pumpkin will no longer remain in character inventory once the associated holiday is over. Players must loot the items from these caches before the corresponding holiday ends. More information can be found here.
- The Ring of Valor
- There is no longer a 6-second delay on the rising of the pillars after the match has begun.
- It is no longer possible to complete some daily quests more than once a day by turning them in during a small window before the standard reset time.
We did have a lot of new hairstyles we had created over time up on the patch 4.2 Public Test Realms. The problem was that, even though these hairstyles were added on the test realms, many of them were not finalized or approved by our art team. Because of this, a good portion of them (about half) were pulled shortly before patch 4.2 was released on live realms, leaving only a partial implementation of new hairstyle choices.
Unfortunately, this means some races/genders now have more hairstyles than others. This result had nothing to do with intentionally giving some races more choices than others. It was based purely on which hairstyles we felt were ready to go live, and which we felt were not.
These new hairstyles are also not available at the Character Selection screen and can only be chosen via the Barbershop. We definitely plan on going back over the hairstyles which did not make it into the game and adding them at a later date.
So the artists approved the new Draenei swim cap, but they didn't feel other styles were good enough? That boggles the mind.
In an ideal world I don't think any of them would have gone live in patch 4.2, as we prefer to release updates like this when everything is ready to go. It wasn't really our intention to throw them all in without letting players know we were adding dozens of new choices, but we ended up only pulling some of them out.
Guild Transfers (Source)
It's still in the works and we're in the process of compiling more about it information for you.