Archive for the ‘Patch News’ Category
Patch 4.3 Raid Preview: Dragon Soul

World of Warcraft patch 4.3 will offer players the opportunity to take the fight to Wyrmrest Temple and beyond, assisting Thrall and the Dragon Aspects as they seek to bring an end to the Black Dragonflight once and for all. 10- and 25-person raids will get to take on Deathwing himself, with three levels of difficulty to consider and epic gear to claim.
Forged by Deathwing during the War of the Ancients, the Dragon Soul harnessed the power of the other dragonflights, until it was ultimately destroyed. After recovering a version of the artifact from the Caverns of Time, Thrall and the allied dragonflights now rally at Wyrmrest Temple in a desperate bid to use its might to defeat Deathwing.
Created by the titans as a sanctuary for all Dragonkind, the crumbling Wyrmrest Temple is now the final hope for the forces allied against the black dragon Neltharion, once the Earth-Warder and protector of Azeroth, now Deathwing the Destroyer. It is here that the remaining aspects—Alexstrasza, Ysera, Nozdormu, Kalecgos, and Thrall—have gathered to empower the Dragon Soul—Azeroth’s last chance to stop the great behemoth. As they begin to charge the Dragon Soul with energy, Deathwing and his entire army assault Wyrmrest Temple. Players must thwart the attacking forces long enough for Thrall to charge the Dragon Soul.
Before you face Deathwing the Destroyer, you must prevail against six mighty bosses.
The most powerful elemental still under Deathwing’s sway, Morchok—once a passive guardian—is now convinced that his only respite will come with Azeroth’s demise. Morchok rages against the foundation of Wyrmrest Temple, Azeroth’s last beacon of hope in the Hour of Twilight.
Countless ages ago, Warlord Zon’ozz and his soldiers waged endless war against the forces of C’Thun and Yogg-Saron. Millennia have passed, but the warlord still serves the chaotic might of the Old God N’Zoth. Deathwing has now unleashed this legendary faceless one to crush the defenders of Wyrmrest Temple.
More an abomination of dark energy than a dragon, Ultraxion has spent his short life absorbing the essence of captured nether dragons. Ultraxion is the only twilight dragon Deathwing has praised, and his arrogance is overshadowed only by the crackling energies surging through his twisted form. Loyal to his master, Ultraxion swears to bring about the fall of Wyrmrest Temple.
Your assault on the massive Deathwing will begin a battle unlike any other. It is a fight so wide-ranging and intense that it comprises two unique encounters, taking place across Azeroth. Taking to the skies, players will parachute from soaring gunships to attack the monster mid-flight and attempt to weaken him by ripping away his armor, exposing the molten flesh beneath. Should they succeed, they will plunge into the depths of Maelstrom for the final encounter.
Patch 4.3 Preview: Void Storage

For quite some time now, players have been asking for a location in which to store important keepsakes including treasured armor sets, unique quest rewards, and gifts from friends, as well as other valuable items they’ve collected on their journeys throughout Azeroth.
This is a feature we’ve wanted to add to the game for a while, so we’re excited to announce that, thanks to the ingenuity and entrepreneurship of the Ethereals, a new long-term storage option will soon be available to completionists and collectors alike.
Void Storage
In patch 4.3, characters of all levels will be able to take advantage of a new technology known as “Void Storage”, which will open up 80 slots of long-term storage space. Void Storage vaults will be available in both Stormwind and Orgrimmar and can be accessed simply by speaking with your local Vaultkeeper.
A variety of items can be placed into Void Storage — including soulbound items and Battle.net Account Bound items — making it the perfect location to store trophies from past conquests, as well as armor you may want to hold onto for Transmogrification. So, if you’ve been looking for a good home for those old tier sets or your vanity holiday items, Void Storage is it! And it’s as easy to use as dragging and dropping.


Bag Search: Find What You Need, When You Need It
Now, you might be thinking, “Alright, those Ethereals are pretty nifty, and having more storage is great! But what about actually being able to find what I own? Do you know how long I looked for that one stack of Papa Hummel’s Pet Biscuits? Like, a year. Okay, maybe 15 minutes. Either way, not even a tiny, delicious fat baby raptor is worth that kind of effort, and I love fat baby raptors.”

Integrated directly into the bag and bank UI, this new search feature will be incredibly quick and easy to use. To find an item in one of your bags, in your character’s personal bank, guild bank, or Void Storage vault, you’ll simply type the name of the item — or a word in the item’s name — into a small search box located near the top of your main backpack and your open inventory will be filtered accordingly. Only the items that match the word or name you’ve entered will display, making it easier than ever to find exactly what you need, exactly when you need it.

4.3 Preview – Transmogrification

You’ve been asking for it, and we were listening. In patch 4.3 you’ll be able to customise the appearance of your weapons and armor like never before.
The Ethereals, emerging from the nether, will bring with them a new technology they call Transmogrification. They’re heading to the capital cities of Azeroth to set up shop and to offer adventurers a unique service – copying the appearance of one magical item onto another. They only ask for a modest gold donation to recoup their costs.
Visiting a Transmogrifier will present players with a new interface that will allow them to change the appearance of an item while retaining its original stats. This means that you can raid in your paladin tier 12 Immolation set, but look like you’re wearing Lightbringer, while priests can bring Benediction back – at least in spirit. Hunters can once again roam the jungles of Stranglethorn Vale in their tier 2 Dragonstalker set. You could even slip into the saucy tailored Black Mageweave set for that matter. You know, with the thigh-highs, and the little gloves, and the cute little… ahem.

Placing an item into the Transmogrifier interface will offer a preview of how the item will appear once the change is applied. However, not all item pairings are compatible with Transmogrification. In general, only items that have stats can be used in the transmogrification process. You must also be able to wear both items when using this service. Ethereals don’t have much in the way of ethics, but allowing someone to appear as if they’re equipping unusable items crosses the line. Similarly, they won’t allow you to change weapon or armor types. Sneaky death knights can’t make that breastplate look like a cloth robe, and you can’t make a one-handed axe look like a two-handed axe, or transform a sword’s appearance into that of a mace. Guns, bows, and crossbows will be the exception to this rule. You will finally be able to retain your dwarf’s racial gun bonus while appearing with all the splendor and elegance of a bow wielder (or at least the relative silence of one).

Placing items into the Transmogrify interface will increase the gold cost of the process, and clicking the Transmogrify button (assuming you have the necessary funds) will put the appearance change into effect. The process can be reversed by clicking the undo icon on each item, and then hitting the Transmogrify button once more to save the changes. Any item that’s transmogrified will have text indicating it’s been altered by the process for all to see, similar to the item tooltip callout for reforged items.

Transmogrification encourages players to hold onto items with sentimental or aesthetic value, and the Ethereals anticipate that personal bag and bank space will be at a premium now that everyone will be hoarding their frilly pantaloons and leather jerkins. In anticipation of this new demand for additional storage space, they’ll be introducing a unique Void Storage service. What’s Void Storage, you ask? We’ll provide more details soon.

World of Warcraft Fast Patch 4.2.0A

World of Warcraft: Cataclysm patch 4.2.0A is now available on all realms! Below you’ll find the official patch notes.
Bug Fixes
- Using an instant cast spell right after a target dies should no longer re-target the dead target’s body.
- Using an ability immediately after switching targets should no longer affect the previous target.
- Resolved a movement error when jumping onto an object while experiencing a low frame rate.
- Mac: Fixed a bug preventing shift and mouse wheel commands from registering properly.
- Resolved issues that were causing client crashes near Beth’tilac in the Firelands.
- Disconnecting while riding as a passenger in a vehicle should no longer cause an error upon subsequent login.
- Entering a password with Japanese Hiragana selected as the keyboard type should no longer cause a crash.
- Resolved an issue that was causing the client to crash under certain conditions when minimizing the game client.
- Items
- The tooltip color for heirloom items has been returned to gold.
- Quests
- A move enforcement issue has been resolved that was affecting the death knight starting area quest Death Comes From on High.
- Tarecgosa’s platform during the cutscene from Alignment (Elemental Bonds legendary quest) should now be visible before she lands on it.
World Joyland: The Warcraft/Starcraft-themed amusement park
World Joyland: The Warcraft/Starcraft-themed amusement park
World Joyland (环球动漫嬉戏谷, Huánqiú Dòngmàn Xīxì Gǔ) better known as the Warcraft and Starcraft-themed amusement park, has been the subject of massive speculation since the first digital rendering surfaced on the internet six months ago. An amusement park entirely devoted to making your online virtual nerd-topia a reality, the EPIC potential of our MMORPG fever-dreams made manifest led us to the park with pretty massive expectations.
Joyland is located in Changzhou, Jiangsu province, and if you need directions we’ve got you covered (even though non-noobs would probably be able to find the park relying on nothing but their roaming skillz). It claims to be the world’s first video-game-themed park, it cost 200 million yuan (about $30 million USD) and includes seven sections (see our review of the non-Blizzard sections here) spread over 600,000 square meters.
Joyland might not succeed in actually evoking the gamer’s experience – there were no activities anywhere evocative of actual game-play (they confiscated our bow and mage staff at gate, so no 20-sided dice) and there was a shocking dearth of nerds. But the sheer and constant stimulation factor more than makes up for the lack of felicity in recreating epically massive terrains that gamerz have sacrificed their health and sex lives to live inside of.
The concept of the park in general is actually pretty cool – Joyland is an attempt to merge our digital entertainment lives with the real world:
World Joyland will gather the world’s best contents of digital culture, combine the newest digital entertainment and interactive technologies, partially realize anime-and-game virtual sceneries, innovate anime and game communication and display methods, interpret the core value of digital culture, archive education during entertainment.
To that end, they have devoted a large section of the park to arguably the two most popular games on the planet: Blizzard behemoths World of Warcraft and Starcraft. And the park has now successfully become a conceptual mecca of sorts to the gamers of the earth. 1337!
They’ve also built enormous gaming and technology R&D facilities on the park premises, including the National E-Sports Competition Center(!!!), International Anime-and-Game Expo Pavilion, Anime-and-Game Technology and Derivatives R&D Park, and a Digital Technology High-end Professionals Training Center.
According to their promotional video (see below) China wants World Joyland to compete with the likes of Universal Studios and Disney! They don’t bother to address the logistical and legal issues involved with exporting such a shanzhai-tastic park, though, without going completely broke from legitimately licensing the project.
Because they obviously didn’t purchase the rights to use characters and names from Blizzard, the Warcraft park is instead “Terrain of Magic” and Starcraft is humorously mislabeled the “Universe of Starship.”
The sheer size of the park left some of us wishing we’d done more research before our visit. We missed entirely, for example, the giant theater near the entrance that was likely screening the terrifying fire-breathing underwater/space monster show being promoted on Joyland’s many posters around Changzhou.
After hitting the restrooms and traipsing through Taobao street, we hung a left and entered World of Magic. Park maps are available at the entrance, and except for the section titles, are entirely in Chinese. We set our sights on what looked like the largest things on the map, and made our way in that direction.
Terrain of Magic (a.k.a Warcraft world)
No doubt about it, one of the most entertaining aspects of the park is the sign boards in front of each attraction. They include huhlarious descriptions, in both English and Chinese, followed by a rating system using one of three indexes: Splendor Index, Happiness Index, and Thrill Index (no damage index). Here’s an example from the first attraction:
With thousand years of unstopped war, this place is forbidden to losers and cowards. We are looking forward to a hero to bring back peace with his sword!
Unfortunately that ride was closed, particularly disappointing because the map makes it look like a giant battleground. Idk, maybes we have to L2p b4 going in.
We couldn’t help but imagine finding groups of aimless people waiting outside rides looking to join a raid. Or giant microphones blasting agitated youths cursing one another, or costumed dwarves screaming LEEEEROY JENKINSSS at 15 minute-intervals throughout the park.
Our first ride was an exciting little number called Splash of Monster Blood, and they’re not kidding about the splash. We’ll just say this much: trying to act cool by refusing to buy a sky blue poncho on your way in is a giant n00b stamp.
The ride was, as its sign board attests, a “beast-bloody journey” (a.k.a. your standard amusement park log ride affair.) After clicking and chugging up a tunnel full of orcs and monsters, you are then plunged down into water that manages somehow to smash you from both the front and the back simultaneously. Sadly, this was not the wettest part of the ride. You are then squirted by multiple streams of water, which we later found out are aimed by demonic lookers-on who fill water-gun machines with coins to spray you.
Ride attendants in the Warcraft park were forced/delighted to be wearing what appeared to be glorified bam-bam outfits of brown and leopard-print spandex.
You can buy fake battle swords and Minnie Mouse hair bows, respectively, from the merch carts. Sword ran us 20rmb (about $3.50), Minnie ears about the same. One may be tempted to ravish the big-breasted elves and mer-women statues with one’s sword, but be prepared to face a judgmental “dude, there are kids” from your companions.
By the way, there are a LOT of kids.
The most impressive part of the Warcraft park are the enormous statues lining your park experience with massive copyright infringement written all over their faces. There’s no horde/alliance distinction however, and tauren/night elves/humans are strewn about with seeming abandon. They throw in mermaids and dragons for good measure.
universe-of-starship.jpg Universe of Starship (a.k.a Starcraft world)
The transition from Warcraft World into Starcraft world was noticeable in the color palate. Everything changed from brown/orange/red to blue/yellow/white.
We saw a total of two other foreigners in the park, and barely more Chinese. We couldn’t imagine why it wasn’t packed on a summer weekend afternoon, but we also didn’t care because the longest we had to wait was 20-25 minutes for any ride, including the big-name roller coaster.
In fact, the best rides in the park often seemed the least populated, which was probably because most of the park guests were children, and locals in general tend to prefer the boring rides.
The main attraction of the park is a big blue inverted rollercoaster, aptly named the Sky Scraper but misspelled as the Sky Scrapper on its signboard. Amusement park rides are a dangerous affair in China, and we weren’t entirely sure we’d come back from this one alive. But we did, and have the photos to prove it.
One of the most disturbing parts of the park was the general decay we witnessed, unnerving in a park open only a hair shy of two months. Cracks in paint and rust on handrails made the attendants’ habit of screaming “Goodbye!” as the roller coaster surged out of the gates even more terrifying.
The other big attraction in Starcraft world is the Wrath of Ratheon, one of those drop tower rides that we skipped because every park has one.
Lastly, we walked into the largest, most overpowering unit at the center of Starship Universe to see what the 4D theater was all about. By far our longest wait, we were surrounded by oodles of teenage girls, which we don’t have time for because we’re busy farming XP, DUH! We were picturing the aforementioned fire-blasting sea monster posters 4D extravaganza, but instead got a boring Star Wars Episode I pod racer knock off ride. The 4D chairs jiggle you around enough to make the girls scream bloody murder, but it was a totally uninspiring experience in general. EXCEPT for the safety instructional video on the way in, where a ninja tells you not to smoke or get pregnant or tear off your shirt and get drunk:
The park is open from 9am to 10pm, but if you want that much time in the park you’ll have to arrange for your own transportation. In fact, if you have more than three or four people, hiring a car could actually be cheaper than the 160RMB roundtrip on trains each. Directions here.
The Idea of Joyland video via MIC Gadget (and yes, that is in game music from WoW you’re hearing):
7/19 Hotfixes
July 19
General
- The frequency at which players can use /yell, /say, and any emotes is now throttled to prevent excessive spamming of chat logs from occurring.
Death Knights
- Improved Death Strike now provides 40/80/120% bonus damage, up from 30/60/90%, and a 10/20/30% critical strike chance, up from 3/6/9%.
Druids
- Flight Form now cancels the Leyara’s Locket buff.
- Moonfire will now generate Lunar Energy when crossing from Solar to Lunar on the Eclipse bar.
Dungeons & Raids
- All bosses in The Bastion of Twilight, Blackwing Descent, and Throne of the Four Winds once again award Valor Points in all raid sizes and difficulties. 10-player bosses award 35 Valor Points, while 25-player bosses award 45 Valor Points. This change does not apply to Argaloth in Baradin Hold. More information can be found here.
- Firelands
- Superheated cannot be cast on players, even if they attack the Flamewaker Animators as they are channeling energy towards the Unstable Magma.
- Alysrazor
- Collecting Blazing Power now refreshes Wings of Flame to its full duration each time.
- Alysrazor will now always face the correct direction during Firestorm.
- Imprinted should now be cleared from characters under all conditions when the encounter resets.
- Interacting with a Molten Feather will now dismount characters, preventing the feather from being wasted.
- Beth’tilac
- Beth’tilac will now only eat spiderlings that move very close to her (the range on her ability to consume them has been reduced). In addition, eaten spiderlings will no longer sometimes remain on the ground or on players once she consumes them.
- Drones should no longer evade or aggro characters on top of the web.
- Fixate now truly fixates on random targets.
- Ragnaros
- On 25-player Heroic difficulty, Cloudbursts will now always properly apply Deluge to 3 players before fading away.
- It should always be possible to interact with Cloudbursts, even if several players click on one at the same time.
Items
- Heroic bind-on-equip items now sell to vendors for gold.
PvP
- A resolution has been put into place which should help alleviate Rated Battleground matchmaking delays. This fix corrects an issue that could occur if a team at the front of the queue was particularly difficult to match, resulting in a bottleneck which slowed matchmaking for all players in queue. More information can be found here.
Quests & Creatures
- The melee evasion angle of several creatures has been adjusted. Most notably, melee classes should no longer be seeing abilities, such as Backstab or Shred, getting parried when standing well enough out of Ragnaros’s melee evasion angle, or other bosses/creatures with similar evasion angles.
RBG Queue Issues
RBG Queue Issues
Hey all,
We are aware of the issue regarding extended queue times affecting Rated Battlegrounds. We’re currently investigating the situation and working to resolve it as soon as possible, but there isn’t an ETA for when this process will be complete. We’ll provide further updates as the situation develops and we thank you for your patience in the meantime.
Tier 11 Valor Point Hotfix
Due to some recent player feedback we’ve made the decision to implement a hotfix that will put Valor Points back on the bosses in Blackwing Descent, Bastion of Twilight, and Throne of the Four Winds (except Argoloth).
We agreed that players should have some additional options for earning Valor Points beyond Firelands, Zandalari dungeons, and tier 11 Heroic difficulty raids. We don’t want raiding guilds to feel like they have to raid Firelands AND the old raids every week, but we do want players to feel like they have some options besides running ZA/ZG over and over.
Bosses in these raids will award 35 VP on 10-player normal difficulty, and 45 VP on 25-player normal difficulty, to match the rewards currently offered for the Heroic versions of those encounters.
This change should be live within the next few hours. You can stay informed about the latest hotfixes by checking the Patch 4.2 Hotfixes article for updates: http://us.battle.net/wow/en/blog/3019413
BlizzCon 2011 Contests Coming Soon!
BlizzCon may still be months away, but we’re already getting our contests ready for your invariably impressive submissions. You’ll be able sign up for the online and onstage contests soon with the launch of our upcoming brand-new BlizzCon Contests page. Keep checking in at BlizzCon.com so you don’t miss your chance to sign up for our Costume and Dance contests and submit your masterpieces for our Original Song, Fan Art, and Movie contests.
Dungeon Journal Guide
There will be a new Dungeon Journal coming out in Patch 4.2. The WoW Vault has added a basic Dungeon Journal Guide so that you have the opportunity to preview the forthcoming Dungeon Journal and be familiar with it’s features when it releases.
Let us know what you think of the Dungeon Journal so far! Good information? Will it be helpful? Or is it jsut another icon to clutter up your action bar?
Tidbits From the PTR
After last week’s Topic of the Week – The PTR I decided to go test it out msyelf. I don’t usually take the time to play on the PTR but there were some rumors about what’s forthcoming that I wanted to check out myself. I brought back a little bit of information to share in PTR Tidbits. Since I’m certain I’ll be heading back that direction this next week, feel free to ask me some specific questions if you don’t want to take the hours todownload the client yourself.Time to Vote!
Blizzard has been having a twenty year anniversary this year. Complete with contests and swag. One of the contests is a walk down memory lane. They asked players to submit their own creative videos with a theme of Memories of Blizzard. The movies are in and it’s time to vote! Lucky winners get an all expense paid trip to BlizzCon among other things.World of Warcraft Fast Patch 4.1.0A Notes
World of Warcraft Fast Patch 4.1.0A Notes
Bug Fixes
- Fixed an issue that sometimes caused player to disconnect when zoning into another location.
- The title Blackwing’s Bane awarded for defeating Nefarian on Heroic difficulty is now selectable again by characters who have earned it.
- The targeting reticule should no longer disappear when players cast spells.
- Resolved some issues that were causing Movement Enforcement Errors.
- Resolved an issue affecting death knight runes after switching specializations.
- Party member positions should show up correctly when in dungeons.
- Animations while mounted should work normally again.
- NPCs should no longer be floating… unless they’re meant to float.
- Character legs should move properly when the character is moving.
- Players using a single client to connect to multiple regions should be able to do so again.
5/4 Hotfixes
May 3-4
General
- An issue was preventing some players from properly mailing account bound items to other characters on the same realm and Battle.net account. If you are still experiencing this issue, we recommend you log into both characters before sending the mail. The characters don’t need to be online at the same time for this to work.
- Children’s Week quests should no longer be unavailable to players who recently transferred factions.
- Flying wisp form and flying mounts, both living and dead, can enter bodies of water smoothly.
Classes General
- Spells or talents which provide pushback protection should now be functioning correctly (i.e. Burning Soul for mages or Suppression for warlocks). This time we mean it.
Rogues
- Shadowstep is instantly teleporting players behind their target when the target is in motion.
Dungeons & Raids
- Call to Arms rewards will now be displayed in the Dungeon Finder UI while a player is in the dungeon so they know what rewards they will get.
- Throne of the Four Winds
- Damage from Ice Storm in phase 1 of Al’Akir is ticking twice per second, which was causing excessive damage on Heroic difficulty. To compensate, the damage per tick has been reduced for Heroic difficulty.
Items
- Players are now able to get a random Darkmoon card inside of a Sealed Scroll Case, instead of always getting a Darkmoon Card of Destruction.
Quests & Creatures
- The Innkeeper’s Daughter can no longer be targeted for healing or harmful effects.
- Players now fail The Crucible of Carnage: The Earl of Evisceration when killed by Lord Geoffery Tulvan during the encounter. Players are able to pick up the quest after it is failed and the event starts again without issue.
Tip of the Day – Spawn Camping
“I’ve found that when you’re trying to tame that rare pet or get the rare kill for your achievements, the best way to do it is to have a camping character. Use whatever alt you haven’t played in a while. Take that alt, park them at the spawn and log them out there. Then you can just log them on and check every once in a while to see if the mob is spawned, instead of flying your main character all the way out to timbucktoo for nothing.”
4.1 Guild Challenges
4.1 Guild Challenges
In addition to updating Zul’Gurub and Zul’Aman for level-85 players, we’re also excited about another patch 4.1 feature: Guild Challenges. Built into the Info panel of the guild user interface, Guild Challenges will be weekly tasks guild groups can tackle for additional guild experience, achievements, and gold.
This feature has been designed and implemented to be quite simple. At the top of the guild user interface Info pane, a new Guild Challenges section will be displayed and broken into three categories: Dungeons, Raids, and Rated Battlegrounds. Any guild group will qualify for Guild Challenges credit and there is a set number of times each challenge can be completed per week. There’s no need to add a quest to your Quest Log or anything of that nature. Just grab a guild group eligible for any of the challenges and go.
Completing a Guild Challenge will result in a popup to confirm credit has been awarded, similar to achievement popups (or “toasts”). The participating guild members will then earn experience for their guild. In addition, a gold reward will be deposited directly to the Guild Vault. The gold and experience rewarded varies for each challenge type, but you won’t have to worry about receiving reduced rewards if, say, you happen to be in a guild group that completes a raid or dungeon on normal difficulty. Since there is a limited number of times each challenge type can be completed per week, we want to make sure guilds don’t feel set back if a guild group of level-18 players receives credit for completing Deadmines, versus a level-85 guild group completing Heroic Deadmines. The same applies to normal and Heroic difficulty raid progression. Provided the content is level-appropriate for your guild group, you’ll earn experience and gold for your guild.
To earn Guild Dungeon Challenge credit, the 5-player party must be composed of at least 3 guild members. Raid and Rated Battleground Challenges require that 8 out of 10 players be guild members, while 20 guild members are required to earn credit for 25-player raids. To earn gold for Guild Challenge rewards, a guild must be level 5 or higher and the participating members must have earned honored reputation with the guild. For example, 3 out of 5 guild members in a 5-player party must be honored to earn gold for the guild. If those three guild members have only reached friendly reputation, they would still receive credit and earn guild experience, but the guild would not receive gold.
So, let’s say your guild has been regularly hitting the daily experience cap. You might be wondering how beneficial it’d be to do Guild Challenges. Well wonder no more, amigos: Guild Challenges award guild experience above the cap. Think of it like rested experience. The guild experience cap will extend itself relative to the guild experience earned by completing these challenges. It’s a great way to get an extra edge on your guild leveling! Not only that, if your guild reaches the level cap, continuing to partake in Guild Challenges will yield a much more substantial sum of gold deposited directly into the Guild Vault.
We’re very happy with Guild Challenges and feel that they’re a fun way to continue expanding upon all of the new guild features added in World of Warcraft: Cataclysm. Your feedback regarding this system is always appreciated, as you can be sure we’ll be looking for ways to beef it up in future patches.
Dev Watercooler: Rude Interruptions
‘Dev Watercooler’ is a blog series that provides an inside look into the thoughts and discussions happening within the World of Warcraft development team. In our first entry, Lead Systems Designer Greg “Ghostctrawler” Street laid down a few ground rules:
- No promises are being made in these Dev Watercooler blogs.
- Don’t read too much between the lines.
- No complaints about the topic not being what you want to see covered.
Are spellcast interrupt abilities, such as Kick, too good? It’s easy to make that argument. We think their ease of use and low cooldown has led to a whole cascade of events in PvP. Because interrupts are so good, casters without a lot of instant spells or mobility are weak. For that reason, we tend to give casters a lot of instant spells or movement abilities, and casters who excel at those (say, Frost mages) are very powerful, while those without (say, Elemental shaman) have more difficulty.
Because interrupts are good, classes without them feel uncompetitive, which has led to us giving interrupts to paladins and druids, which in turn has led to them being even more prevalent. Because casters tend to fire off lots of instant spells while jumping around, melee can be really easy to kite. Because melee can be easy to kite, melee classes without strong mobility can suffer, and we have to consider giving high mobility to all melee, which increases the amount of uptime melee have on casters, which means we have to give casters even more powerful escape mechanisms to survive… and the arms race continues.
See where I’m going with this? Because instant spells tend to be so powerful, we have to make cast time spells insanely powerful to compete or they’ll never see use in PvP. But we have to make those spells so powerful that when they do get off, we can have PvP burst issues. (Look at how much better Frostbolt has to be than Ice Lance for mages to even consider the “long” cast.)
Nerfing all of the interrupts across the board isn’t the kind of thing we can realistically do mid-expansion. Anyone working on the raid content can tell you how important interrupts are to today’s encounter design. We’d have to redesign nearly all of the raid encounters and many of the dungeon encounters as well. Of course once you increase the cooldown on interrupts, then availability of stuns gains relative power, so you have that balance consideration as well.
Instant spells do have their place in the game. If you’re worried about being interrupted because someone is chasing you, or you are chasing them, that’s a great time to use an instant spell. But actual 2.5 sec cast time spells need to have their place too and, if anything, they should be the norm.
Here’s one other way in which interrupts have wide-reaching effects on the game via the chain of consequences discussed above. One of the advantages melee used to have in PvE was on movement fights. If the boss has to be kited or stays in motion, the rogues and warriors can follow along and still deal damage. It will be less damage for sure, but they’ll still get a lot of auto attacks in. It used to be the case that asking the Balance druid or Fire mage to move was a huge dps loss for them, because they were always interrupting their spells. In today’s PvE environment, that role has almost flipped. Many casters can shoot on the run and take only a very minimal DPS hit to do so. For this reason (and a few others) melee classes can feel like a liability on certain encounters. We’d prefer for raids to want a fairly even distribution of ranged to melee classes and ideally groups would have a lot of flexibility in who they bring. It’s okay to have fights that are really good for casters, but there need to be at least a couple that feel great for melee as well.
Is there a design lesson to learn here? I guess it’s some variant of the butterfly effect — apparently innocuous designs (in this case the short cooldown on interrupt abilities) can have wide-ranging effects on all aspects of the game. I’m not sure what the game would look like if Pummel and Kick and Wind Shear had 30 second cooldowns. Clearly we’d have to redesign a lot of other abilities, mechanics, and numbers to make it work. Again, this isn’t a change you’ll see anytime soon. But it might feel better in the long run if we could get to that point.
Greg “Ghostcrawler” Street is the lead systems designer on World of Warcraft. He knows how to get to R’lyeh.
3/30 PTR Updates
Achievements
- The following Battleground achievements have been permanently removed from the game, as they do not function correctly with the achievement tracking system:
- Guild Gankin’ in Gilneas
- Guild Gulch
- The Peak of Perfection
- The Perfect Guild Storm
- Storming the Beach
- The guild achievements for earning exalted reputation with factions (Ambassador, Diplomacy, and United Nations) have been fixed to now correctly count cumulative guild members with exalted factions. Previously, these achievements would only count exalted factions on one guild member.
- The guild rated Battleground title achievements should now properly be awarded.
Classes
- All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel,
Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.Death Knights
- Desecration no longer triggers when an applicable strike hits a snare-immune target. This is primarily to avoid unnecessary spell effect clutter during boss encounters.
Druids
Cyclone duration has been reduced to 5 seconds, down from 6.- Lacerate bonus threat has been removed and replaced with increased initial damage done.
- Savage Defense has been redesigned slightly. Instead of a single charge absorption, it now places an absorption effect on the druid absorbing up to 35% of the druid’s attack power (modified by mastery, if applicable) in damage and lasting 10 seconds. There are no longer any charges on the effect.
- Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6, and is now trainable at level 18 (training cost has been reduced). In addition, the bonus threat from this ability has been removed and replaced with increased damage done.
- Thrash bonus threat has been removed and replaced with increased damage done.
- Nature’s Swiftness now also increases the healing done by th eaffected nature spell by 50%.
Hunters
- Summoned pets now start with 100 focus, up from 0.
- Hunters will automatically acquire a new target if the current target dies in the middle of a cast.
- Aimed Shot and Steady Shot should no longer start casting Auto Shot on a new target when the “Stop Auto Attack” option is enabled.
- Auto Shot now automatically turns off until reactivated once Freezing Trap is cast on an enemy player.
- Scatter Shot’s disorient effect should no longer sometimes be broken by the hunter’s Auto Shot.
Mages
- Arcane Blast
damage has been increased by 13%, cast time has been reduced to 2.0 seconds, down from 2.35 seconds.In addition, the stacking effect of Arcane Blast now increases the damage done by Arcane Explosion, and Arcane Explosion does not consume that effect.- Arcane Explosion damage has been increased by 30%
13%.- Fingers of Frost bonus damage applied to Ice Lance has been increased to 25%, up from 15%.
Paladins
- Sacred Duty can now be activated by Avenger’s Shield in addition to Judgements. The effect now lasts 10 seconds, down from 15.
Priests
- Holy Word: Sanctuary healing done has been increased by 35%. In addition, it has a new spell effect.
Rogues
- Cheat Death now reduces damage taken by 80% while in effect, (down from 90%). Its internal cooldown has been raised to 90 seconds, up from 60.
Shamans
- Cleansing Waters now has a 6-second internal cooldown.
Warlocks
- Unstable Affliction damage done when it is dispelled has been doubled, but this damage can no longer be critical.
- Glyph of Soul Swap now increases the cooldown of Soul Swap by 15 seconds, up from 10 seconds.
Warriors
- Heroic Leap is no longer on the global cooldown, similar to other warrior movement abilities.
- Gag Order now applies to Pummel and
only affectsHeroic Throw, giving these abilities a 100% chance to silence the target for 3 seconds. In addition, Gag Order lowers the cooldown of Heroic Throw by 30 seconds.Dungeons & Raids
- New level-85 Heroic dungeons are available for
partialtesting.
- More information on these updated dungeons can be found here.
These dungeons may only partially be available for testing at this time. Stay tuned for additional updates.- Blackrock Caverns
- Aura of Arcane Haste now has a clearer visual on the bearer of the aura.
- Bound Flames in the Karsh Steelbender encounter no longer create Lava Pools when they are killed.
- The Short Throw ability used by Twilight Sadists has had its range reduced to 10 yards.
- Deadmines
- Ragezone cast by Defias Blood Wizards now only increases damage dealt, no longer increasing damage taken.
- Grim Batol
- Bleeding Wound damge from General Umbriss has been lowered by 20%.
- Malignant Trogg now moves more slowly.
- Encumbered damage bonus from Forgemaster Throngus has been reduced by 50%.
- Invoked Flaming Spirits should prefer non-tank targets to fixate on.
- The Twilight Flame Patch from the Twilight Drake has been removed.
- The cooldown portion of the Twisted Arcane buff cast by Azureborne Seers has been removed.
- The Stonecore
- Ground Slam now has a pre-cast visual on the ground in front of Ozruk. In addition, Ground Slam’s damage and radius have been reduced.
- High Priestess Azil’s Seismic Shard now has a more obvious warning visual.
- Throne of Tides
- Gilgoblin Hunters’ Poisoned Spear direct and periodic damage has been reduced.
- Gilgoblin Aquamages’ Tsunami damage has been reduced.
- Visual effects during the Lady Naz’jar encounter have been improved for clarity.
- Blight Beasts summoned during the Ozumat encounter now deal less damage with Aura of Dread.
- Vortex Pinnacle
- The Air Nova ability triggered when a Gust Soldier is killed has had its knockback effect reduced.
- Altairus now spawns closer to the center of his platform, away from the edge.
- Temple Adepts and Ministers of Air now wait 2 seconds before starting a spell cast when they are first engaged.
- Wailing Caverns
- The maze section has been removed, and nearby creatures and bosses have been adjusted to compensate.
Guilds
- Guild Challenges are now available for testing.
- These challenges can be found in the Info pane of the guild UI.
- Guild Challenges fall into three categories: Guild Dungeon Run, Guild Raid, and Guild Rated Battleground.
- Each challenge can be completed a set number of times per week. Guild groups participating in level-appropriate Heroic or normal difficulty dungeons and raids, or Rated Battlegrounds, will automatically qualify for challenge credit.
- Each time a Guild Challenge is completed, the guild will be awarded experience and gold deposited directly into the Guild Vault, as well as the opportunity to earn all-new achievements. A popup or “toast” will be displayed to confirm a Guild Challenge has been completed (similar to achievement alerts).
- Guild experience earned via Guild Challenges will be awarded above the daily cap. The experience cap will move forward relative to the amount of experience obtained through completing Guild Challenges (similar to rested experience for characters).
- Guilds already at the level cap will be awarded substantially more gold in place of guild experience.
- Gold rewards require the qualified guild members of the group to be honored with their guild, and the guild must be level 5.
Items
- Account Bound Items
- Many “Account Bound” heirlooms are now labeled as “Battle.net Account Bound”, meaning that they can also be traded or mailed to characters that are on different World of Warcraft accounts under the same Battle.net account.
- Mail sent to characters on the same Battle.net account now arrives instantaneously, as it does for the same World of Warcraft account.
- Mailing account-bound items to characters of the opposite faction on the same Battle.net account will now correctly translate faction-specific items to their appropriate equivalent.
Professions
- Alchemy – Flask of Steelskin now grants 450 Stamina, up from 300. The Mixology bonus for alchemists remains at 120 stamina.
PvP
- The rate at which Honor Points are earned has been doubled.
- Arena matchmaking can now extend beyond a team’s Battlegroup.
- Battleground raid leaders can now move players from other realms among raid subgroups.
3/29 Hotfixes
March 25 – March 29
Dungeons & Raids
- The Bastion of Twilight – A bug has been fixed that could cause Flame Strike during the Ascendant Council encounter (Heroic difficulty) to target an existing fire patch, instead of creating a new one.
Guilds
- The guild perk “Have Group, Will Travel” no longer allows players to summon guild mates inside dungeons, raids, Battlegrounds, or Tol Barad when the battle is in progress. It will also not function while the player is on any transport.
Quests & Creatures
- Uldum – Hostile NPCs are no longer present at the Temple of Uldum once the cutscene from picking up “Harrison Jones and the Temple of Uldum” finishes playing.
Fungal Frenzy Achievement Guide
Fungal Frenzy Achievement Guide
Have you opened up those Therazane daily quests yet? Next time you’re in Deepholm, take a little moment to do the Fungal Frenzy Achievement and earn yourself some extra achievement points. Stay tuned for more achievements guides centered around the Therezane dailies. Gold, faction, guild reputation, achievements, what’s not to love about doing Therazane dailies?
Guild Challenges

We haven’t shared much information about this feature because it’s remained very much in development. That said, we’re about ready to release Guild Challenges for testing on the PTR soon. We’ll also be sharing more information on how Guild Challenges work in the near future.(…) What about if Guild Challenges gave experience above the cap, functioning like rested experience and moving the cap further relative to the experience gained through completing said challenges?![]()
Don’t worry. I can read, I swear. I’m referring to experience and not rep.
(…) [What are Guild Challenges?]
Built into the user interface, Guild Challenges will be separated into three categories: Guild Dungeon Run, Guild Raid, and Guild Rated Battleground. You just need to be in a guild group to complete each category a set number of times per week, earning your guild achievements, experience above the cap, and gold deposited into the Guild Vault (a lot more gold if the guild is level capped). We’ll have more details for you probably by next week.Edit: More than one sentence… darn.(…) [85 Only Challenges?]
As I understand it, you’ll be eligible to contribute equally to things like the Guild Dungeon Run challenge, provided the dungeon you’re running is level-appropriate for the guild group.(…) [Guild Only Quests?]
We’re working on something sort of along these lines as a much more robust content feature for the future, but I can’t put a date or patch number on that yet. It also won’t necessarily be centered around guilds.Was that ambiguous? I’ve never been ambiguous before, so I wouldn’t know.
Boss ‘Fixation’ Bug and Hotfix

Due to a fix applied earlier today a bug was introduced that is causing bosses which have any ‘fixate’ abilities, meaning those that will fixate on and/or chase a certain player, to not function correctly. This is currently noticeable for most players on Atramedes in normal or heroic, and Ascendant Council and Sinestra on heroic, but affects a great number of other bosses throughout the game.We have a fix currently in the testing stages but it will require realm restarts to apply. We’re currently anticipating rolling restarts to happen early tomorrow morning during off-peak hours. We apologize for any inconvenience for those attempting bosses tonight with these mechanics.
Top Ten Things To Do While Waiting in Queue
Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward














