- World of Warcraft PTR Patch 2.0.10
The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
General - Some logic was fixed in the "Natural Remedies" quest so that Pathaleon the Calculator's Image will always spawn during the ritual. - Goliathon and his shardlings can no longer be pulled to nearby areasthat have guards. - More fixes implemented in the "It's a Fel Reaver, But With Heart" quest to keep the Scrapped Fel Reaver from breaking. - The Orb of the Blackwhelp and Hallowed Wands can no longer be used in combat, and the transformation will be canceled if the player receives damage. - The Scrap Reaver in Netherstorm repairs reduced from 10,000 health to 8,500 health over 10 seconds. - Battle of the Crimson Watch: Illidari Mind Breaker has been weakened. Illidari Highlords can now be CC'ed but not Charmed.
PvP - Arenas
- The cost of the "Gladiator's Slicer" has been increased to 2625 arena points.
- The cost of the "Gladiator's Quickblade" has been decreased to 1125 arena points and changed to offhand only.
- The cost of the "Gladiator's Cleaver" has been increased to 2625 arena points.
- The cost of the "Gladiator's Hacker" has been decreased to 1125 arena points and changed to offhand only.The cost of the "Gladiator's Pummeler" has been increased to 2625 arena points.
- The cost of the "Gladiator's Bonecracker" has been decreased to 1125 arena points and changed to offhand only.
- The cost of the "Gladiator's Right Ripper" has been increased to 2625 arena points.
- The cost of the "Gladiator's Left Ripper" has been decreased to 1125 arena points.
- The cost of the "Gladiator's Shanker" has been increased to 2625 arena points.
- The cost of the "Gladiator's Shiv" has been decreased to 1125 arena points and changed to offhand only.
- The cost of the "Gladiator's War Edge" has been decreased to 1000 arena points and the speed changed to 1.9.
- The cost of the "Gladiator's Spellblade" has been increased to 3150 arena points.
- The cost of the "Touch of Defeat" has been decreased to 1000 arena points.
- The cost of the "Gladiator's Endgame" has been decreased to 1125 arena points.
- The cost of the "Idol of Tenacity" has been decreased to 1000 arena points.
- The cost of the "Libram of Justice" has been decreased to 1000 arena points.
- The cost of the "totem of the Third Wind" has been decreased to 1000 arena points.
Druids - The rage normalization equation has been adjusted to grant more rage. The typical player should see an increase of 15% to 20% in their rage generation. - When the duration of "Cyclone" ends, area buffs such as "Leader of the Pack", "Tree of Life", and "Moonkin" will now be correctly resumed. - "Feral Charge" now removes all snaring effects. - "Bear Form" now grants 25% increased stamina instead of 25% increased health. - "Dire Bear Form" now grants 25% increased stamina instead of 25% increased health. In addition, the armor bonus has been reduced from 450% to 400%. - The multiplier on base weapon damage for "Mangle (Bear)" ability has been changed from 130% to 100%. In addition, the bonus damage has been reduced by the same ratio. - "Savage Fury" no longer affects "Mangle (Bear)". - "Savage Fury" no longer applies to "Maul" or "Swipe". - The critical damage bonus on "Predatory Instincts" reduced from 3/6/9/12/15% to 2/4/6/8/10%. - "Improved Leader of the Pack" can no longer get critical heals. - The armor bonus from "Moonkin Form" has been increased from 360% to 400% (to match Dire Bear Form).
Paladins - The slowing affect from "Avenger's Shield" is now considered a snare, so snare removal and immunity affects will now work on it.
Priests - The base healing percent from "Vampiric Embrace" has been reduced to 15% from 20%. In addition, this ability can no longer get critical heals. - "Silent Resolve" no longer reduces threat generated by Shadow spells.
Shaman - The clearcasting effect from "Elemental Focus" now triggers on all spell critical strikes, rather than a chance on any spell hit. - The shaman will no longer generate additional threat when "Unleashed Rage" triggers. - The free Lightning spell cast from "Lightning Overload" will now cause reduced threat. - "Stoneclaw Totem" now has a 50% chance to stun attackers for 3 sec. when struck.
Warlock - "Demonic Tactics" now grants increased critical strike chance to you and your demon pet, instead of increased damage. - Fixed a bug where the stealthy bonus was not getting applied to the "Eye of Kilrogg."
Warriors - The rage normalization equation has been adjusted to grant more rage. The typical player should see an increase of 15% to 20% in their rage generation. - All warriors had their critical strike chance adjusted upward slightly (about 1%). - "Thunder Clap" is now useable in Defensive Stance. In addition, the tooltip has been adjusted to indicate it causes additional threat. - The cooldown on "Victory Rush" has been removed, and it can now be used up to 20 seconds after killing an enemy. - "Charge", "Intercept", and "Intervene" now remove all snaring effects. - "Unbridled Wrath" has been modified so that rather than a fixed chance to grant rage, it has an increased chance when using slower weapons.
Items - The threat generated from the spell effect on "Thunderfury" has been substantially reduced. - The bonus to "Swipe" from the "Idol of Brutality" has been reduced from 50 to 10. - "Alchemist's Stone" will no longer increase healing and mana gained from items which are not potions. - The cost of sockets in high end items has been adjusted slightly, the result is that most high end epic items should see an increase in stats. - Corrected many items that had incorrect stat values assigned to them. - The rewards from the "Fel Embers" quest are now superior items as intended. - Reduced the damage dealt by "The Lightning Capacitor". - Corrected the level requirement of the "Fist of Reckoning". - "Necklace of Trophies" has been corrected to increase Hit Rating instead of Hit Avoidance. - "Burnoose of Shifting Ages" can now be disenchanted. - "Nethershrike" now has the proper sell value and can be disenchanted. - Corrected the level of "Marksman's Bow" to be in line with other epic reputation rewards. - The "Marksman's Bow" now has the proper damage range. - "Hourglass of the Unraveller" will now properly increase ranged attack power. - Corrected the socket bonus for "Soul-Collar of the Incarnate". - Corrected a typo in the set bonus of "Warbringer Armor". - "Ruby Slippers" now properly have a cast time. - Corrected the min use level of "Terokk's Shadowstaff". - "Warpscale Leggings" have had their Crit Rating updated to the intended Dodge Rating. - "Warmaul Slayer's Band" no longer has critical strike rating. However, its agility and attack power have been increased. - "Ancient Draenei War Talisman" now shares a cooldown with all trinkets that temporarily increase damage done. - "Ancient Draenei Arcane Relic" shares a cooldown with all trinkets that temporarily increase damage done. - "Aldor Guardian Rifle" now has a range correctly set on it. - The effect on "Void Star Talisman" was incorrectly set to On Use. It is now set to On Equip. - The critical strike rating on "Cilice of Suffering" has been changed to spell critical strike rating. - The cooldown for "Glimmering Mithril Insignia" has been increased from 10 minutes to 20 minutes. - The slowing affect from the "Mug 'O Hurt" is now considered a snare, so snare removal and immunity affects will now work on it.
Raids and Dungeons - Creatures in Tempest Keep:Botanica, Tempest Keep: Mechanar, and Tempest Keep:Arcatraz no longer respawn as rapidly. - Shadow Labyrinth Reduced the chance of a Cabal Assassin ambush. - Shattered Halls: Removed a problematic chest.The "Resist Shadow" spell cast by Shadowmoon Acolyte's in Shattered Halls will now be removed if a player leaves the zone. - Serpentshrine Cavern Boss creatures have received additional tuning and polish. - Arcatraz Warder and Defender Corpses are now immune to spell effects that could cause the Protean Spawn to not spawn. Protean Spawn now deal less damage. - Tempest Keep Mechanar Mechanar Drillers, Wreckers, and Crushers in Tempest Keep: The Mechanar may no longer be enslaved when in Heroic mode. - Caverns of Time: Captain Skarloc in Caverns of Time: Escape from Durnholde is no longer susceptible to disarm, and does not slow down when wounded. A defeat in the Caverns of Time: Opening of the Dark Portal instance will no longer despawn unlooted bosses with loot. Occasionally after players are defeated in the Caverns of Time: Opening of the Dark Portal encounter on Heroic difficulty, the placeholder versions of the bosses that appear in future attempts that day would not spawn. The proper placeholders will now spawn instead of Rift Lords and Rift Keepers. Boss creatures in Caverns of Time: Opening of the Dark Portal will now dispel all nearby Time Keepers instead of one at a time. - Karazhan: Maiden of Virtue's "Holy Wrath" has been slightly retuned to try and allow additional melee attackers to be used against her. Maiden of Virtue's "Holy Fire" has been adjusted to prevent a possible range exploit. Maiden of Virtue will no longer "Holy Fire" players under the effect of "Repentance". Midnight is no longer susceptible to Bleed effects, since he's a skeletal horse. Nightbane's Restless Skeletons are now immune to non-holy magical damage. Restless Skeletons no longer have immolation. Nightbane's Bone Shard Spray can no longer be interrupted by using an immunity effect. Some minor issues with the Library Tomes have been corrected.
Bug Fixes - Fixed the credits to display properly.
Comments
wtf? blah blah = buff or nerf?
FUCK THIS.....
wtf finally with BC priests could do something more then just heal, because without good gear we fucking suck at that. So what do they decide to do fucking destroy our souls here. Fuck this, without silent resolve VE was totally worthless as it would kill the priest, and now without it at all, no matter what we are fucking dead again. And wtf is up with this gay VE reduction shit, now everyone here can say goodbye to full health, and healers say goodbye to mana because now u are fucked having to heal the raid.
And wtf is up with the 20 second cooldown with prayer of mending, i love to keep that on the tank, and now we have to wait 20 seconds,
GG BLIZZARD, FOR FUCKING UP OUR LIVES,
Adios everyone i want to go fucking roll a warrior or something now they are better then druids, fuck that nerf too
Rofl.
The patch was changed to officiall include the 'rebalancing' of the pally bubles, then wehn there was an outcry at the nerf, it got canned with the blizzrd poster stating that they would deal with PALADIN BURST DAMAGE at another time, cause they thought it is TOO HIGH!
Just lol...
'Maybe bllizard think druids are too strong when they could defeat a mage ,a warlock or a rogue.'
Yeah, when a fairly well geared Druid could beat a craply geared Rogue, Warlock or Mage. Come to think of it, the way Blizzard treated Druids up until 2.0, that sounds about right.
"Un-fu*king-believable... I just don't get those guys at blizzard? Why do they hate druids so much and freaking love those wanking Palas? "Uh look at me :S I'm a wanking paladin I can make a bubble and heal and wear plate and suck co*k in hell!!" And if warriors are out dated fine give them some more dps in talents or whatever you freaking want... STUPID STUPID STUPID BLIZZARD U MAKE NO SENCE!!! Only restoration spec left :)) I know it's not THAT bad but still it makes no sence to slaugther a class so much in 1 freaking patch... Makes me wanna become a terroist and do some cat-form damage on blizzard!! Good luck all dr00ds! Hope you'll all keep ganking those wanking whiners from hell..."
HAHAHAHA Some druids mad...ok soo if you learned to play...you could outlast a paladin any day..maybe not a holy but definatly a ret idk about prot... maybe u should qq more?
"Palis are good, since they can heal vs a warrior, while the warrior has to run away and try and bandaid. One less bubble would be nice."
Ok this statement....paladins have forbeadence which gives plenty enough time for someone to kill us cause its hard to heal when we are getting attacked.
So they're still not fixing Surge of Light? Grrreat. I wonder if they even notice. Yes it Crits all the time, and yes it still costs mana. it is instant though...
"Shamans are set in my mind, they do well aganst casters and fear bombers, rouges cause them problems, which is a good balance." i play dw shamy and in general agree but PLS blizz at least give us something against rouges but Free Action Potion which can not be used in arena. But back to the priest is a bit of a shame, since in bc has been very nice to have a shadow in grp the grpheal is just so much nicer for everyone, hope he'll still be able get enough heal out
We should all not forget the most important part of those notes:
"Bug Fixes * Fixed the credits to display properly. "
That one shows the hard dedication they have in prioritizing ;)
I am a warrior, my job is to tank, and why bother when a poorly geared Feral Druid can tank mobs twice as good as me in instances? They are harder than a full prot warrior to kill in PvP, and can now play a rouge, like a rouge at lvl 70. They wip out enough dps and stuns to cause as much damage if not more in Cat form. And for ranged dps...moonfire spam, in moonkin form.
The fact is that Druids can play basically EVERY class aside from fears, they have been granted CC, and do it as well if not better as every class is unfair. And it is excellent in my opinion that they are getting "nerfed", now in the arena it will be more fair, and gives me my job back in the instance.
It saddens me that priests have gotten nerfed, since now resto druids/shamans will be moving closer to replacing them in the non-undead instances, since both have been granted stack heal bonuses.
There is still a serious matter of Warlocks being over-powered, shamans with their temor totems and earthshocks are the only real troublesome class. When a warlock can simply DoT you up, and run around, even if you pop Bezerker rage ,and for fury deathwish, and kill them, you will still more than likely die from the DoTs. It happens all too often to me, even when being at 1/3 health, and killing a lock (which for me is ~3.5k) and still dieing, desperatly munching on whatever i have in my inventory to keep me alive, i still die.
Hunters need to get a buff, i remeber having dreaded their abilities agianst melee classes, but now they are squishy, if anything they need a stam increase.
Rouges now have a good chance agianst casters, which is good.
Warriors rage problems for tanking are now resolved, and thunderclap will come in handy when looking to add another debuff without sacrificing rage switching stances.
Shamans are set in my mind, they do well agianst casters and fear bombers, rouges cause them problems, which is a good balance.
Palis are good, since they can heal vs a warrior, while the warrior has to run away and try and bandaid. One less bubble would be nice.
Other than that, this patch is very good and will help everyone cept for the priests, which were ubfairly nerfed imo.
wow no hunter nerfs yet. about pallys up the dps an bit more. so many point changes for arena gear would be nice to see regular epic pvp gear for lvl 70.
'This just means bear druids actually have to learn to tank, and prioritize targets... just like warrior tanks have always had to do, what with the complete lack of anything remotely resembling area threat in Defensive.'
Except that Druid tanks always have had to do that too. Yes, they found it a little easier due to having Swipe, but they still had to prioritise to make sure that the mob most likely to break off and beat on the healers remained stuck to them. Conversely, Warriors had more ways of generating threat - the only thing that let them down was that they found it difficult to get the Rage to use them.
'Here's a hint: Going from "by an ungodly margin the best tanks in the game" to "second best, behind the type intended from the beginning to be tanks" isn't the end of the world.'
Except that:
1) The only thing that even made Druids ARGUABLY the 'best tanks in the game' was that they did a lot of actual damage, and therefore found it easier to get rage than Warriors. That being the case, nerf damage, fine, but why also nerf threat generation, HP and Armour?
2) Pre-2.0, Druids were the second best tanks, the second best healers, and either the second or third best melee DPS. The vast majority of the time, a Druid was only accepted in an end-game raid as a healer - because very few people actually want to heal, so raiding guilds were always crying out for healers. If a Druid tried to join as anything bar a Resto one, his application, most of the time, would be dismissed out of hand, and, if he joined as Resto and respecced, it is not uncommon in the slightest that he would be /gkicked, as Warriors were better tanks, Rogues and possibly DPS Warriors were better at melee DPS, and Mages/Warlocks/Hunters/Shadow Priests were better at ranged DPS. It seems you either simply don't remember that, or you want to return to the days of Druids being Resto, and only Resto, when it came to end-game.
Some day... priest's might disappear... some day, that is... maybe not too far in the future...
I "am" a priest, but right now im playing my alt, little shaman, is more fun to play and on 70 he can at least stand up against some classes. There are better classes i think but as for me it's fun.
Blizzard now nerfs 2 classes, druids and priests, both hit me... Druids do too much dmg, but dmg was their way of gaining aggro. Now this has gone. Also their Armor has been reduced by 50% (from 450 to 400) which means they get more dmg into...
Priests won't be able to survive any longer than a few seconds - the seconds where the enemy team has to find you (you're hiding if you're a smart one) - and then it's over. Finally i'm able to heal 15 seconds non-stop. Haha, no one can stop me...
Shadow priests and raid-surviveability? Hah, begone. They got some weeks, now they're off... Where's the point in getting a class into a raid which can't go "all out". Since we priests never had a good aggro-reduction-skill, now it even gets harder. Shadow priests cant use VE anymore - the aggro would be desasterous. Manareg? Well then still will do, BUT not "all out" since they would get too much dmg aggro, in addition to the manareg aggro (yes it exists).
There ain't many reasons to take a shadow onto a raid :(
Blizzard just "MADE" the priest class a bit with introducing PoM. We all had fun, a class which spends mostly all 61 Talentpoints into HEALING was able to survive as long as the mana gave out. Now we're back to living for ~15k life which can be done out by 2 players within a bunch of seconds. Thanks for that Blizz, you've fucked up and again "BREAK" the priest class.
You'll always MAKE and BREAK the class, but this break need a hell good of a glue to get fixed...
Okay, I just read everyones comments. Wraien by far is the smartest cookie here. Hybrids should be able to do the classes they were intended to replace but not all of them cause a druid after all still has its own abilities. I wish there were more priest because most tank/dps druids who carry around healing gear suck. They tank and dps well but suck at healing. (I had to repeat that) Now I ve seen one person do it right but then he respeced to full heals and can out heal almost every priest i know. My biggest peev is a druid who can tank and out dps me, a rogue with 15% chance to hit and 2700 AP. Thats sucks.
""Druids had it all in one tree: huge aggro generation *and* huge damage." ...and now have NEITHER. They used to have a threat modifier, but that got removed - due to the fact the damage in Bear went up so much. Now that damage has been nerfed again,"
The constant "no more dwood tanks!" whining is actually getting amusing. From the horror and wailing cries, you'd think bear druids were getting their damage nerfed to, oh, say, the miniscule damage a Prot warrior does. "Oh noes, we won't be able to outdamage the rogues *and* keep aggro on every enemy at once in ways 0/0/51 warriors can never hope to!" they all cry...
Guess what? This just means bear druids actually have to learn to tank, and prioritize targets... just like warrior tanks have always had to do, what with the complete lack of anything remotely resembling area threat in Defensive.
Here's a hint: Going from "by an ungodly margin the best tanks in the game" to "second best, behind the type intended from the beginning to be tanks" isn't the end of the world.