We will be releasing a patch on Thursday, 11 October, beginning at 02:00 CEST to resolve an issue that could sometimes prevent players from interacting correctly with objects.
As the patch is relatively small, patching time should be minimal. See you in Pandaria! |
When Patch 5.0.4 goes live in the next week, we will be implementing systems that prepare characters for the Pet Battles system that is coming with World of Warcraft: Mists of Pandaria, and bringing account-wide non-combat pets to the game. During the patching process, non-combat pets will be migrated among your characters, with the final result being all of your non-combat pets available to all of your characters. This initial adjustment to your catalog of pets includes several changes that are worth noting.
1. There will be a limit of 500 pets, per player, that can be carried going forward.
2. Pets that can only be used by characters of the other faction will be greyed out.
3. Players should not see more than one of any unique pets. Examles include: Lil' KT, Murky, and Frosty. 4. All standard pets will be merged, with a limit of three per type. Players who currently have more than three of the same pet across their characters will see a total of three after the migration. Examples of standard pets: Orange Tabby Cat, Brown Prairie Dog, Crimson Whelpling. |
To help clear up some concerns regarding the recently-announced Mists of Pandaria Beta Sweepstakes, we’ve put together a quick FAQ featuring the most common questions that we’ve seen from the community.
Q. Why did you replace the opt-in with a sweepstakes on Facebook? A. The Mists of Pandaria beta opt-in has not been replaced. The Sweepstakes is an additional way for us to randomly give out keys to our Facebook followers, but it has not replaced the beta opt-in. We’ll still be sending out beta invites to players who have opted-in, as normal. Q. Why Facebook? A. When we release important news and announcements about World of Warcraft, Facebook is among the ways we get the message out. Since a significant portion of our players have Facebook accounts, we’d like to encourage them to follow us so that they can stay up-to-date on the latest news and events. Every news item and story that goes out on our website we also send out on Facebook, so it’s a great way to keep up on World of Warcraft and Mists of Pandaria. Q. Why is my country unable to participate in the sweepstakes? A. Unfortunately, some countries have laws or restrictions which prevent us from making contests available to their residents. The beta opt-in is still running, however, and does not have the same rules and limitations. If you’re unable to participate in the Facebook sweepstakes, we encourage you to sign up for the opt-in through Battle.net Account Management (http://eu.battle.net/wow/en/blog/3887974). Q. Do I need a Facebook account to enter this promotion? A. No. While entering with a Facebook account will provide you with some additional benefits, such as sharing if you’ve won with your friends, you don’t need an account to participate. If you’d like to enter, but don’t have a Facebook account (and don’t want one), you can click on the “Alternate Method of Entry” link at the bottom of the official rules page: https://apps.facebook.com/worldofwarcraftkey/contests/260415/rules Q. The contest states that Facebook will not be given my personal information. What do you guys need it for? A. If you’re selected as a random winner, we’ll need your name and email address to ensure that you receive your beta key. We will not use this information for any other purpose. As for the Facebook application itself, while it will request access to your Friends List, it will not generate any unwanted notifications, messages, or wall posts. The request will simply allow the application to show your friends list in case you want to let them know about the sweepstakes. Q. When exactly will the weekly drawings be held? A. Drawings will be held every Tuesday, starting July 31. We’ll gather up all of the entries submitted before 11:59 p.m. each Monday and then randomly select 2000 qualified winners from that pool. Out of those 2000 winners, half of them will receive an additional key to give to a friend, sent to the email provided in the entry form. Winners will be removed from the entry pool and the process will repeat again the following Tuesday. A total of 5 drawings will be made, with the final drawing being on August 28. Please note that if you are randomly selected as a winner, it may take a few days before you are notified and receive your beta key via email. In the meantime, we ask that players please refrain from posting on Facebook or the official forums about whether or not they’ve been selected. |
It’s in the very nature of a testing environment that it can come to issues affecting availability, stability, etc. We’re testing new content here to catch those things before they affect players on live realms, after all.
So unfortunately, I cannot give you a definite answer to your question. But I can assure you that we’re at least as interested as you are in a smooth testing process and endeavour to have the test realms available as much as possible. |
I don't know the reading habits of the majority of the development team, but I do know that there is at least one among them who has been reading this forum every day, every morning since the PTRs went up.
Please don't take the absence of blue responses as a sign that we're not here and reading your posts. This is not the case and we're very thankful to everyone who is posting constructive feedback. |
With the release of the next World of Warcraft content update, Hour of Twilight (patch 4.3), players on European realms will be able to play World of Warcraft in Brazilian Portuguese. On December 7 a realm dedicated to the Portuguese community will open with optional time-limited free character transfers from specific European English realms with high Portuguese populations. Please stay tuned to these forums for additional information.
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Locking this thread as it has derailed into a political discussion.
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Farewell my friend, and all the best for your future endeavours. Also, please be sure to wear socks next time we meet, thank you.
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We’ve recently announced a new feature for the World of Warcraft Mobile Armory app: Remote Guild Chat! As part of the latest update for the Mobile Armory app for the iPhone, iPod touch and Android mobile devices, Remote Guild Chat will allow you to stay in touch with your guildmates while on the go. This feature will be in preview phase for the next week, so you just need to download the application to test it for free during this preview and discover the new service.
We would love to hear your feedback about Remote Guild Chat, so please do reply to this thread with your comments to let us know what you think. You can download the app (for iPhone, iPod touch and Android) right here: http://eu.battle.net/wow/en/services/wow-remote/#guild-chat For more information about Remote Guild Chat, check out our dedicated blog: http://eu.battle.net/wow/en/blog/2192478#blog |
Welcome to the answers thread for our World of Warcraft "Ask the Devs" global Q&A. These answers are in response to the round #3 questions, which can be seen here: http://eu.battle.net/wow/en/forum/topic/1874250361
Q: Do the developers have any plans in regards to overhauling the Combat Log so that players can easier examine the results after a battle? – Jito (Europe [English]) A: The Combat Log needs some love for sure. It was originally designed with the intent of providing players with immediate feedback, sort of like an extension to scrolling combat text and the buff / debuff panel. It turns out to be much more useful after the fact, to figure out what was that thing that hit you so hard, or what caused that proc to go off. We would like to redesign the feature with more of a post-hoc analysis in mind. It can also be a resource hog if you have it up during combat and the filtering isn’t super intuitive. One thing we have done in the meantime is made it easy for the combat logs to be analyzed by third-party sites, which makes it easier to analyze results quickly. Q: Some Addons are so powerful they simplified the game content to a degree (e.g., boss fights). Do you think that when the majority are using these Addons, the original reasoning behind the game design is violated? And isn’t it unfair for players who don’t use Addons? - 冷影幽光 (Taiwan) A: This really deserves a long answer. It sounds like a good topic for a future developer blog. To tide you over until then, we can say that some addons do a great job of providing information we really should be providing (and have long-term plans to provide).This includes information like threat, the distance you are from other players , when you have a killer debuff on you and things like that. On the other hand, when addons are too helpful, they are playing the game for you and you’re just doing what the addon tells you to do. When the mod tells you so much information about the fight that you don’t even really need to pay attention to what is happening in the world at all, then we feel that crosses the line. I don’t know that we could put the djinn back in the bottle at this point though. It would feel really harsh to prevent addons from tracking some of that information, and in some cases we’re not even sure how we would prevent it. We continue to try and come up with new mechanics that ask players to pay attention to the fight itself instead of just pushing whatever button the addon tells them to push. You might be alerted to when Atramedes emits a Sonar Pulse, but you don’t know where it is going to be. Sinestra’s Twilight Slicer requires you to look at the battle field and not just your UI. To be fair, we are also trying to do a better job of telegraphing to players when bosses will use predictable abilities. The Conclave of Wind and Nefarian for example do their special abilities at predictable intervals along their resource or health bar. It is a fine line to decide when an addon becomes mandatory. Ideally you could raid without any addons, and some players do. Information is often power in complex raid encounters though, and we agree that in some cases we don’t provide enough information yet. Does that mean Blizzard needs to replicate some of the screenshots produced by players who install thirty mods and completely overhaul their UI? Probably not. Our raid UI is a good example of what we are going for. It provides enough information for many players (and we have plans to add more to it overtime). It’s not going to incorporate the favorite feature of every raider out there, and for them, a very customizable third-party addon is a perfectly reasonable solution. Q: Will there be changes related to the bank and bags system? E.g. for set pieces (wardrobe), quest items, tabards... will the 16-slot-standard-bag be extended? - Yenaeia (Europe [German]) A: We think bags are about as big as we can make them. Imagine if you got rid of all of the folders or directories on your computer and just stuffed everything into one big directory. That feels like the direction we’ll head if we keep down the path we’re on. Instead, we think a better solution is to make it easier to find what you’re looking for and provide alternative storage for things you don’t use often. We do have plans to convert tabards into a manager similar to our Title UI on the character page. We also are exploring some ways to let players store old set pieces and the like that they don’t use often. We debate the quest item issue a lot. Our concern is that if quest items are squirreled away in some special UI that they feel less like items at all. Why require you to collect bear asses instead of just incrementing the bear asses counter? That might help solve your storage problems, but it makes quests feel even less like you are doing something in the real world. Q: Previously, the character was not interfered by the nameplate because there was always some space between the character and nameplates. I don’t exactly remember when but suddenly the nameplate covered the top section of the characters making it hard to identify the character/NPC’s status. I’m just wondering it was changed to be like that. – 제임스카메론 (Korea) A: [We’re assuming this question is referring to the V-nameplates. If not, this answer won’t make sense.] We changed the way nameplates work quite a bit in Cataclysm. One mistake we made was anchoring the nameplate to the top of the frame. This means that when you are zoomed in close to your character that the nameplate can obscure your face. In 4.1 we’re changing the anchor point to the bottom of the frame so that it will grow up as you zoom in instead of growing down. Q: Milling and Prospecting are incredibly dull and very manual tasks at present, especially when you do them in bulk. Speaking as a scribe, the entire manufacturing process from herb to pigment to ink to glyph is both time-consuming, boring and sending me well on my way to repetitive stress wrist and index finger injuries. – Keb (North America/ANZ), googce (Taiwan) A: Yes, we totally understand why this is a problem. The reason we can’t make it work just like other trade skills, is that we don’t know which herbs and ore you want to use. If you have some cheap ore and some very expensive ore, we don’t want to accidentally use the expensive ore. There are a few ways to fix this. One is we just redesign Milling and Prospecting. If they were recipe-based, then we would know exactly which material to use. It would also add a huge list of repetitive recipes to your Professions pages. We could also make some kind of new UI (think of something simple, like the Reforging UI) to let you drag and drop the materials you want to use. The advantage of the “box” solution is we could also use it for Disenchanting. Q: Would you please implement a feature that allows players to change the order of their characters on the Character select screen? – 흑풍육손 (Korea), Fanahlia (North America/ANZ), Perle (Latin America) A: Sure. Does 4.2 work for you? :-) Q: Are there any plans to implement further things into the standard UI that we currently rely on addons to provide? More specifically I mean things like Recount and Omen. - Bauertehpala (Europe [English]), Актинидия (Europe [Russian]), 柴德洛夫 (Taiwan), Terini (North America/ANZ) A: We are experimenting with adding a threat meter to our new party and raid frames. Tracking DPS is a little trickier. We feel like it’s something we should offer but we’re still debating the right way to do it. It could be something that the combat log or the achievement statistics system (neither of which are anywhere as good as they could be) morphs into. Q: Any plans to improve the Trade channel to allow buying and trading directly from chat? – Abolita (North America/ANZ) A: Ultimately, if you want a centralized location where buyers and sellers could meet, we already provide that. If you’re trying to just circumvent the 10% Auction House cut, we don’t really want to encourage that. If you want to use chat channels to haggle, you can do that already. The one situation where we think the current systems don’t work well is for really expensive crafted armor and weapons. We understand that players may not want to waste the materials until they have a buyer. Nor do they want to pay the Auction House cut on a 20,000 gold item when the volume on these items moving through the market is always going to be low. We are exploring some ways to solve this problem. Q: Internal Cooldowns are pretty hard to track currently (I'm thinking of Nature's Grace, since it's an important element of my gameplay as a Resto Druid). Do you plan to add a feature in order to make it easier to track Internal Cooldowns ? - Anyä (Europe [English]) A: This is a difficult problem to solve without a lot of additional UI bloat. We could put a debuff on the player, which is the solution we sometimes take with long cooldowns like the 60 sec one of Nature’s Grace. We could also consider something like letting players put passive abilities on their action bar, and then provide an option to view cooldowns as numbers instead of the current ‘sonar wipe’. The way some of the third-party addons handle the issue is by just throwing up more UI in between the player and the character, which is the kind of thing we are very, very cautious about adding. Q: Are there any plans to expand on the current mail system? It's rather cumbersome to have to withdraw, one-by-one, my mail when I have pages of it. – Patrïck (Latin America) A: This sounds like it is really an Auction House problem. The mail system is intended to be a little throttled and slow to discourage spam and junk mail, and works just fine for “real” mail between friends, alts or guildies. The problem is the design choice we made to hitch the mail system to the Auction House. Players dealing with a high volume of commodities have no choice but to deal with tons and tons of mail (and this is particularly bad for diverse commodities with low margins, like glyphs). We are discussing different ways the Auction House can work, but we’re not convinced the right answer is just to make the mail system more automated. Q: Before Cataclysm launch, you talked about maybe giving the chance to players of increasing their main bagpack number of slots. Are you still having that in mind or did you forget about that idea? It has been 6 long years with the same bagpack! – Proenix (Europe [Spanish]) A: Believe it or not, it’s just technically challenging. The original backpack just wasn’t coded with expandability in mind, and bumping it up now carries the risk of losing players gear, which of course would be catastrophic. It’s still on the list, but it’s not as simple as someone changing a 16 to a 24. Q: Will the Defualt UI ever be moveable and re-arrangeable without the use of mods? – Ruind (North America/ANZ) A: We are taking baby steps in that direction. We already allow you to move the focus target, and in the 4.1 patch we will let you move your player frame (your health and resource bar) and your target frame as well. We also allow quite a bit of customization of size and position with the party and raid frames. If you consider what the screen looks like with every possible UI element turned on at once (including things like the durability dummy and Arena team frames) there is almost no space left to actually see the world. If we allow players to start moving every element around, it would be very easy to stack elements on top of each other and obscure information. More hardcore players probably understand this risk and how to fix things if they break the UI for themselves. The challenge for us is making sure that players who really shouldn’t be messing with their UI don’t stumble into it. If you aren’t in the game industry (or maybe even the software industry at large) you might think it’s as simple as burying the check box deep in the options or adding a big, red “I screwed up! Please reset me!” button. But we can assure you that it’s not. Q: What if there was a separated target system? For example, if I can set defensive and offensive target at same time then I don’t have to switch target to use heal or other emergency skills for our friend no matter what target I’m attacking. I think this feature is especially useful for some classes, such as Retribution Paladin and Shadow Priest. – Whitewnd (Korea) A: We understand why that might be beneficial, and some games have gone that route, but we’re not huge fans of the idea for a couple of reasons. One, it just adds more complexity to the UI, which you can see from previous questions is something we’re trying to remain vigilant against. More importantly, we like players having to make the choice of who their target is. We don’t want to make the game so smart that harmful spells always seek out enemies and helpful spells always seek out allies. We do this in a few rare cases, like Discipline’s Atonement, but in general we want players to make the second-to-second choice about whether they are playing offensively or defensively. |
Welcome to the World of Warcraft Developer Global Q&A. In this thread we'll be collecting questions from you to have answered by our developers. We'll be asking for your question each time a new Q&A Questions thread goes up, having the community vote on them, and posting the answers we receive approximately one week later.
Status: Locked: voting over -- thanks all! Here's how this works:
Rules
Tips
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User Interface
* For opening cinematics there is now a streaming option interface in the login screen for play-on-demand. * Players can now individually remove raid world markers. * The Reputation Pane now saves which reputation categories are expanded or collapsed. * Character Info Window o The Character Info window (C) now saves the order and expand/collapse state of stat categories separately for each talent specialization. o Character movement speed is now displayed on the Character Info window (C) with all other stats. o The Haste display on the Character Info window (C) now shows the total haste percentage, rather than only haste from haste rating. * Archaeology o There are now number displays on the summary page and dropdown menu. o Ready Flash has been added to the race icons. * Guild Interface o A View All button has been added to the profession display regardless of whether Show Offline Members is checked. o Online members can now be sorted to the top of the View Crafters list. o The guild reputation cap is now displayed in the tooltip. * Real ID & Chat o Real ID login notifications now include character and game icons. o Players can now right-click close a chat window tab even if it's not the current tab. o There is now an option to auto-pop whispers into a new tab. o Popped out whisper windows now show online/offline status messages. * Unit Frames o Predicted healing (previously only available for Raid Frames and raid-style Party Frames) has been added to the following unit frames: Player Frame, Party Frame, Target Frame, Focus Frame. * Addon Changes o Canceling buffs are only restricted during combat. o The direction of spell flyouts are set via attribute. o Console commands have been added to the login screens: ExportInterfaceFiles art, ExportInterfaceFiles code. * Bug Fixes o Many bugs... handled them! Quests & Creatures * Tol Barad Peninsula o A new achievement, Just Another Day in Tol Barad, has been added for completing all of the Tol Barad daily quests. o Crazed Guards now drop Rusty Rifles. o The spawn rate of Alliance and Horde Infantry for the quest "The Leftovers" has been increased. o The Magnetized Scrap Collector for the quest "Magnets, How Do They Work?" will now be correctly removed from players' bags upon completing the quest. o Both the Baradin's Wardens and Hellscream's Reach Commendations are now Bound to Account items. o Quest turn-in NPCs have been added to Baradin Base Camp and Hellscream's Reach in Tol Barad Peninsula for the Tol Barad bonus quests. This will allow players to turn in these quests if the original quest givers in Tol Barad are not available. o Kill credit for the Tol Barad bonus quest bosses will now be granted to players who have helped attack them, even if they are not in the same group. These bosses include Problim, Archmage Galus, Warden Silva, and Svarnos. o The Farson Keep Prisoner summoned for the quest "Walk A Mile In Their Shoes" will now only be visible to the player who summoned him. Bug Fixes * Worgen now work properly in the Barbershop. |
Warriors
* Charge now shares diminishing returns with stun effects. * Cleave damage has been reduced by 20%. * Heroic Strike damage has been reduced by 20%. * Talent Specializations o Arms + Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances, however, the talent now causes Charge and Intercept to share a cooldown. + Lambs to the Slaughter: Instead of granting 10/20/30% damage to the next Mortal Strike, Overpower, or Execute, it now grants a 10% buff to any Mortal Strike, Overpower, Slam, or Execute that stacks 1/2/3 times. + War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam. o Fury + Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%. * Glyphs o Glyph of Rapid Charge has been changed from a 7% reduction to Charge's cooldown, to 1 second off of the cooldown. This change is primarily to clarify the exact cooldown reduction this glyph provides. Professions * Archaeology o Archaeology fragments now have a hard cap of 200 per race. Players will not be able to collect additional fragments until they complete artifacts to take them down below 200 fragments. Players with more than 200 fragments will not lose additional fragments in 4.0.6, but in a future patch we may remove any fragments above 200. * Cooking o Multiple spawn locations now exist for the Confectioner's Sugar (daily quest item) in Stormwind. * Jewelcrafting o Meta gems with the Chaotic and Relentless prefixes now have a requirement of 3 red gems. o New meta gems have been added: Agile Shadowspirit Diamond (Agility/3% critical damage), Reverberating Shadowspirit Diamond (Strength/3% critical damage), and Burning Shadowspirit Diamond (Intellect/3% critical damage). These new recipes are unbound and can drop from any Cataclysm creature. The new meta gems have a requirement of 3 red gems equipped. Items * Bell of Enraging Resonance can now trigger from any damage spell instead of only critical strikes. * The Fury of Angerforge internal cooldown has been drastically reduced so this trinket will build up charges much faster. * The cooldown on the Horde Battle Standard has been adjusted to 10 minutes to be consistent with the Alliance version. * Mandala of Stirring Patterns now grants Intellect instead of Mastery. * The PvP Priest 4-piece set bonus has been redesigned. When Power Word: Shield is cast on the priest, movement speed reduction effects are temporally suppressed for 4 seconds. |
Hunters
* Aimed Shot! weapon damage has been increased to 200%. * Aspect of the Wild, Aspect of the Hawk, and Aspect of the Fox can now be cast while mounted. * Deterrence now provides 100% chance for melee attacks to miss instead of 100% parry chance. This means that attacks that cannot be parried, notably some rogue abilities, can now be prevented by Deterrence, and the hunter will gain the benefit of Deterrence even if disarmed. * Dust Cloud's cooldown and duration have been modified to make it closer aligned with Tailspin (same effect, different pet). * Kill Command's damage has been increased by 20%. * Kill Shot's attack power scaling has been increased by 50%. * Master's Call now has a 35-second cooldown, down from 1 minute. In addition, the visual effect is more obvious. * Talent Specializations o Marksmanship + Chimera Shot's attack power scaling has been increased by 20%. o Survival + Into the Wilderness (passive) has been reduced to a 10% Agility increase, down from 15%. * Pets o Pets now have 70% of the master's armor, rather than a different value based on which type of pet they are. o Shale Spiders now correctly have a special ability (Web Wrap). o Bad Manner (monkey) now properly breaks from damage. Mages * Flame Orb now ignores critters. * The mana costs of Arcane Brilliance and Dalaran Brilliance have been reduced by approximately 16%, making them roughly equal to the cost of Mark of the Wild. * 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. * Bug Fixes o Ring of Frost can now be cast, and works properly, on transports (this includes elevators, trapdoors, etc.). Paladins * The mana costs of Blessing of Might and Blessing of Kings have been increased by approximately 217%, making them roughly equal to the cost of Mark of the Wild. * Crusader Strike weapon damage percent has been increased to 135%, up from 115%. * Divine Plea now lasts for 9 seconds, down from 15. It grants 4% mana per tick, instead of 2%, for a total of 12% mana, up from 10%. * Inquisition is no longer dispellable. * Rebuke can now be trained by all paladins at level 54. Existing characters will need to visit their trainer, even if they had talented Rebuke before. * Talent Specializations o Holy + Denounce now has a spell overlay. o Retribution + Divine Purpose: The chance for applicable abilities to generate Holy Power has been reduced to 7/15%, down from 20/40%, but instead of generating 1 Holy Power, the next applicable ability used consumes no Holy Power and acts as if the paladin has 3 Holy Power. + Hand of Light (Mastery): A percentage of the damage done by Templar's Verdict, Crusader Strike, and Divine Storm is done as additional Holy damage. + Repentance is no longer broken from damage done by Censure (Seal of Truth). + The Rebuke talent has been replaced with a new passive talent, Sacred Shield. Paladins who had Rebuke before will automatically have Sacred Shield. Sacred When reduced below 30% health, paladins gain the Sacred Shield effect. The Sacred Shield absorbs X damage and increases healing received by 20%. Lasts 15 seconds. This effect cannot occur more than once every 30 seconds. Undispellable. + Zealotry is no longer dispellable. * Glyphs o Glyph of Divine Plea now adds 6% mana, for a total of 18% over 9 seconds. * Bug Fixes o Word of Glory will no longer reset the swing timer. |
Death Knights
* Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them. * Necrotic Strike's absorption effect is now reduced by the target's resilience. * Talent Specializations o Blood + Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target. + Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap's cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active. o Frost + Howling Blast now deals 40% less damage to all targets other than the primary target of the spell. + Might of the Frozen Wastes now also increases all melee damage by 4/8/12% while wielding a two-handed weapon. o Unholy + Desecration is now also triggered by Necrotic Strike. + Runic Corruption procs while the aura is already active now add 3 seconds to the existing aura duration, instead of simply refreshing/overwriting the existing aura. + Unholy Might (passive) has been reduced to a 5% Strength increase, down from 10%. * Glyphs o Glyph of Death's Embrace no longer refunds Runic Power when self-healing via Lichborne. Druids * Barkskin is no longer dispellable. * Healing Touch is now trained at level 78, up from level 3. * Lacerate damage has been reduced by approximately 20%. * Mangle (Bear Form) weapon damage (at level 80+) has been reduced to 235%, down from 300%. * Mangle (Cat Form) weapon damage percent (at level 80+) has been increased to 460%, up from 360%. * Maul damage has been reduced by approximately 20%. * Mount Up: This guild perk now applies to Flight Form and Swift Flight Form as well. * Nourish is now trained at level 8, down from level 78. * Omen of Clarity can no longer trigger from helpful spells (aka heals), unless the Restoration talent Malfurion's Gift is chosen. * Rake damage has been reduced by 10%. * Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost has been reduced from 26% to 16%. * Rip damage has been reduced by 10%. * Shred weapon damage percent (at level 80+) has been increased to 450%, up from 350%. * Talent Specializations o Balance + The Shooting Stars buff duration has been increased to 12 seconds, up from 8 seconds. + Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 15%. o Feral + Berserk (instant Mangle proc) now has a new Spell Alert identifier. In addition, Berserk no longer breaks Fear or makes the druid immune to Fear. + Pulverize weapon damage percent has been reduced to 80%, down from 100%. o Restoration + Empowered Touch now also affects Regrowth. + Nature's Bounty no longer affects Swiftmend, but now has a new effect. When the druid has Rejuvenation on 3 or more targets, the cast time of Nourish is reduced by 10/20/30%. * Glyphs o Glyph of Regrowth now causes the heal-over-time effect to refresh itself on targets at or below 50% health, up from 25%. o Glyph of Wrath now increases damage done by Wrath by 10% and no longer requires Insect Swarm on the target. |
You can find the latest updated patch notes in this article: http://eu.battle.net/wow/en/blog/1652334
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