Recent In-Game Fixes - Decmeber 2009 - 12/16
Source- Ionar, in the Halls of Lightning, will now only disperse once during the course of the fight.
- Prophet Tharon’Ja of Drak'Tharon will now only steal your flesh one time during the encounter.
- Players with the quest “Wrath of the Lich King” will now properly receive quest credit.
- Muradin and Saurfang will no longer gain stacks of Battlefury from totems. Additionally, the duration of Battlefury has also been reduced.
- Lord Marrowgar is now tauntable.
- The Looking For Group item level requirement for Halls of Reflection has been raised to match the difficulty of the encounters.
Deathbringer Saurfang Hotfix
Looks like now guilds will need more tanks for it...
SourceDeathbringer Saurfang's Rune of Blood has been modified to heal 10 times the amount of damage dealt instead of 5 times the damage. This will make the encounter more difficult if you try to tank Saurfang with just one character. The tooltip does not reflect this change, but it will in a future patch.
Looting Items in the New Dungeon System
If you haven't figure it out yet how this new system work here is the official explanation for it.
SourceThere has been some confusion regarding looting items when using the new Dungeon Finder system so we would like to take a moment and provide an explanation for some of these new features.
Anytime players are matched up with other players using the Dungeon Finder system, the looting option is automatically set to “Need Before Greed” which is designed to be a fair system that rewards items to the classes they are designed for. While there can be some finer details on how this works, here is an overview on this system:
- The “need” option is only available for both armor and weapons that are designed for your class. Caster classes and hybrid caster classes can roll “need” on items with intellect and/or spell power while melee classes cannot. Melee classes and hybrid melee classes can roll “need” on the items without intellect and/or spell power. There is an additional restriction that only allows characters to roll for armor items if it’s the armor type that is designed for their class. So since cloth armor is designed for mages, priests, and warlocks only they can roll “need” on these armor types. Then leather armor is for druids and rogues, mail armor for hunters and shaman, and plate for death knights, paladins, and warriors. Keep in mind that these restrictions only apply to items above a certain item level since the breakdown of stats is very different in the early leveling area of the game.
- We also introduced a “disenchant” option that is open to all classes on all items whenever a player with the sufficient level of skill in enchanting is in the group to disenchant the item that just dropped. If the winner of the item has selected this option the item will automatically be disenchanted and the resulting material(s) placed in the character’s bags instead of the item. Just like it was before the patch, disenchanting any item is not reversible and the item is permanently removed so you should only select this option if you have no plans to use the item or trade it to another player.
- The “greed” option is open to all classes and all item types but the players who roll greed will also roll against those who select disenchant. The reason for this is that if an item is not a high priority and/or eligible to be rolled “need” on, then other players running the dungeon have an equal chance to get a reward for defeating the encounter.
As far as how the whole Dungeon Finder system works, it matches up characters with others in their entire Battlegroup instead of just their individual realm. Once a dungeon is completed players go back to their respective realms where they cannot communicate or trade with players on other realms, so any items you gained in the dungeon can no longer be traded to another character in the group. If you are considering giving an item to another player, you must do so before either character leaves the dungeon.
We appreciate all of the feedback from the community so far and we will continue to monitor and resolve any questions or issues as they come up.
An Interview with Samwise Didier - Panda Talk
Sweeping Strikes and Bladestorm
SourceWe're trying to fix the interaction between Sweeping Strikes and Bladestorm. The purpose of Sweeping Strikes is to let your attacks hit more targets, not hit the targets you are already hitting harder.
Bladestorm should not be able to use Sweeping Strikes to transfer all that damage to a single target. As I said above, the purpose of Sweeping Strikes is to hit *additional* targets not just cause more damage to existing targets. I believe Whirlwind works with Sweeping Strikes correctly, so we'd like to get Bladestorm to work the same way.
This change will then let us see if any of the concern about Bladestorm in PvP is founded or if it's not an issue without Sweeping Strikes inflating the damage.
We don't think this will be a real nerf to PvE Arms warriors, but if it chills out their AE damage in those very specific situations where there are several closely grouped adds and Arms damage skyrockets, then I agree that's a good thing.