Patch 4.1 PTR notes updated for March 30

The PTR 4.1 patch notes have been updated for March 30. Of particular note is a new Battle.net account-bound classification for heirloom items, allowing players to transfer their heirlooms around from account to account when they're part of the same Battle.net ID. Hit the jump for the new notes.
Achievements PvP
Shaman
Warlock
- 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.
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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.
- 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.
- Ragezone cast by Defias Blood Wizards now only increases damage dealt, no longer increasing damage taken.
- 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.
- 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.
- 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.
- 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.
- The maze section has been removed, and nearby creatures and bosses have been adjusted to compensate.
- 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.
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Alchemy
- Flask of Steelskin now grants 450 Stamina, up from 300. The Mixology bonus for alchemists remains at 120 stamina.
- 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.
- 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.
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Unholy
- 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.
- 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.
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Restoration
- Nature's Swiftness now also increases the healing done by th eaffected nature spell by 50%.
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Pets
- Summoned pets now start with 100 focus, up from 0.
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Hunter Bug Fixes
- 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.Mage
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Arcane
- Arcane Blast damage has been increased by 13%. cast time has been reduced to 2.0 seconds, down from 2.35 seconds.
- Arcane Explosion damage has been increased by 30% 13%.
- Frost Fingers of Frost bonus damage applied to Ice Lance has been increased to 25%, up from 15%.
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Protection
- Sacred Duty can now be activated by Avenger's Shield in addition to Judgements. The effect now lasts 10 seconds, down from 15.
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Holy
- Holy Word: Sanctuary healing done has been increased by 35%. In addition, it has a new spell effect.
Shaman
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Restoration
- Cleansing Waters now has a 6-second internal cooldown.
Warlock
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Affliction
- Unstable Affliction damage done when it is dispelled has been doubled, but this damage can no longer be critical. Glyphs Glyph of Soul Swap now increases the cooldown of Soul Swap by 15 seconds, up from 10 seconds.
- Heroic Leap is no longer on the global cooldown, similar to other warrior movement abilities.
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Protection
- Gag Order now applies to Pummel and only affects Heroic 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.
WoW Patch 4.1 is on the PTR, and WoW Insider has all the latest news for you -- from previews of the revamped Zul'Aman and Zul'Gurub to new valor point mechanics and new archaeology items.






Reader Comments (Page 1 of 6)
Balmazer Mar 31st 2011 12:27AM
Wailing Caverns
* The maze section has been removed, and nearby creatures and bosses have been adjusted to compensate.
That's going to be pretty interesting to see them work that out, I'm fairly surprised that they actually even touched the place.
Tuttutt Mar 31st 2011 12:37AM
Long over due I say haha
Fletcher Mar 31st 2011 1:02AM
"The maze section has been removed"
So ... all of it? I can't recall a part of that hellhole that *isn't* a maze.
Revnah Mar 31st 2011 2:03AM
@Fletcher: That's what I was thinking, haha!
Joker Mar 31st 2011 7:30AM
Strange how you all think more dumbing down of WoW is a good thing.
It's disgusting seeing Blizz gut a once great game so that people that don't like to think can have an easier time. These are the same people that are polluting the WoW community.
Arrohon Mar 31st 2011 7:35AM
Wailing Caverns has been hated for years. It's way too large for such a low lvl dungeon and the map makes it very hard to navigate. I have a path that I follow to make it much easier but I'm still happy to see it downsized a bit.
j.h.gorton Mar 31st 2011 7:42AM
It's not "dumbing down." The maze isn't fun no matter how intelligent you are. People want challenging content, but only where the challenge can be overcome by the player's skills.
MusedMoose Mar 31st 2011 8:25AM
I'm just thankful to see *anything* done with that place. I've had more groups just plain give up in Wailing Caverns than any other dungeon - hell, I've had more people drop group as soon as they showed up. It's too big, it's too easy to get lost, and overall it's just not a fun dungeon. I'm really, really glad they're making some changes.
Peepers Mar 31st 2011 8:40AM
@Joker
Because pulling up a map on a laptop or smartphone with the predetermined path takes massive amounts of "intelligence". Get a grip man.
PeeWee Mar 31st 2011 11:13AM
Blizz could make it possible to mail Heirlooms cross-realm in a heartbeat. A buddy of mine did a PCT and forgot to remove the heirlooms in his bank before he did. Blizz GM had the heirlooms in his main's mailbox before he could type "Thank you for your help". In fact, I'm pretty sure it'd be possible right now if Blizz wanted us to.
Note the keywords "if Blizz wanted us to".
It's money to be made there, that cow's gonna be milked so dry it'll crumble up and blow away. As long as people cough up the dough, Blizz will be there to happily recieve it.
Joker Mar 31st 2011 5:07PM
@Peepers. If you didn't memorize WC on your first run and can't navigate the "maze" without paying attention then you don't deserve to be playing a MMO.
What kind of loser looks up maps...
Tuttutt Mar 31st 2011 12:36AM
Finally boa gear actually boa lol
Jeff (Not that one ^ ) Mar 31st 2011 12:52AM
But they haven't been clear: Can you send it to your characters on your account that happen to live on other servers? It says different accounts, but doesn't mention servers. I'm maxed on my server. What do I do? Spend ANOTHER $15 a month to experience the other 10 specs that I'm not allowed to play on my current 10 characters AND have my BoA gear?
Tuttutt Mar 31st 2011 12:54AM
Ah thats a good point didnt think of that doh.
Vangelis Mar 31st 2011 3:14AM
@Stella
The way you put it doesn't make sense. Say you wanted to transfer heirlooms from one B.N Acc to another what you are saying is that you'd only be able to transfer them to the identical realm on the different account.
Blizz wouldn't put time and effort into creating this system if we couldn't transfer heirlooms x-realm like everyone wants. They said it wasn't easy so maybe having to make them Battle.Net bound was the only way to circumvent the problem!
Noyou Mar 31st 2011 4:33AM
Maybe i am too simple but the way i read it : transfer BoA within the same battlenet account means: any server any faction. As long as its the same battlenet account. It shouldn't matter because the coding is battlenet not server X. That being said your BoA has to say Bind to battlenet. which i have yet to see...
Anony Moss Mar 31st 2011 5:38AM
@Stella
Just something I'd point out: this may only apply to some older games, but account transfers (due to the nature of the process) actually did require human oversight. Mind you, it wasn't a lot of oversight, but for EverQuest it was actually a process a human had to review and confirm. Even something as simple as logging into the accounts and confirming that the character is on the new server before removing the old one. My only point being, it may be a fully automated process but what direct information I have from another, albeit older, MMO was that there was some level of human interaction required for the process to take place.
Now, that said - you still have a perfectly valid point in that transferring 10 characters or 1 character is very likely a very marginal difference in work load. If anything it'd be nice to see something like the current $25 with say +$5 per additional character. Or even simply a package deal of $25/each or $50 for up to all 10. Anything that actually allowed someone to transfer the bulk of their account with them.
WoW has become such an incredibly huge game and as a result the number of servers is immense. This also means that when people find out a friend (or make a new friend) in their real lives that plays wow, odds are very high they won't be able to play together. Helping mitigate this cost would be a really positive thing for the game. One last thought would be to actually simply add a program similar to RAF/Resurrection Scrolls that allowed someone to help transfer a friend to their server, and as a result allowed the person to transfer extra character(s) or with some discount or benefit to the two friends.
The more Blizzard can encourage the social aspect of this game and facilitate real life friends being able to play together, the better the game is for all of us.
Pengwen Mar 31st 2011 7:26AM
Regarding Cross-realm mail
IIRC, the main problem deals with initial system architecture. The whole reason that blizzard wanted people to "link their battle.net accounts with their wow accounts" (come on people, we got Mr. Chilly for doing this early :P), was to allow for future additions, such as cross realm mail and realid (aka cross realm chat).
This was discussed via twitter and reported on wow insiders about a year ago
http://wow.joystiq.com/tag/cross-realm-mail/
Correct me if i am wrong, but if i recall correctly (i cannot find the old blizzard blue post), it has to deal with the fact that technically the servers are separate entities, and the characters are stored as a list on each server, rather than simply a massive overhead list bound to the account.
Evidence to support is when a specific server is down for maintenance, that you cannot even see what characters you have on the server, as the client has to reference the server directly, rather than simply being able to check against your account.
@stella, I agree, in 4.1 i doubt we will see cross-realm mail, but it's hopefully on the horizon...
Arrohon Mar 31st 2011 7:28AM
What's dumb? The process or the person paying for the process (which is completely optional)?
Szass Mar 31st 2011 7:35AM
Too bad I have already closed my second account.
Cost a little money to transfer my secondary toons to my main account, but it'll save me $180 a year.
Too little too late Blizz.