Patch 4.2 hotfix roundup

Hotfixes for patch 4.2 have been released at a steady pace ever since the patch's release. Though patch 4.2's launch was impressively smooth, it wasn't without its hiccups. Luckily. Blizzard is pretty quick to get errors addressed and fixed as soon as possible, which is why these hotfixes keep coming out at a regular rate.
From tweaks to various class mechanics to the encounters in the Firelands raid, the amount of information regarding these hotfixes has been pretty substantial. Rather than leave you to sift through weeks worth of hotfix posts, we've collected all hotfix information for patch 4.2 in one handy spot. You want a recap of everything that's been adjusted and changed in regards to the latest patch? Follow after the break for a complete compilation of patch 4.2 hotfixes.
From tweaks to various class mechanics to the encounters in the Firelands raid, the amount of information regarding these hotfixes has been pretty substantial. Rather than leave you to sift through weeks worth of hotfix posts, we've collected all hotfix information for patch 4.2 in one handy spot. You want a recap of everything that's been adjusted and changed in regards to the latest patch? Follow after the break for a complete compilation of patch 4.2 hotfixes.
General
- Characters should no longer randomly suffer falling damage.
- An issue has been corrected that would cause players to lose their progress towards Veteran of the Horde II, Veteran of the Alliance II, Warbringer of the Horde, or Warbound Veteran of the Alliance if Veteran of the Horde or Veteran of the Alliance were complete.
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Druids
- Feral druids can now use Skull Bash in the Firelands raid. It only seems fair.
- It is no longer possible to cancel Lunar Shower by right-clicking the buff, or canceling it via a macro.
- Starfall is no longer hitting targets that are within 40 yards if they are not in combat with the druid or his/her party/raid members. It is targeting all hostile characters in combat with the druid's party/raid members, is not hitting Stealth characters, is not breaking crowd control effects, and is not targeting nearby critters.
- Faerie Fire and Faerie Fire (Feral) will now remove Stealth, Invisibility, Vanish, Shadowmeld and Prowl from players.
- Rake should again be able to trigger Primal Fury.
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Hunters
- All of the Hunter-centric rare spawns in Mount Hyjal and Molten Front are now immune to both Distracting Shot and Taunt.
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Mages
- When using Spellsteal on a shaman, Lava Flows will no longer be given to the mage as a buff. The buff, however, will be removed from the shaman.
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Priests
- The Flash Heal from Surge of Light will now correctly activate Chakra.
- The heal-over-time effect from the Glyph of Prayer of Healing now will correctly apply to targets that are within 30 yards of the target of Prayer of Healing, but over 40 yards away from the priest.
- Channeled spells are no longer being interrupted if cast immediately after Shadowfiend.
- Shadowfiend is now causing the casting priest to enter combat when cast on enemy players.
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Rogues
- Sap is no longer placing the rogue in combat when he/she is visible and the target is sapped.
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Shaman
- A Fulmination critical strike for more than 30,000 damage (10-player) or 45,000 damage (25-player) should now properly interrupt Rageface's Face Rage in the Firelands.
- When Lava Flows is stolen by a mage via Spellsteal, the mage will no longer gain the Lava Flows buff.
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Warlocks
- Warlocks will no longer fall through pillars in Ring of Valor if the pillar is moving when the player uses Demonic Circle: Teleport.
- Pets should no longer be attacking new targets at random while a player is under the effects of any crowd control.
- Characters should no longer disconnect or receive movement enforcement errors when certain spells, abilities, or item effects are used while on moving transports.
- Combat pets should no longer aggro creatures while the player is mounted.
- Pet Defensive stance will no longer cause the pet to assist the player while a vanity pet is active.
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Dungeon Finder
- It is no longer possible for two separate guild groups with less than five players each to be matched with any other groups or players in the queue from the same guild.
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Baradin Hold
- The Eye of Occu'thar shared cooldown on Focused Fire has been increased, while eye health has been decreased.
- Eye of Occu'thar damage and health is now properly scaled for 10- and 25-player versions of the dungeon.
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Blackwing Descent
- Atramedes's Sonar Pulses are properly moving toward raid members when spawned underneath him.
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Blackwing Lair
- All Brood Affliction debuffs applied by Chromaggus are now removed after zoning out of Blackwing Lair.
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Firelands
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Ragnaros
- Molten Elementals can no longer be knocked back while having the Molten Power buff. Molten Elemental move speed has also been decreased by 15% on Heroic difficulty. These adjustments will require a realm restart to take effect.
- Several locations which could be used to avoid damage from Engulfing Flames have been adjusted so they're no longer safe spots.
- Combustible will always be reapplied to Living Meteors, even if the attacking character dies as a Meteor Impact occurs.
- Living Meteors will now become frozen by Cenarius under all conditions when transitioning into phase 4 on Heroic difficulty.
- If a Living Meteor is frozen in the lava pool during the transition into phase 4 on Heroic difficulty, it will teleport on a player after the stun ends, but will no longer explode immediately. Players now have a 2-second window to escape the meteor's melee range.
- Living Meteors will gain the Living Meteor Transform buff once frozen in the Breadth of Frost trap, even if a meteor is knocked into it.
- If a Living Meteor's fixated target drops aggro via Feign Death, the meteor will target the pet, and then select a new non-pet target upon which to fixate.
- Ragnaros now enrages after 18 minutes in all raid difficulties and sizes, up from 15 minutes.
- Molten Elementals are no longer able to critically hit players.
- The responsiveness of the Molten Power ability has been increased on Heroic difficulty.
- Living Meteors no longer evade and return to their spawn point when their original target dies or uses a threat drop. They will instead choose a new target.
- The Sons of Flame can no longer be missed by melee attacks and abilities.
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Baleroc
- Baleroc's health has been increased on 10-player Heroic difficulty.
- Baleroc's gate now despawns properly when he resets.
- Shards of Torment despawn when Baleroc resets even if they are spawned after Baleroc has despawned.
- Death knight Bloodworms are no longer removing stacks of Torment when they explode to heal other players.
- Baleroc's gate will now properly unlock itself again after a wipe, even if Shannox is still alive.
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Shannox
- Successful attacks on Rageface will now always be critical strikes while he is channeling Face Rage.
- Players on the legendary quest Delegation should now be able to get the Dull Emberstone Focus charge off of Shannox's spear more easily, so long as it's placed within 50 yards of the spear.
- Shannox will now rotate when appropriate instead of moving to get in range of his target while being tanked.
- Shannox will always use Hurl Spear after a raid wipes, even if Riplimb collapsed just prior to the group wiping.
- Rageface's Face Rage is now slightly less rageful, as the increase of the rate of damage per tick has been reduced.
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Alysrazor
- Voracious Hatchlings will now Imprint on a new target if their current target dies.
- Blazing Talon Clawshapers and Blazing Initiates cannot be interacted with any longer prior to them shifting to human form.
- The Molten Feather power bar is now reappearing when appropriate.
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Lord Rhyolith
- Rhyolith is now slightly easier to turn in 10-player mode.
- Lord Rhyolith can now be quickly snapped from left to right, or right to left, if the appropriate amount of damage is dealt to the opposite foot.
- Lord Rhyolith now prefers to activate volcanoes that are in front of him over volcanoes that are behind him.
- Lord Rhyolith now spawns slightly further back on his platform, allowing players to stand on the edge of the terrain and not aggro him.
- Lord Rhyolith no longer despawns when reaching the end of the encounter area, and does not despawn when casting Drink Magma from any of the possible locations.
- Lord Rhyolith now summons in volcanoes when intended, and it is no longer possible for the first set of volcanoes to be ignored.
- Concussive Stomp damage has been increased on Heroic difficulty.
- Eruption now increases fire damage taken by 5% per stack, down from 10%.
- The Eruption debuff is now cleared when transitioning into phase 2 of the fight.
- Multiple volcanoes casting Eruption will now create separate stacks. Crushing a volcano will cause its stacks of Eruption to fade shortly after.
- Ranged pets can no longer damage Lord Rhyolith's legs without beginning the encounter.
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Majordomo Fandral Staghelm
- Flame Scythe now properly hits pets.
- Fandral can now cast Searing Seeds and Burning Orbs while moving.
- Majordomo Staghelm has had his health increased by 10% on Heroic difficulty.
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Beth'tilac
- Beth'tilac and her offspring now have increased health and damage on Heroic difficulty.
- Beth'tilac's trash will no longer respawn after she has been killed.
- Cinderweb Drones will now add threat to players on the bottom floor (below the web) and not give any threat to players above the web.
- The Widow's Kiss will now ignore immunities, including Divine Shield and Anti-Magic Shell.
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Creatures
- Cinderweb Spiderlings no longer drop any loot and their health is restored to full after players exit combat.
- The Flame Archon range of Fiery Torment has dramatically increased.
- Flamewaker Subjugator, Flamewaker Animator, and Unstable Magma health has been reduced. Flamewaker Subjugator damage has been increased for 25-player raids.
- The damage-over-time effect from the Hell Hound ability Rend Flesh now stacks up to 5 times, down from 10.
- Molten Flamefathers had too much health in 10-player mode, and too little health in 25-player mode. This has been corrected.
- Surger damage dealt by Surge has been reduced.
- Unbound Blazing Elementals now have a greatly reduced chance to drop epic items and crafting recipes. They also drop less gold.
- Unbound Pyrelords can properly target banished/cycloned Smoldering Elementals with Ignite Elemental. In addition, Ignite Elemental cannot be interrupted.
- Unbound Pyrelord health has increased, while Unbound Smoldering Elemental health has decreased.
- Neither the Sulfuron Span nor Shatterstone volcano are able to be affected by the siege damage done by a Saronite Bomb.
- The rate at which crafting recipes drop has been greatly reduced.
- The stationary Hell Hound pack at the front of the dungeon should no longer cause players to become stuck in combat.
- There are now fewer Hell Hounds before Beth'tilac, making the engagement a little less... hellish.
- Creatures linked to Shannox will now respawn every 4 hours until he is killed, up from 2 hours.
- The aggro radius on the third pack of Hells Hounds on the way to Beth'tilac has been reduced.
- Unstable Pyrelords now have an active stealth detection aura present when the gauntlet is triggered which prevents stealth classes from traversing up the hill undetected.
- The Ancient Lava Dweller can no longer be looted by engineers with the Loot-A-Rang.
- Unbound Pyrelords are no longer casting Ignite Elemental on the same target. All Unbound Smoldering Elementals should now be changed to Unbound Blazing Elementals by the time the pyrelord dies.
- The Unbreakable Shell buff present on Unbound Smoldering Elementals now reduces damage received by 50%, down from 90%.
- Unbound Smoldering Elementals are now correctly resetting and are no longer retaining Blazing Flame when they leave combat.
- Heroic difficulty has been activated and is accessible in all regions.
- Pet corpses, guardians, and placed items should no longer provoke Engorged Broodlings to a premature detonation.
- The pack of creatures fighting each other around Flamewaker Beast Handlers will stop fighting each other and attack the raid once provoked.
- Flamewaker Subjugators now award 50 reputation, up from 15, while Flamewaker Animators award no reputation or loot.
- The aggro radius on the third pack of Hells Hounds on the way to Beth'tilac has been reduced.
- Unstable Pyrelords now have an active stealth detection aura present when the gauntlet is triggered which prevents stealth classes from traversing up the hill undetected.
- Fiery Blood from Fire Scorpions now only affects other Fire Scorpions and Giant Fire Scorpions.
- Fire Turtles should no longer keep players in combat after their pack is killed.
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Ragnaros
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Zul'Drak
- Players are again successfully able to complete the quest Betrayal.
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Zul'Gurub
- High Priest Venoxis and Zanzil have had the damage of many of their spells and abilities reduced.
- Cauldron of Battle and Big Cauldron of Battle no longer lose flask charges from repeated clicks when players already have one in their inventory.
- Eternal Embers dropped in the Firelands raid now bind when picked up. Master Looters are only able to give Eternal Embers to players who are on the quest All-Seeing Eye.
- Paladin tier 12 2-piece set bonus: It should no longer be possible to get a double proc of Flames of the Faithful.
- Many item procs were not being triggered properly by melee auto attacks after a hotfix made yesterday. This has been corrected.
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Holiday Rewards
- Satchel of Chilled Goods, Keg-Shaped Treasure Chest, Heart-Shaped Box, and Loot-Filled Pumpkin will no longer remain in character inventory once the associated holiday is over. Players must loot the items from these caches before the corresponding holiday ends. More information can be found here.
- Alliance and Horde Guild Battle Standards cannot be used inside the Firelands raid.
- Both Faldren Tillsdale and Jamus'Vaz (Valor Point vendors) now display items grouped together in the following manner: rings, necks, bracers, relics, ranged weapons, thrown weapons, then tier sets.
- The Severed Visionary Tentacle is no longer infinitely applying to characters.
- The Heroic and normal versions of the crossbows Arbalest of Erupting Fury and Lava Bolt Crossbow no longer have identical stats.
- Jamus'Vaz and Faldren Tillsdale are once again offering players Conquest Points in exchange for Valor Points.
- Normal and Heroic versions of Deflecting Star now correctly bind when picked up.
- Eternal Embers are now epic quality.
- Normal and Heroic versions of Pauldrons of Roaring Flame now have mastery rating instead of hit rating.
- Ruthless, Vicious, and Bloodthirsty Gladiator's Clasps of Cruelty have had their Stamina values increased to remain consistent with equivalent belts. Note that the tooltip will require a patch to update.
- Riplimb's Lost Collar seemed to truly be lost. This item now properly has a chance to drop from select creatures.
- Several Ruthless Gladiator's items have had their Stamina values increased to more appropriate levels.
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Arenas
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The Ring of Valor
- There is no longer a 6-second delay on the rising of the pillars after the match has begun.
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The Ring of Valor
- It is no longer possible to complete some daily quests more than once a day by turning them in during a small window before the standard reset time.
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Elemental Bonds Quest Chain
- Aggra's bubble is now significantly larger and has a sparkle effect, making it easier for players to locate her when on the quest Elemental Bonds: Desire.
- Players should be able to see Therazane and turn in the quest Into Constant Earth while at any stage of Deepholm progression without issue.
The news is already rolling out for the upcoming WoW Patch 4.2! Preview the new Firelands raid, marvel at the new legendary staff, and get the inside scoop on new quest hubs -- plus new tier 12 armor!





Reader Comments (Page 1 of 3)
Philster043 Jul 19th 2011 9:18AM
"It is no longer possible to complete some daily quests more than once a day by turning them in during a small window before the standard reset time."
I had always wondered about that. While doing the dailies in Sholozar Basin last summer I noticed this happening more than one occasion and I had started doing it before the reset for that reason. That explains a lot. Didn't know it happened for other dailies, heh.
Also: "Characters should no longer randomly suffer falling damage." I didn't know this was happening but that's kind of amusing. "Damn, why does my back ache so much?"
Angus Jul 19th 2011 9:31AM
It was not amusing.
Landing while on my flying mount I took over 200K damage. My main is a Paladin Engineer. I almost never die from falling.
Philster043 Jul 19th 2011 9:55AM
Ow! Well it's amusing until it happens to you, I guess :) I didn't know it was THAT massive a hit.
Swifteye Jul 19th 2011 10:19AM
I keeled over dead in the middle of Org while nonchalantly jogging from the AH to the bank...... I found it mildly amusing; just kinda figured my toon must be almost as much of a klutz as I am IRL.
The completely unwarranted repair bill, on the other hand, was not so amusing. :(
Nagaina Jul 19th 2011 10:34AM
It was kind of disturbing to witness, as well as experience. My guildies and I were roleplaying at Wyrmrest Temple when someone flew in to talk to one of the quest givers, landed, and *immediately died at our feet for no discernible reason.* We resurrected and healed him.
Later that week, I was doing the Wyrmrest daily at the temple and got shot down, floated to the ground...and got 'Going Down!' in the most random way possible, as the 'take fatal falling damage' bug and the 'slow falling due to parachute' interacted weirdly once I was on the ground.
Philster043 Jul 19th 2011 10:41AM
Nagaina, I just have to ask, how did you guys explain away your friend's "instantenous death for no indiscernable reason" in roleplaying? That'd be a good premise, I would think! (Even if it wasn't planned.)
Beldoro Jul 19th 2011 10:48AM
I pulled Shannox, took 2 steps and died... that was not a good start to the raid!
Philster043 Jul 19th 2011 10:54AM
That WOULD be aggravating to have that happen in a raid.
Never happened to me though, either I was very lucky or my druid's been protected by the forces of nature in the past month.
Nagaina Jul 19th 2011 12:15PM
@ Phil ~
The individual who died wasn't actually roleplaying with us -- he was just a random innocent bystander who...happened to die exactly where we were standing. He did, however, respond In Character when we picked him up and brushed him off. ^_^
On the other hand, the storyline we're currently running has an extremely high OMGWTFBBQ-factor, as they had just discovered that a) there's a secret society within the Kirin Tor that's been tracking their activities for months as they stumble around Azeroth trying to figure out what the connection is between the Highborne mirror of souls and several of their comrades who have come to serious harm after exposure to it and b) that someone highly placed in the government of the Undercity may, in fact, be an agent of the Twilight's Hammer and responsible for exposing said comrades to said Artifact of Extreme Unpleasantness. Their paranoia levels are *right off the scale* already and having someone drop dead right in front of them with no explanation...? Oh, the fun. I can't even tell you.
styopa Jul 19th 2011 9:21AM
Starfall change....ok now it only hits creatures in-combat within 40 yards.
Doesn't that take ALL the fun and ALL the risk out of popping starfall?
This game really is becoming facepalm.
Stan Jul 19th 2011 9:26AM
You had fun having a nearly essential part of the rotation potentially causing a wipe every time it was used?
styopa Jul 19th 2011 9:59AM
@stan
No, the moment they made it a 'nearly essential part of the rotation' (is it, really?) and consequentially needed to make its use basically harmless and brainless button-mashing-when-the-cooldown-is-up - instead of a "kaboom" that could be useful but was mostly risky - is the /facepalm bit.
Personally, I've always felt that AoEs should hurt everyone, not just enemies making their applicability something requiring far more tactical planning. Starfall USED TO BE SUCH.
Yes, I'm aware that we're so far down that direction and classes are based entirely around/on their AoE effectiveness, that such is functionally impossible.
Revynn Jul 19th 2011 10:11AM
I miss being able to blame the moonkin when I accidentally body pull an extra trash pack.
Philster043 Jul 19th 2011 10:52AM
I can understand styopia's reasoning and frustration (I do like a certain element of risk in my gameplaying) but personally I'm glad that our AoEs will only hurt enemies. Otherwise, nobody would want to use them then - I know I wouldn't - and then we wouldn't have the fun of actually using them at all.
I mean, imagine if the priest's Holy Nova actually heals enemies as well as allies. Wouldn't that be an "oops?"
Blagaah Jul 19th 2011 11:33AM
Hey, man, between multi-DoT management, watching eclipse, possibly keeping track of CC targets, swapping in and out of form move movement or secondary healing in a pinch I've got enough to worry about as a Lazer Chicken then whether one 60 second CD hits the trash pack on the other side of the room, or breaks the CC that will totally kill 24 other people. I think a stupidly minor reduction in the complexity of my toon is alright. Especially when that complexity didn't actually add anything but annoyance.
BTW, what AoE potential are you talking about? Every toon I have has both single target and AoE setups, but the days of super AoE burning everything in sight are gone. Besides a over-cost hurricane our options as a druid are to multi-DoT. That's it. Or possibly Typhoon if you've lost your mind.
Enkylanos Jul 19th 2011 11:31AM
@Styopa - Why stop with AoEs? Missiles should be able to miss and gib your own players too. Tanks seem a likely target of errant arrows and fireballs. Damn shame that is. Also, that big pile of melee in the back of the boss? Yeah, they don't have room to swing their weapons without hitting each other. Thrusting weapons are once again all the rage.
I'm personally thrilled that WoW doesn't include such annoying mechanics.
Smashbolt Jul 19th 2011 12:23PM
Blagaah: Don't forget Mushrooms. Mushrooms + multi-DoTing >>> Hurricane
Lokanaya Jul 19th 2011 1:21PM
Friendly fire AoEs are good in single-player games like DAO... Where you can control all movements of your 4-people band, pause easily and view the battlefield, and where you can drink an unlimited amount of potions per battle. In WoW, you can do none of those things, especially the first one. We have enough trouble keeping people out of the fire now, without having Consecration or Thunderclap or Swipe hit all our allies. Can you imagine how bad it would be if all of those abilities hit everybody?
Pryosnow Jul 19th 2011 9:35AM
Is there downtime today? I havent seen a notice on the login. Or is it just a 15 minute realm restart for the hotfixes?
Philster043 Jul 19th 2011 9:57AM
It's maintenance, yes.