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Posts with tag Hotfix

Hotfix to address issues with flag carriers in rated battlegrounds

It's tough carrying the flag in Warsong Gulch or Twin Peaks, primarily due to the Focused Assault debuff which increases the damage you take when you pick up the flag -- but it's about to get a little tougher for tanks playing these rated battlegrounds. According to CM Lore, in rated battlegrounds tanks who carry the flag should be getting a bigger debuff -- 50% additional damage compared to the 20% others get. However, a bug is currently treating tanks just like everyone else, so expect a hotfix soon (no restarts required).

In addition to fixing debuff damage, there are plans to add the same kind of debuff system to orb carriers in rated Temple of Kotmogu and cart carriers in rated Deepwind Gorge. These changes will take effect next maintenance cycle.

All of these changes are for rated battlegrounds only, where they should make it a bit easier to take out enemy flag carriers -- and tougher to keep your own alive.

Filed under: News items, PvP, Hotfixes

Watcher explains Heroic Norushen changes

This week, we saw a bit of discussion on Heroic Norushen, and the means by which guilds were defeating him. This led to the decision to make some adjustments to the fight this week. As you might expect, those guilds that had already defeated the boss using the 'brute force' strategy (basically, paring down the healers brought to the fight to a bare minimum and overwhelming the boss with DPS) weren't happy at the prospect of having to go back in next week and relearn the fight, since their approach was made vastly more difficult by the changes.

Now we have Ion "Watcher" Hazzikostas' explanation of the changes and why they were made, and it's a pretty interesting read if you're into encounter design and its implementation. Just some selected bits of information from the post:
  • Originally on the PTR Heroic Norushen had a 'draw' mechanic that would have prevented the brute-force method, but it was removed because it had bad effects once gear improved, forcing groups to throttle their DPS.
  • The intent isn't to increase encounter difficulty - the problem isn't that the fight is too easy, it's that people are just skipping the mechanics entirely.
  • Going back to reference the Encounter Design Dev Watercooler, Watcher mentions that "a major factor when it comes to deciding whether to make changes to address an unintended strategy is whether the approach actually involves interesting gameplay." - I think it's fair to say that just throwing DPS at it so you can avoid the mechanics isn't all that interesting.
  • The difference between the changes to Thok this week and Norushen in the upcoming reset are profoundly the difference between a bugfix (Thok was always intended to have Acceleration on all difficulties save Raid Finder, it was simply accidentally turned off on all other difficulties as well as Raid Finder) and a decision to change an encounter to close off an approach that was never intended. That's why Thok was hotfixed immediately, but Norushen is being changed with the server reset so it affects all guilds equally.
For more, you can read Watcher's post here on the forums, and we'll reproduce it in full behind the cut as well.

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Filed under: Analysis / Opinion, Bugs, Blizzard, News items, Raiding, Mists of Pandaria

Hotfixes and compensation for Garrosh tokens

Hotfixes and compensation for Garrosh loot
It seems that raid end-boss Garrosh Hellscream has been up to his old tricks again, as players have been having a great deal of trouble with his loot table awarding insufficient tokens on 25-N difficulty. It seems that, instead of the usual three, Garrosh was only dropping one token, as Community Manager Lore reports:

Lore
Greetings,

When Patch 5.4 released, Garrosh Hellscream was set to drop one tier token on 25-player Normal difficulty. This was inconsistent with other bosses in the zone, and we planned to correct that via hotfix. Our intent was to release this hotfix during weekly maintenance to keep rewards consistent throughout this reset; unfortunately, due to an error on our part, the hotfix was applied early to the North American and Asian servers. This has resulted in an unfair advantage for guilds that defeated Garrosh later in the week, not only against the NA/Asian guilds that defeated him before the hotfix was applied, but also against all European guilds that have defeated him (as the hotfix has not yet been applied there)...

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Filed under: Raiding, Mists of Pandaria

Bashiok clarifies changes to Durumu

Durumu the Forgotten
Last night, Blizzard released some hotfixes that mostly focused on the Durumu encounter in Throne of Thunder. Today on the general forums, community manager Bashiok has responded to a few player questions and clarified some of the rationale behind the changes, as well as announcing that another small hotfix to the encounter will be deployed later today. This newest change will see the death-beam during the maze phase dissipating slightly sooner than before, to balance against the fact that it now moves faster than it did prior to the hotfixes. The sum of these changes should help out those players who were struggling with the fight due to graphics and visuals.

Just wanted to follow up with some additional information, as we've seen a few questions since the changes.

In a hotfix yesterday, we changed two elements of the Durumu Eye Sore mechanic, or the "maze" as it's more commonly known. First off, we applied a small client patch to increase the visual fidelity of the fill graphic itself, giving the effect less vertical height and hopefully making it easier to see the safe spots as they appear. Feedback on this change has generally been positive. Separately, at the same time we made some adjustments to the logic of how the maze is drawn with respect to the movement of the Disintegration Beam. One of the less intuitive aspects of the original maze mechanic was how it would begin drawing behind you, and how the right thing to do was actually to turn around and back up, towards the approaching death beam, in order to safely enter the forming maze. Why would any sane person want to move closer to a death beam?!

We generally are extremely cautious about making gameplay adjustments to encounters once players have already learned them, but in this case the opening of the Halls of Flesh-Shaping LFR wing highlighted the fact that the mechanic was a particular source of confusion to many players, and the longer we waited to make any adjustment, the more disorienting it would be if we did change anything. So what we did was make the maze immediately begin drawing in front of the player as the beam activates, so that you never need to turn around and run towards the beam. This also effectively gives players a slight head-start on the beam as it begins to move. To maintain the same sense of urgency, the beam does move slightly more quickly now, so that it will, over the course of the phase, catch up to players and negate that head start. But the player movement required once you're actually running the maze should be unchanged. We have noted, however, that at the very end of the maze sequence, it can now feel like the fast-approaching death ray is going to reach you, making it feel like you're stuck between a rock and a hard place. To address that concern, we are making another adjustment today, which will cause the death ray to dissipate a few seconds earlier at the end of the maze.

Filed under: News items, Hotfixes, Mists of Pandaria

Players visiting a different realm no longer eligible to receive loot from Oondasta or Nalak

Image
Oondasta may have the best loot table in the entire universe, but the encounter understandably requires quite an army of players to defeat. And when I say army, I'm not exaggerating -- groups are currently rallying at least four 40-man raids to successfully put this guy down. Due to server stability issues, mainly brought about by using CRZ to bring over enough players, Blizzard is hotfixing how loot is earned for an Oondasta or Nalak kill.

In order to receive loot from either, players must be on their home realm.

Rygarius - Oondasta and Nalak Hotfixes
We're in the process of implementing a hotfix that will remove players' eligibility to receive loot from Oondasta and Nalak, The Storm Lord if they're not on their home realm.

We think it's great that encounters like Oondasta have been able to bring back some of the excitement of massive spontaneous outdoor raids. However, with cross-realm groups giving the ability to play with friends on each other's realms, the amount of people concentrating on a single realm to try to zerg these bosses down can unfortunately cause a number of stability issues, impacting the availability of the game for everyone.

While Nalak isn't available yet, we want to preemptively address this so that the first realm to unlock it doesn't then become the single focus for the rest of the region.

Here's the hotfix note that'll be added to the blog shortly:
  • Players visiting a different realm are no longer eligible to receive loot from Oondasta or Nalak, The Storm Lord.

Many players may take issue with this change, as it's much easier to rally such large numbers through the CRZ system and down the boss with sheer numbers. For smaller realms especially, this change will be a big blow to successfully defeating Oondasta using the zerg strategy.

I'm happy with the change, and it'll hopefully turn Oondasta into the challenging world boss he's meant to be -- more like Doom Lord Kazzak was, back in BC.

Filed under: News items

Bashiok clarifies pet battle XP hotfix

Bashiok clarifies pet battle XP hotfix
Overnight, Blizzard rolled out a hotfix on all servers nerfing the obscenely high XP people were gaining from winning pet battles. You can no longer level characters to 89 in a matter of hours by hanging around capital cities battling level 1 pets.

Bashiok explains how and why they implemented the nerf.

Bashiok
We're in the process of updating the hotfixes blog with the recent changes to Pet Battle XP, but wanted to provide a bit more insight into why the changes were made and how XP is calculated.
  • All buffs to player XP (heirlooms, enlightenment, guild bonus etc.) were bugged, these where hotfixed to work as expected.
  • General player XP from pet battles was tuned too high, these numbers have been balanced accordingly.
  • Player experience is granted based on a number of factors. These are player level, number of pet opponents, maximum pet opponent level and the level disparity between opponents pets and your pets.
  • Our philosophy is that player XP from pet battles should be, in general, somewhat slower than normal questing.


While almost everyone agrees that it was not in the game's best interest to allow the ridiculously speedy leveling players were taking advantage of, the nerf at first seemed excessive. Whereas one could get 28K for winning a level 1 pet battle at level 60, this morning the same character got 900 to 2000. But as Bashiok describes above, the XP now scales appropriately according to level of the player and the pets in the battles.

I've been experimenting and I agree that they have succeeded in making pet battles slower than questing, but not a complete waste of time. If you are questing in a level appropriate area, taking time out to battle the wild pets in the same zone is definitely worth doing to add variety and experience to your endeavors.

Also, heirlooms, XP buffs, guild bonuses all still affect pet battle player XP, so do go take a ride on the Darkmoon Faire Carousel before you test the hotfix for yourself.

Did you take advantage of the insane leveling XP? I did only for a few levels. A grind's a grind, after all, and there are new islands to explore.

Filed under: News items

Pet Battle XP hotfixed

Pet Battle XP hotfix coming soon
We're getting reports of insane experience gains for players via winning pet battles. Because the XP being awarded was affected by heirlooms and XP buffs -- like the Darkmoon Faire Carousel buff -- people were leveling characters from 1 to 89 in a matter of hours. (Experience for pet battles stops at level 89 and you get a chance for Lesser Charms of Good Fortune, instead.)

Community Manager Zarhym had this to say on the subject on Thursday afternoon:


The XP scales with your level and how close your pets are to the pets you defeat. XP is earned via battling pets in the wild, pet tamer NPCs, and other players in pet battle PvP. No experience is gained from pet battle duels or if your highest pet is more than 5 levels above the pets you are fighting. The amount received before the nerf was roughly what a character gets from completing the capital city cooking and fishing dailies.

Because you can get XP from battling level 1 wild pets, people were camping out in major cities and decimating the battle pet population while leveling their low level pets.

As of this morning, it looks like all realms have been hotfixed so that the experience is approximately 10% of what it was. We have no further official word on the nerf as of this writing, but we'll keep you posted.

Update: It looks like from the comments and my experimentation that the nerf is scaled. While it is no longer worth it to hang around Stormwind and kill level 1 pets, if you battle in level appropriate zones with level appropriate characters, the XP gain is still worthwhile.

Filed under: News items

Level 80 paladin solos some Mogu'shan Vaults bosses, gets Vengeance hotfixed


A great video is making the rounds right now of an exceptional player using some unintended consequences to solo multiple bosses in Mogu'shan Vaults -- and as a protection-specced paladin no less! He apparently downed Stone Guard, Feng, and Elegon before Blizzard caught wind of the escapade. You can see a video of the Elegon kill above.

How he pulled this off was by taking advantage of a series of design choices that Blizzard made, combining them all into a hilarious example of the law of unintended consequences in action.

To reach a decent item level, the paladin equipped various bind on equip rares that drop in Mists zones which all had a required character level of only 80. And because he was only level 80, he was avoiding the combat ratings drop-offs for levels 81 and 86 that a normal character wearing those pieces would be subjected too. This would allow him to get an insane amount of secondary stats like haste (I've seen that he had 95%!) and mastery (88%, apparently).

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Filed under: News items

Patch 5.1 hotfixes for December 3, Valor drop amount increased

Another round of patch 5.1 hotfixes hit the ... Streets ... tonight. The amount of valor points dropped from raid bosses will increase from the current 25 points to 40 points. Noteworthy in this increase is a specific tweet from Ghostcrawler, clarifying earlier remarks:


This means that when the raids reset tomorrow (Tuesday), everyone will get the enjoy the higher valor drop rate. The changes are not taking place today, because as Ghostcrawler puts it: "There was some concern of causing ill will among people who had already finished raiding for the week."

As far as why the change happened, Ghostcrawler says:


Warlocks, paladins, and monks also received minor changes. The full notes after the break.

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Filed under: News items

Patch 5.0.5 hotfixes for November 20

Patch 505 hotfixes for November 20
A new batch of hotfixes has hit the servers, and several issues with LFR have been tweaked and adjusted. Several encounters have also been adjusted for difficulty level, which should be a relief to LFR players. In addition, there have been a few tweaks to world bosses, and one mob in particular is no longer able to become an actual mob of creatures.
  • Alliance players, I'm sorry but Teng Applebloom has lost the secrets of cloning technology.
  • In the Heart of Fear, the Raid Finder version of Grand Empress Shek'zeer has been adjusted to be a more appropriate difficulty level. Amber-shaper Un'sok has also been tweaked.
  • The issue that sometimes caused Alani to despawn after being pulled with a Sky Crystal has been fixed.
Read on for the full list of hotfixes.

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Filed under: Hotfixes, Mists of Pandaria

Patch 5.0.5 hotfixes for November 12

Late last night the realms had a hotfix applied, yet another in a long line of patch 5.0.5 live changes. These changes do not fix the various things that can be modified only with a client side patch, and they're not indicative of patch 5.1 dropping (or not dropping) anytime soon.

Some of the highlights from these hotfixes:
  • Fixed an issue with the way that Glyph of Jab could interact with various weapons.
  • In the Raid Finder version of [the] encounter, Garalon's Fury ability will now stack 5 times with a 15 second duration, and Pungency now stacks 20 times.
  • In the Raid Finder version of [the] encounter, Garalon will not enter combat until a player enters one of the visible circles surrounding his body or legs, or performs a hostile action.
  • Highly Explosive Yaungol Oil no longer deals damage to hostile players.
The full list after the break.

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Filed under: News items

Patch 5.0.5 hotfixes for October 25

Last night another round of hot fixes for patch 5.0.5 was deployed across all the realms. Notably in this round:
  • The amount of valor you get from doing everything except raid bosses was increased. Scenarios are included in this, so it should give some more incentive to run them.
  • Raid Finder iLevels are once again being calculated correctly.
  • Sra'vess Island elite mobs now are awarded as a kill to everyone fighting them.
Check out the patch 5.1 PTR patch notes to see the larger changes that are in store for the game soon. These hot fixes have been centering around more immediate quality of life and bug fixes than anything else, so it shouldn't be indicative of Blizzard not fixing some of the larger problems -- just that those larger issues need a full patch to be solved.

The full hot fixes after the break.

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Filed under: News items

Ink traders finally accepting new inks

Ink Traders Accepting New Inks, Finally
If you're looking to get a Darkmoon Deck made before the end of the faire, you might be interested to know that despite a false start earlier this week, the Ink Traders and inscription vendors now accept trades of 10 Ink of Dreams for a Starlight Ink.

The Darkmoon Faire is only around once a month, and the one on now is ending this Sunday, October 14th. Unless the Faire is going on, you can't trade, for example, a Crane Deck in for a Relic of Chi Ji.

This expansion, unlike in others, Darkmoon Cards require an item that can only be made once a day by scribes, the Scroll of Wisdom. Scribes who have been hanging onto their Scrolls should probably look into making them into cards now that the inks can be gotten cheaply, since by the time the next Faire rolls around, there will be 3 more weeks worth of daily cooldowns waiting to be turned into cards. These trinkets range from pretty good to among the best in slot for most classes, so almost everyone can use one, and many people really want one.

Additionally, since the Starlight Inks have been so expensive lately, the epic quality shoulder enchants have been quite expensive. Now that you can trade the much less expensive Ink of Dreams in for them, you should see the prices lower on the Greater Ox Horn Inscription, the Greater Crane Wing Inscription, the Greater Tiger Claw Inscription, and the Greater Tiger Fang Inscription.

Maximize your profits with advice from Gold Capped. Want to know the very best ways to earn 10,000 gold? Top gold making strategies for auctioneers? How about how to reach 1 million gold -- or how one player got there and then gave it all away? Fox and Basil are taking your questions at fox@wowinsider.com and basil@wowinsider.com.

Filed under: Economy, Gold Capped, Mists of Pandaria

Incoming hotfix buffs JP gear, nerfs honor point gear

If you thought the item level of endgame PVE gear purchasable with justice points was a little low, Blizzard apparently agrees with you. Bashiok just let the official forums know that a hotfix is incoming, bumping the ilvl 450 PVE rares to 458. Additionally, the hotfix brings down the item level (and rarity color!) of the ilvl 464 epic PVP gear available for honor to 458 and rare.

In conjunction with the hotfix removing the reputation requirements to access the JP gear, it should be considerably less of a hassle -- and involve a lot less PVPing -- to gear up for heroics. The downside is that the PVP gear you probably bought just to cheat the queueing system is a little worse. I can live with that.

The full post from Blizzard is after the cut.

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Filed under: Hotfixes, Mists of Pandaria

Breakfast Topic: How's the automatic removal of inactive GMs working out?

Guild-master
Back in patch 4.3, a feature was implemented that automatically offered guild leadership to another guildie if the GM didn't log in for 30 days. A few unscrupulous GMs have taken to logging in just before the 30 days are up in order to keep control, and then they disappear for another month. In April, Blizzard hotfixed the feature to extend the inactive time to 90 days before the GM spot would be offered to another guild member. Thus, evil GMs now have even more time in between needed logins. Are these players just allowing their guilds to be leveled up by others in order to turn around and sell them? Possibly.

Of course, the automatic changing of leadership has its benefits as well. GMs may vanish for extremely good reasons, and this feature allows guilds to move on. Guildies are also protected from GMs who quit WoW without saying goodbye -- inconsiderate, but not evil.

I made the stupid mistake of parking guild leadership on a barely used alt once. I don't remember my reasoning. Seriously, why would I do that? So guild leadership got offered up, even though my main character kept logging in.

Is your GM taking advantage of the timing in a way that is detrimental to your guild? Or have you been in a guild where the leadership has been automatically taken from an absent GM? What were the results?

Filed under: Breakfast Topics

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