Posts with tag PublicTest
It's always nice when Alliance pay a diplomatic visit to Orgrimmar. The ambassadors -- usually of the night elf variety -- tend to sit on the bank's roof, naked and dancing, until the point when some brave Hordie decides to attack the dancer. Then out come the stealthed rogues.
But Alliance are no longer welcome in the Horde capital. As of the 2.1.0 test realm, there are Troll Roof Stalkers on top of the Orgrimmar bank. These level 70 elites are apparently intended to keep Alliance out of Org. Many people are angry at what they consider a new chapter in Blizzard's war on fun, but it's unlikely that enough Alliance enjoy hanging out in Orgrimmar to mount serious protests. Heck, I'm Horde and I don't even like hanging out in Orgrimmar. It looks like it was designed by the army surplus tent store.
Personally, I don't consider this a game-breaking nerf -- but then again, I'm Hordeside. I do understand why it seems unfair, so I will accede to the placement of Gnome Shin Kickers in the Deeprun Tram if this change goes live. Also, I agree that Troll Roof Stalkers would be a great band name. What do you think about this change?
By now we all know that the PTRs are up and running (depending on your definition of "running" -- according to reports on the PTR forums they're crashing frequently) -- after all, the PTR client is where we got these lovely patch notes from! So, have you copied your characters over? Are you raiding the Black Temple to get the very first look at new content? In short, do you bother with all the tedious testing and bug reporting that's associated with playing on the public test realms? Or do you simply ignore the entire affair and continue playing the game as though nothing were happening?
There are obvious downloading issues, so apparently I'll have a more detailed report for you in about 11 hours. However, you can get started downloading your own PTR patch here (though if you could just wait until I've got mine that'd be great). The character copy function (there are apparently no pre-made characters available for copying) is overloaded by traffic and only gives a "server too busy" message.
However, lucky reader Mark is further along in the download process -- and managed to snag these screenshots of the patch notes. See page 1, page 2, page 3, page 4, page 5, and page 6 for the full patch notes -- or read on for a transcribed version (via Kyrra on the test realm forums).
Update: The PTRs seem to have come back online at 7:25 PM PDT.
However, my recent efforts have been divided between my own rogue on the live realms and a pre-made level 60 rogue on the test realms. After some initial goofing off - it is, after all, a bit disorienting to jump from a low-30s character in mostly greens to a level 60 character with dual crusader enchants - I set to work trying different talent builds. Of course I've read all of the discussion on possible builds, but sometimes there's just no substitute for experience - and the test realms provide an ideal opportunity to see just what the class is capable of, with all possible talent permutations.
And, perhaps, some experimentation could teach me something about how to play my own, lesser rogue a bit better...
The number of available character transfers to the test realm reset sometime Friday evening - usually a sign that the public test realms are coming online soon. The rumors flying around on the forums garnered an official response from Tseric, who said that efforts were made to get the PTR online Friday, but it was likely to be pushed back until Monday. However, a lucky group of people were, apparently, able to download the new patch and find patch notes for it. I know you're curious, so read on for all the details.
Tigole has announced two changes to dungeons that we should see in patch 1.11. These aren't live on the test realms yet, but should be in a few days.
- The release timer is being removed for players in instances. This should come as welcome news for anyone who has ever died at the beginning of the Nefarian encounter.
- To prevent exploits, players will no longer be able to zone into an instance during certain encounters ("almost entirely raid bosses," explains Tigole).
While the changes are mostly as we expected, there are a few pleasant surprises:
- The cost to respec one's talents will now decay over time, going down by 5 gold per month, to a minimum of 10 gold.
- Rogue's Detect Traps skill is now passive.
- Warlock's Shadow Ward has a new rank to be found as a drop.
- Warrior's Shield Slam functionality has been changed. To quote... "This ability now costs 20 rage to use and the damage it does is modified by attack power (normalized to 2.2 speed). However, the base damage has been reduced. It generates more threat per rage and more damage per rage than it did previously."
- Class quest sets in Zul'Gurub and Ahn'Qiraj have been upgraded from superior quality to epic quality. (By my reading, it sounds like this refers to all items, though perhaps it is only some of them.)
- PvP armor rewards for ranks 7, 8, 10, 12, and 13 have been improved.
- Light's Hope Chapel in the Eastern Plaguelands is now a full hub, with inn, mailbox, etc.
- Many new quests in Light's Hope.
- Class-specific armor sets from Zul'Gurub now no longer require bijous or coins - only a Primal Hakkari item and appropriate reputation.
- Class-specific enchantments from Zul'Gurub now no longer require librams from Dire Maul.
- The High Priests of Zul'Gurub now have an additional loot table.
- Several raid interface improvements, including defualt-UI ability to send messages to the middle of a player's screen and perform ready checks.
- There will now be a party interface option to reset an instance.
- Many new flight paths, as well as new flight hubs in Ratchet and Un'Goro Crater.
Filed under: Patches