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Posts with tag hotfix

In-game fixes for February 3rd

In addition to Saronite Bombs being disabled, there are a number of other hotfixes being rolled out on live realms this evening. You can find them in Bornakk's forum thread or continue reading them below.
  • Blood Queen Lana'thel will now begin her flight phase a little earlier in 25 player mode, Vampiric Bite is no longer mitigated by armor, and the damage of Vampiric Bite has been reduced.
  • Toravon will now be affected appropriately by Area-of-Effect damage spells.
  • The Frost Orb corpses in the Toravon encounter will now despawn faster.

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Filed under: Bugs

Saronite Bombs and similar items disabled [Updated]

We do not know whether or not this was used in the Lich King kills we've seen so far (Ensidia's kill screenshot suggests they did), but Daelo hit the European forums to make the announcement that they've temporarily disabled Saronite Bombs and the Global Thermal Sapper Charge. What does this have to do with the Lich King? Well, Daelo says...
We just made a hotfix that disables the siege damage dealt by Saronite Bombs and the Global Thermal Sapper Charge. The siege damage of the bombs was causing the Frozen Throne platform to rebuild, which greatly decreases the difficulty of the encounter.

We'll reenable the siege damage in a later update when the issue with the Frozen Throne is fixed.
It is a longstanding tradition for end bosses to be exploited in the most hilariously awful of ways, so seeing something like this isn't all that surprising. Here's hoping nothing else like it crops up.

Update: Ensidia has released a statement regarding their use of this bug.

Update, take 2: Ensidia's raiding crew has received a 72-hour ban from the game (as well as loss of loot and achievements) for using Saronite Bombs to "bypass The Lich King fight mechanics."

Filed under: Raiding, Wrath of the Lich King

Icecrown Citadel: Crimson Halls hotfixes

Even though Crimson Halls has been open for about half a week, a series of hot fixes have been applied today. Most of the fixes posted by Bornakk are applied to Blood Queen Lana'thel. I have to admit though, the bug where the Kinetic Bomb could trigger Blood Queen Lana'thel during the Blood Prince Council encounter did make me chuckle. I'm glad that's been resolved as well.

  • Blood Queen Lana'thel will only be available after the Blood Prince Council is defeated.
  • Blood Queen Lana'thel's Essence has a longer duration.
  • Kinetic Bombs no longer aggro Blood Queen Lana'thel during the Blood Princes encounter.
  • Blood Queen Lanathel should no longer cast Vampiric Bite on pets.
In addition, Daelo posted another set of fixes for the Blood Princes encounter:
  • Prince Keleseth will no longer melee players. So if you get knocked into Keleseth or happen to move by him, he won't swipe in between his casts and kill a non-tank.
  • The first Shadow Resonance should appear earlier in the fight, which will allow the Keleseth tank to have more orbs on him or her if Keleseth is empowered second instead of third. We didn't want which Blood Prince was empowered second to be a major element of the difficulty in the fight.
  • We reduced the melee damage for the Princes by 10% for the 10 player difficulty. They were doing less damage than the 25 player before the hotfix, but this change lowers the damage further.
  • Empowered Flames will now run out of power after shooting fewer firebolts in the 10 player difficulty. We did not change the initial impact damage.
Valnoth states that the Essence duration was lengthened because the developers didn't like the idea of sacrificing a player to get through an encounter. As a healer, I'm inclined to agree. I hate it when I have to stop all heals on a player in order to progress through a counter. It just goes contrary to everything my character stands for.

Filed under: Blizzard, News items, Raiding

Upcoming Adjustments announced for Old Kingdom, Nexus, Culling of Stratholme

Zarhym popped into one of the many official forum topics complaining about the seemingly inordinate amount of times Old Kingdom pops on the Dungeon Finder to offer some welcome news for exhausted dungeon runners: Old Kingdom and Nexus alike will be receiving some adjustments meant to bring the dungeons in line with other Wrath heroics.

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Filed under: Patches, Analysis / Opinion, Blizzard, News items, Instances, Bosses

In-game changes for January 5th, 2010

There is a new round of in-game fixes that have just been released. Chief among these is a nerf to Lady Deathwhisper in Icecrown Citadel and the ghost waves in normal and heroic Halls of Reflection.

Lady Deathwhisper is having her 25-man normal version changed (not the 10-man) to decrease her mana pool and to decrease the health on all the adds. This means that the shield will go down much faster for guilds currently struggling with that aspect of the encounter. Additionally, tanks get a bit of a buff here in that the Adherents will wait a little bit longer before casting, which means there will be more wiggle room in picking them up. We have a feeling the necessity of these changes will be hotly debated.

The ghost waves in Halls of Reflection have also been changed to allow for easier combinations of mobs (no more two mages in one group). The AoE the mage does will also do less damage and be more interruptable, which should make for an easier time staying grouped up.

The complete list of fixes after the break.

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Filed under: Patches, News items, Instances

In-game fixes for December 16th

Blizzard has released another round of in-game fixes, this time late last night. The changes are not as epic (or controversial) as the increase in the Battered Hilt drop rate, but they're still important to note nonetheless.

The changes to Ionar and Tharon'Ja in particular will make killing these bosses much less awkward in today's pugs. Back when Wrath was released DPS overall was much lower -- you'd be happy if you saw a DPS do 1500 on a boss fight. Because most people are so far beyond that, you spend more time running around doing nothing than actually fighting with an encounter like Ionar. Pretty nice changes for those of us chaining a few heroics every day.

The list of this round of changes include:
  • 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'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.
The full list of previous changes after the break.

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Filed under: Patches, News items

In-game fixes for December 15th

Another day, another round of in-game hotfixes. This time the most interesting one of the bunch is the increase in Battered Hilt drop rate (the Battered Hilt leads to the Quel'Delar). Of course it could mean that the hilt drop rate was increased from 0.001% to 0.01%, but hey, at least that's one whole decimal place! Please note however that we don't know what the actual drop rate was nor what it is now. All we know that it's very low.

In actuality, one could surmise that the drop rate was increased to combat some of the outrageous prices that we're seeing on the AH. 20,000 gold or more for a weapon that will be outdated in less than a year is a bit much.
  • Quel'Delar in now unique equip.
  • Naxxramas can now be cleared in any order for the Immortal and Undying achievements.
  • The drop rate for the Battered Hilt has been increased.
  • The Skeletal Slave in the Pit of Saron has had the ability to drop the Battered Hilt and other random drop epics removed.
The entire list of in-game hotfixes from the past seven days after the break.

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Filed under: Patches, Bugs, News items

Recent in-game fixes for 12/14/2009

Bornakk has just posted a new round of in-game hot fixes, some bug fixes, some actual quick balancing fixes. They include some relief for Affliction Warlocks after that last hotfix nerf, as well as a nerf to 10-man Lord Marrowgar. For a complete list of hotfixes, check after the break.

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Filed under: Druid, Warlock, Patches, Bugs, Odds and ends, News items, Death Knight

Hotfixes incoming for some DPS and tanks, not hunters or priests

Ghostcrawler has dropped information on the forums about a few incoming hotfixes to patch 3.3. The first three changes are posted over on the DPS role forum:
  • Hunger for Blood will increase damage by 10% instead of 15%. Assassination rogues needed damage, but they got too much, and this will bring them back. Sorry rogues -- the tooltip, we're also told, might not change right away.
  • Scourge Strike will crit only once, not on the shadow portion of the damage. "This change just proved to be too bursty in PvP and provide too much sustained damage in raids." He also gives lots more explanation of the change on the forums -- this one will be discussed quite a bit.
  • Rolling Corruptions will no longer use the initial haste value indefinitely. More of a bugfix than a change, says GC -- the haste value should drop out to normal after a few ticks of the spell.
Elsewhere, GC says that there are no changes planned for the new hunter epic ammo, so find a friendly engineer and stick to them like glue. There is a hotfix incoming for the bug that causes tanked mobs to move around randomly -- thank goodness on that. And SW: Pain's immunity from the haste change for shadow priests will probably stay right where it is.

Filed under: Priest, Rogue, Warlock, Death Knight, Wrath of the Lich King

Worgen Garwal hotfixed, now untamable

Our tip lines have been buzzing recently with news about a tameable Worgen. If you haven't been paying attention, in short, Garwal (a quest NPC that starts as a wolf, but turns into a Worgen) could be tamed as a Worgen if you get your timing right, and then you'd have a very unusual pet following you around.

Note that I say "could be tamed," not "can": apparently Blizzard has hotfixed the NPC so that he can no longer be tamed, stating that they never intended players to have a humanoid pet. Players who have already tamed Garwal will find that they have no talents or abilities for him, nor can they feed or buff him rendering him effectively useless except as a vanity pet. I would expect him to be removed even as a vanity pet soon.

Filed under: Hunter, News items

Mimiron hard mode nerfed

We've been seeing sporadic reports today that the Mimiron hard mode was nerfed via hotfix at some point during the night, and it appears those reports were correct. Bornakk just posted in the "recent in-game fixes" thread that the following changes were made to the hard mode of Ulduar's ingenious keeper:

  • Flame damage reduced.
  • Damage/health gained from Emergency Mode reduced slightly.
  • Range of Emergency Fire Bot's Deafening Siren reduced in heroic; no longer cast on normal.
  • Damage from Heat Wave in phase 2 reduced.
  • Damage from Plasma Blast in phase 1 reduced.

That's a pretty wide array of nerfs. I haven't tried the hard mode - my guild is still working on getting the normal mode down consistently. I do love the fight on normal, though; it's not easy, but it is super-fun.

Hard-mode raiders, what do you think? Does this fall in the category of "why would you nerf a hard mode," or was he simply ridiculous before?

Filed under: Raiding, Bosses

Yogg-Saron and Flame Leviathan nerfed tonight

It looks like some pretty big nerfs to the Yogg-Saron fight tonight. Ulduar's big bad (well, one of two) will have a much easier first phase, as the Guardians of Yogg-Saron have ceased mind-controlling players, as well as becoming "more forgiving" in their spawn rate. Additionally, flash-frozen players that touch a cloud will no longer bring forth a Guardian.

Flame Leviathan's hard mode was hit as well. The amount of extra health he gets per tower up was reduced and the snare effect of Hodir's tower removed. Additionally, vehicles caught in a flash freeze will be freed with a single shot from a Demolisher or Siege Engine cannon. Players will also not go quite so high when ejected from Flamey following a stun, which should make them a bit easier to pick up.

Oh, and XT-002 Deconstructor won't make people into bombs quite so often (and his heart's health was reduced a touch on 25-man). Overall, it seems Yoggy will be significantly easier. My guild isn't there yet, though (next up for us is Mimiron) - people who have done the fight, how big of a deal will these changes be?

Filed under: News items, Raiding

Tuesday's in-game fixes


We love in-game fixes, right?

Blizzard blue poster Bornakk has announced a couple new in-game fixes. The updates are as follows:

First, the nerf to the Paladin's Vindication talent that set the Pally community on fire yesterday is now live. The nerf removed stamina and intellect from the 20% reduction that Vindication gave. All other primary statistics are still affected by Vindication.

Secondly, Maim, Bash, and Hammer of Justice will no longer cause a player's spell to be interrupted when they're immune to stun. They will still interrupt the NPC's spells however.

There have been a handful of other hot fixes that we've covered the past few days, and those are recapped after the break.

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Filed under: Paladin, News items

Recent hotfixes: goodbye, BC dungeon chests

Although it's no longer the first week after patch 3.1, when Ulduar nerfs and other hotfixes were coming almost as fast as we could post them, Blizzard is still fixing up the details here and there. Over the past week, a few hotfixes have gone in. Fortunately, as they have been doing recently, Blizzard has posted a nice list of what those changes are.

It's nothing too earth-shattering, as far as I can make out. Some creatures associated with the Yogg Saron fight should load faster. A few items have had their stats buffed (Earthshaper, Valorous Siegebreaker Shoulderplates, and Conqueror's Siegebreaker Shoulderplates), while Leviathan's Coil had its armor cut roughly in half. Clever DKs can no longer cut their RP costs with items meant to cut mana costs, and a bug involving Leviathan MK II's Self Repair on Mimiron was fixed.

Most recently, along with warrior buff shouts being made free again (as they should be) during preparation in arenas, Blizzard has seen the need to remove all non-boss chests in BC dungeons. They say this is "to resolve an exploit;" I assume it has something to do with people being able to farm chests too easily.

It is disappointing when fixes like this happen. On the one hand, it's "only" BC content, and chests aren't going to make or break a dungeon. On the other hand, those dungeons are deserted and useless enough as it is, and Blizzard keeps telling us they think there is still entertainment value in the old zones. Hopefully they get the chests fixed up eventually,

Filed under: Odds and ends, News items, The Burning Crusade

Totem Talk: Mystery DPS leak?


As I mentioned last week, they're hotfixing Lightning Overload: The chance for the Lightning Overload talent to be triggered is being increased from 7/13/20% to 11/22/33%. The reason this change is going live is a little more confusing. It's going live because elemental shaman DPS is low, but the developers can find no reason for it.

I find this interesting because it's illustrative of the complexity of the game itself and also of the elemental shaman and the way the class interacts with others for its damage potential. We can assume that the damage loss moving from Naxxramas to Ulduar is real, because the developers are already hotfixing a change to compensate for it (something they have not done for other classes that have demonstrated DPS loss in Ulduar) and so we're left with something of a mystery. Why is elemental shaman DPS decreasing since patch 3.1?

I won't pretend I know better than anyone else. If the people who work to predict and design these systems didn't see this one coming, and it's not due to an obvious nerf (which it's not) then it baffles me. But we can still muse about possible culprits. (By we, I really mean we here. I want to see what you guys think, because I have to admit, I cannot figure this out. I've looked at raid WWS for my guild and our elemental shaman does seem to be lower, but he and I discussed it and he has no more of a clue than I do. Since all my gear is resto, I offspec elemental but am by no means an expert yet.)

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Filed under: Shaman, Analysis / Opinion, Odds and ends, News items, Instances, Raiding, Buffs, (Shaman) Totem Talk, Forums

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