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Posts with tag patch-6.0

Patch 5.4.8 and the wait for Patch 6.0

With patch 5.4.8 we're seeing a new way to achieve an old goal - allow players to get further in established content while it remains the most recent content available. In essence, with this patch, we will be able to buy slightly increased ability to progress with valor points. This isn't new - it's what the item upgrade system has always been.

I've been thinking about the new item upgrades and the Deeds of Valor since they were announced. I haven't been able to play WoW as I'd like lately (health reasons) but one of the things that immediately came to mind when they announced Deeds of Valor was that this was an entirely new way to nerf raid content at the end of an expansion. Instead of a progressive buff to the players, or a progressive nerf to the bosses, we're seeing a mechanical way to spend valor points to gain the same ultimate aim. Making it possible to trade in your Timeless Coins for valor points is a good way for players who are flush from constant Timeless Isle grinding to convert them to something useful, and allowing players to upgrade items an additional 2 times (for a total of four upgrades) serves to nerf content without nerfing it. Everyone will be stronger, will hit harder, will have more mana for heals.

I have some opinions about this, of course. Others have already expressed theirs - and to be fair I accept the basic premise that these are quality of life changes that will cease to matter in patch 6.0. And I'm okay with that, because again, I see this primarily as a way to nerf Siege of Orgrimmar without actually doing so. It gives us another valor dump, of course. But with changes like Heart of the Valorous (which won't be live when 5.4.8 drops) it feels as if valor itself is being made into a progression mechanic.

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Filed under: Analysis / Opinion, Blizzard, Raiding, Mists of Pandaria, Warlords of Draenor

Cloud Serpent Riding no longer needed in patch 6.0

Sometimes, it's best to let things speak for themselves.

So there we have it -- in patch 6.0, you will be able to ride a Cloud Serpent without Cloud Serpent Riding, meaning that at last your alts will be able to mount up. This seems to contradict an earlier post, but it's not anything I'll be complaining about. Going back to Pandaria to get this seemed kind of odd considering Warlords is all about getting people to the new content as fast as they want, so I'm glad for this change.

Filed under: Analysis / Opinion, Blizzard, News items, Mists of Pandaria, Warlords of Draenor

Warlords of Draenor Alpha Patch notes for April 17

A new round of updates have been released for the alpha client of Warlords of Draenor. Included in the patch notes are new sections covering changes and adjustments with Itemization, Movement Speed, Raid Utility Balance, Reforging, and Combat Resurrection. There have also been updates to existing sections as well - many class sections have received a lot of updates and adjustments, as expected for such an early build.
  • Haste % and Crit % bonuses have been streamlined -- no more spell/melee/ranged, it's a universal Haste and Crit % bonus for all.
  • Druids, rejoice -- Ravage no longer requires you to be behind the target.
  • Many glyphs have been removed, and a lot of new glyphs have been added, with some glyphs now being exclusive to a specialization.
  • Movement speed enchants now increase Movement Speed by 10% -- up from 8%.
  • Hunters, there has been a comprehensive sweep over pet abilities -- it's a major list!
  • Paladins, there have been some major tweaks to both Holy and Protection specs.
For the full list of updates, check out the official Battle.net site for all the details. New updates are denoted in red for easy reading.

Filed under: News items, Warlords of Draenor

Breakfast Topic: Is this really the end of button bloat?

We already knew that Warlords of Draenor would be revamping the game in a big way, but the first look at the 6.0 patch notes gives us a real sense of the scale of the changes that will be hitting us when the patch -- and the expansion -- goes live. It's no surprise that in 15,000 words of patch notes that there's a lot changes in the works. But even knowing that changes were coming, it was still a shock -- especially the skills removed.

But while there are skills I'll miss, what I won't miss is having bars packed with buttons. My screen is full of them, bars upon bars of skills, macros, and consumables I might need at any given time -- not to mention raid bars and other addons that take up screen space. So I'm all for any pruning that lets me stare at buttons less and focus on the game more. The real question is whether this pruning will really be the end of button bloat or if by the end of Warlords -- or the next expansion -- we'll be back to the same button problems we have today.

So, readers, what do you think? Are you for the removal of button bloat -- and do you think this will really fix it?

Filed under: Breakfast Topics

Item upgrading disabled in Patch 6.0

If you have items you haven't upgraded yet, you should know that item upgrading is going away as of patch 6.0 - any items you have already upgraded will remain so, but you won't be able to upgrade any new items once the patch drops. So if you've been lax, like I have lately, it's time to get serious about your valor points and get everything upgraded before that time.

Honestly, I'm not really all that sad about losing valor upgrading - it lately felt like that was all you could do with the points anyway. So I won't miss it that much. It would be nice if they added something to do with valor points once 6.0 drops - I'm always a sucker for cosmetic items, hint hint.

Filed under: Analysis / Opinion, Blizzard, Mists of Pandaria, Warlords of Draenor

Warlords of Draenor: Possible character undelete option?

We've all been there -- we needed another character slot. Or maybe we were just bored with the class. Deleting a character is one of those final decisions that occasionally leads to regret. While characters can sometimes be restored, it usually takes a ticket or a phone call to Blizzard to get the job done. Wowhead has been busy datamining the Alpha client, and discovered an interesting set of strings that suggest that particular service, much like the item restore service before it, may be put in player's hands come Warlords. The following strings were found:
  • UNDELETE_TOOLTIP_DISABLED:: Restore Deleted Character is temporarily unavailable. Please try again later.
  • UNDELETE_SERVICE_TOOLTIP:: Restore this character
  • UNDELETE_FAILED_ERROR:: There was a problem restoring your deleted character. Please try again later.
  • UNDELETE_TOOLTIP:: Restore Deleted Character
  • UNDELETE_TOOLTIP_COOLDOWN:: You must wait before restoring another deleted character.
From the looks of the strings, the service will work similarly to the item restoration service -- in other words, it will likely have a cooldown period to prevent abuse. Keep in mind however that this is datamined information, and is in no way official -- we may never actually see it implemented when the expansion goes live. But hey, for now I'm going to look forward to the possibility that the paladin I viciously decided to cut might just make another appearance on my character list, some day.


Filed under: News items, Warlords of Draenor

Warlords of Draenor: Combo points no longer on target for rogues, druids

Rogues and feral druids have had one very important change that wasn't announced in the recent patch notes for the 6.0 alpha build. Combo points, the bread and butter of every rogue and feral druid attack since the game began, are now on the rogue or druid, instead of on the target being attacked. This was confirmed in a tweet by Celestalon -- who was quick to point out that the change might not see live, but is being tested for now.

This is honestly a really big change for both classes. One of the unique frustrations of playing the class was spending the time and energy to build up enough points for a big finisher, only to see the target die before that finisher could land. Don't get me wrong, having a target die is always the name of the game, whether you're stabbing with daggers or skulking around as a cat. But once that target was dead, all combo points you carefully built up would simply vanish when the next target was acquired.

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Filed under: Druid, Rogue, News items, Warlords of Draenor

Professions divorced from combat in 6.0

Armored draenei
The Warlords of Draenor 6.0 patch notes brought many surprises, but one of the biggest is that professions will no longer provide bonuses that affect combat.

Amidst the endless sea of notes, it's easy to miss these two sentences that will forever change the role of professions in WoW:
Warlords of Draenor: Alpha Patch Notes
Some of our goals with Professions in Warlords of Draenor are to make them more of a personal choice, and less of a mandatory "min/max" selection. To that end, we're removing the direct combat benefits of Professions.

For many years, theorycrafters and min/max'ers have baked profession bonuses into their calculations. The crit from skinning, the Synapse Springs of engineers, the eye gems of jewelcrafters, the warmer wrists of leatherworkers, etc. -- all of them have affected which professions are "best" for certain specs.

In recent expansions we've seen Blizzard try to make the bonuses more or less even across specs, with mixed success. Now, all of these bonuses are headed to the chopping block in patch 6.0, at least in their current incarnations.

Maxed-out professions will no longer be essential for high-end PvE or PvP activities. We will no longer need to weigh our personal preference against possible combat advantages. In fact, players will be able to skip leveling professions at all, if they choose, without penalty to their character's performance. This strikes me as a good change.

Will professions only provide an economic advantage from 6.0 on? Or will they give us other bonuses, such as extra lesser charms, bonus pet battle XP, or faster garrison construction? Will Blizzard tweak the existing combat-related recipes to provide different bonuses? Or will the developers remove them entirely? Many questions remain to be answered as the alpha progresses!

Filed under: News items, Warlords of Draenor

Warlords of Draenor: Automatically learned glyphs

The first release of the Warlords of Draenor patch notes revealed that certain glyphs will be learned automatically during the leveling process. These glyphs, as stated by developer Celeston, are chosen largely based on their usefulness during the leveling process. They will also serve as a reminder that you even have the ability to use another glyph -- often, leveling characters aren't aware when they're able to use a glyph, or what a glyph is at all.

Currently, as mentioned in the patch notes, glyphs are usually acquired on the auction house. Since every player needs these glyphs, the glyph market is a cutthroat place where a player leveling fresh can run themselves broke even if they only buy the ones they need. This change isn't one that's friendly to scribes making a killing on the auction house, but it certainly is friendly to new characters. Keep in mind that not all glyphs will be learned automatically -- only the leveling essentials. You can refer to the patch notes to see which ones will be learned and when or follow along below.

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Filed under: News items, Warlords of Draenor

Warlords of Draenor: Patch 6.0 patch notes

The patch notes for patch 6.0 have been released! Patch 6.0 is the pre-patch for Warlords of Draenor, featuring many of the changes and adjustments we'll be seeing in preparation for the next expansion's launch. Please note that patch notes can and often will change over time -- these should by no means be considered a finalized version. Highlights from the patch notes include:
  • A new row of talents has been added for level 100, and Draenor Perks from levels 91-99.
  • Racial traits have been rebalanced.
  • All characters now learn a few important Major Glyphs as they level up.
  • Garrisons, garrisons, garrisons!
Read on for the full list of patch notes after the break.

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Filed under: News items, Warlords of Draenor

Warlords of Draenor Alpha testing begins

Warlords of Draenor Alpha has officially begun! While at this stage testing is limited, players may feel free to opt-in to future beta testing by going to the Beta Profile Settings on your Battle.net account. Interestingly enough, along with this announcement comes the announcement of a new file format to compress and store game files. The new file format, CASC, replaces the MPQ file formatting Blizzard has been using for the past 20 years.

Keep in mind that this is an alpha announcement -- beta has not officially begun. No beta keys have been emailed out. If you receive an email offering a beta key, ignore it for now -- as more information about the new expansion releases, phishing attempts are like to rise as well. Check out Blizzard's full announcement regarding the Alpha, and keep your eyes peeled -- with a client available, datamining will likely begin soon.

Update: Ion "Watcher" Hazzikostas had the following to say about the Alpha:



Filed under: News items, Warlords of Draenor

Watcher: Mythic raiding in Siege of Orgrimmar "for a few weeks" before Draenor

So, if you're wondering how raiding is going to look in the future, one thing's for sure - you'll get a preview of the Warlords of Draenor changes when patch 6.0 drops, because when it does, Siege of Orgrimmar will be converting fully to the new flex normal/heroic and 20 player mythic difficulties.

What this means is that we'll get a completely redesigned SoO with the class changes and other new systems in mind, but that older raids won't be changed, since they're considered trivial in comparison thanks to gear. It also means we know the 6.0 patch will be relatively shortly followed by Warlords of Draenor, and not well in advance of it, as some have speculated. So if you're wondering how your guild will fare with the change, patch 6.0 will be your test drive.

Filed under: Machinima, Raiding, Mists of Pandaria, Warlords of Draenor

Siege of Orgrimmar updating to Warlords-mode raiding in 6.0

Mythic mode raiding will be coming into play a little sooner than previously thought. A tweet by Lead Encounter Designer Ion "Watcher" Hazzikostas yesterday confirmed that we will be seeing Warlords-style raiding implemented into the Siege of Orgrimmar raid with patch 6.0. The raid structure in Warlords includes Raid Finder, Normal, and Heroic difficulty all available in Flex-scaling formats. Raid Finder mode as it stands today will still be called Raid Finder mode, however Flexible difficulty will now be called Normal, our version of Normal raiding will be Heroic, and Mythic raiding, a 20-man only format, replaces our Heroic mode as it stands today.


While we knew these changes would be coming in 6.0 via screens shown at BlizzCon 2013, what we didn't know is that this format will be applied to Siege of Orgrimmar, as well as all raids going forward into the new expansion. A later tweet by Hazzikostas pointed out that there will be plenty of advance notice before the change goes live, and there will also be more information on the topic at a later date. Considering we're just now seeing patch 5.4.7 on the PTR, we shouldn't expect Mythic modes to be dropped on us immediately.

Filed under: News items, Raiding, Mists of Pandaria, Warlords of Draenor

Ready Check interviews Brian Holinka and Ion Hazzikostas

Eye of C'Thun
This past week the hosts of EU-based podcast Ready Check were lucky enough to go visit Blizzard's offices in Versailles, where they met up with Brian Holinka and Ion Hazzikostas for a lively round of Q&A. The podcast--with attendant full transcript, don't you worry, folks who can't play the podcast--covers a very broad range of topics, and PvPers should be particularly interested in the broad discussion about arenas. Gothiques and Athene bring up some wonderful points about arena queuing, and matching, and the little ways in which the system often results in unexpectedly wasted time, as well as the ways in which not-entirely-honest players can manipulate that system in their favor. Both Holinka and Hazzikostas have insights to offer on these problems, and there's some good back-and-forth about potential solutions and improvements to the existing arena systems.

In addition to the excellent PvP discussions, the interview features some talk of Warlords of Draenor and the future--some of which we've already heard about, but I am so excited for garrisons and a toys tab that I could listen to this stuff all day long. Do you know how many bag spaces I'm going to get back once that toys tab goes live? In the words of the Diablo Templar companion, it will be glorious! There's also some really fun discussion on the philosophy and practice of encounter and mechanics design, and how the WoW team goes about building raids and bosses. This was perhaps my favorite part of the interview, because I am a hopeless PvPer and am much more at home among WoW's raid bosses. In any case, no matter what part of the game you enjoy, there's something in this interview for you. You can check out the full transcript and podcast episode at Ready Check's own website, so make sure to click on over to the whole thing!

Filed under: Podcasting, Interviews, Warlords of Draenor

Lichborne: Warlords of Draenor Q&A for death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

Last week, we covered the basic class changes of Warlords of Draenor. This week, we're taking a few common questions about those changes and combining them with new information. We'll be discussing the new secondary stats and how they affect tanks, examine the possible return of dual wield tanking, and consider death knight lore in the new expansion. Without further ado, let's get started.

Q: Could dual wield tanking come back with Warlords of Draenor? After all, your weapons hit more now that hit and expertise are gone.

No. Ghostcrawler clarified recently that the miss chance for dual wield weapons isn't going away. You will still miss with "white" hits, it's just that your special hits will never miss (at least, not because of your gear). This will be exacerbated by the fact that blood death knight special attacks will not hit with the off-hand. The reason dual wielding works for frost is that Threat of Thassarian exists. It does not exist for blood death knights, therefore blood death knight dual wielding is still inferior and likely will stay inferior in Warlords of Draenor. The only real advantage dual wield tanking has is that you might get more Bloodworms, but that is not enough to offset the losses.

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Filed under: Death Knight, (Death Knight) Lichborne

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