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Posts with tag void

Patch 2.4.2 notes released

Blizzard has released tonight the patch notes for patch 2.4.2, which means the PTR will probably be up and running sometime soon. Patch 2.4 will likely be the last major patch before Wrath of the Lich King, and we expect to see a couple more of these minor patches before WotLK comes out.

Highlights of 2.4.2 include:
  • Changes to the way arena points are calculated - essentially what Drysc talked about earlier.
  • Void Shatter no longer has a cooldown, and other cooldowns have been reduced.
  • Illidan will no longer despawn if a raid wipes during his death speech.
  • If you are sheeped / polymorphed by a mob, you will no longer gain back health (ie: the mass sheep in Aran, which regens your health before he fire blasts the raid). This is a potentially large change.
  • Many main hand weapons are now one hand weapons.
  • A good list of bug fixes, including several problems associated with sounds.
Full patch notes for your convenience after the break!

Read more →

Filed under: Patches, News items

Motes of shadow, and their drop rate.

More mote issues going down on the forums. Hildebrand says the recent changes to Mote of Shadow (in which Blizzard removed them from all demons everywhere to just void-based creatures) have caused the droprate to go too low. Removing them from demons wasn't a bad move, because considering the expansion is based on fighting the Burning Crusade, they're everywhere. But void creatures are pretty rare, and while you can pick up tons of motes just killing the Hellfire Peninsula void crowd, you just don't run across them in normal grinding anymore.

Drysc says that even though the drop rate was lowered, something strange has happened-- the Mote of Shadow prices have generally stayed the same. Either someone had a stockpile, or the demand just isn't there. Of course, prices in the AH on every server are different (one server's trash is another server's treasure, so to speak), but Blizzard doesn't see a problem with Mote of Shadow right now-- if anything, they want them rarer.

I think the center of this argument really lies in how crafters are supposed to come across these items-- is farming supposed to be part of the game? I'm a big fan of the "you should get every craft item you need just by sweeping the landscape while you level," but obviously many more players go above and beyond that, and actually spend hours just farming craft items. Should Blizzard tune the drop rates for the farmers, or for the grinders?

Filed under: Items, Analysis / Opinion, Blizzard, Making money

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