Patch 2.1.0

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Balthor
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Patch 2.1.0

Beitrag von Balthor » Di 3. Apr 2007, 13:21

* . Update from the Front Lines | 04/02/2007 08:25:28 PM UTC

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Lately, I’ve been seeing a lot of posts about the same subjects – subjects that have been addressed in an upcoming patch – so I wanted to let you guys know where things stood.

The Rogue Situation

We’ve done a tuning pass of many of our dungeons/bosses/encounters to ensure that nothing overly punishing occurs to “melee DPS’ that would lead people to favor ranged DPS over Rogues/DPS Warriors etc.

Also, we’ve changed the NPC cleave mechanic so that it’s now a frontal cone ability rather than a 360 degree chain attack. Sweeping Strikes has been removed from all Burning Crusade NPC’s.
We’re also reducing the Glancing Blow damage penalty for creatures 1-3 levels higher than the player. This will have a significant effect on melee DPS as it relates to endgame melee dps. More details on this at a later time.

End Game Itemization

As we’ve stated before, we made a lot of improvements to endgame gear progression. To put it in perspective, take a look at this Warrior Tanking Breastplate from before and after.

Destroyer Chestguard – Currently
+24 Strength
+22 Agility
+39 Stamina
Blue Socket
Yellow Socket
Red Socket
Socket Bonus +6 Stamina
Equip: Increases Defense Rating by 23
Equip: Increases your dodge rating by 16
Equip: Improves hit rating by 18

Destroyer Chestguard – Patch 2.1.0
+21 Strength
+22 Agility
+51 Stamina
Blue Socket
Yellow Socket
Red Socket
Socket Bonus +6 Stamina
Equip: Increases Defense Rating by 23
Equip: Increases your dodge rating by 20
Equip: Improved hit rating by 20


”Trash” Concerns

Equally interesting yet non-epic-dropping non-bosses (or “Trash” as he community likes to call it) has been of concern lately on these forums. In all of our 25 person raid zones we’ve made a number of bug fixes and tuning adjustments. For example, the trash should be significantly easier to clear in most cases – and take less time. Also, we’ve lengthened the time between respawn on a lot of the trash. Yes, trash will respawn in some cases. It’s a pacing mechanic and one that works well when tuned correctly. For example, the trash before the Prophet Skeram or the trash before Attumen the Huntsmen or the Maiden of Virtue works well. You get a couple of tries on the boss, and if you fail, you spend a short time re-clearing. Yes, there are cases of the trash respawning too fast or the trash being too difficult or too lengthy. Those are the cases we hope to fix. We’ve also fixed some bugs that were allowing the trash to respawn after the boss for a certain area was dead.

Consumables

We’re making substantial changes to the way certain consumables work . In particular, Flasks and Elixirs are going to undergo major changes. More information will be available later on. We want Flasks and Elixirs to be a part of the game. We want alchemy to be a cool, needed profession. But we want to remove the tedium and cost from the massive consumable farming that’s going on for endgame raiding. We’ll provide more information soon – but for now, expect big changes to Flasks and Elixirs.

Boss Tuning

We’re looking at the boss tuning from dungeons to heroics to raids. Your feedback is being listened to.

To Summarize

We’re making big improvements to the game. Whenever possible, we hotfix changes to get them to you as quickly as possible. Unfortunately, there are many changes that require a patch and cannot be hotfixed. Many of these changes are coming in Patch 2.1.0. The patch will be on PTR’s in the upcoming weeks. You’ll be able to see them there and try them out for yourselves. You’ll also be able to test Black Temple. We’re also looking into ways of making Hyjal accessible on the PTR as well to get more testing on that zone.

I can assure you that we’re aware of the issues you guys are discussing on the boards and we’re listening closely. We’re also dedicated fans of the game ourselves. We play it every day =D We will affect change as quickly as we can. Patch 2.1.0 will be on the PTR soon enough and you’ll all have the opportunity to comment and make suggestions on the changes.


Quelle: US-Forum

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Anaya
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Beitrag von Anaya » Di 10. Apr 2007, 06:24

die berufsüberarbeitungen - es wird konkret:
We have taken the time to put together a brief preview of the Profession changes for the upcoming content patch. This list does not contain all of the upcoming changes, but instead gives a brief look at what is to come.


Alchemy

* Elixirs now stack in two categories, Battle (Offensive) and Guardian (Defensive) Elixirs. You can only have one of each type of Elixir up at a time. As a result Elixirs now stack with class abilities such as "Arcane Intellect."
* Four new defensive elixirs have been added. Two are on trainers, one is in Halaa and one is in Cenarion Expedition.
* "Flask of Petrification" can no longer be turned off during its duration, but it now will clear all threat from all monsters for the duration of the effect. Though monsters may reaquire you after the effect ends.
* The cost to purchase Imbued Vials has been reduced.


Enchanting

* Enchant Bracer-Spellpower had its primal costs reduced slightly.
* Enchanting recipes that increase spell damage now also increase healing as well.
* The "Major Defense Bracer" enchantment has been moved from Ethereum Researchers to Ethereum Nullifiers.


Engineering

* A recipe for "Frost Grenades" and the "Icy Blasting Primers" needed to make them are now on engineering trainers.
* Engineering recipes can now be placed in engineering bags, as can engineer made fireworks.
* Many engineering recipes will now give skillups for longer than the previously did.
* "Seaforium" now opens locked chests as well as locked doors
* The Poultryizer and Nigh Invulnerability Belt now cause mishaps less often.
* The Goblin Rocket Launcher cooldown has been reduced significantly.
* 11 new epic goggles have been introduced at 350 engineering skill and are available from the trainer. They range from cloth to plate, and have a variety of stats to appeal to most talent specs.


Fishing

* The fishing timer has been reduced from 30 to 20 seconds and it now takes less time to fish.
* The fishing timer can no longer run through its duration without a fish biting.
* Fishing has been removed from Arathi Basin and Alterac Valley.
* You can now fish in Underbog.


Jewelcrafting

* The jewelcrafting UI now has gems split up by color so it is easier to find gems of a specific color to create.
* A number new gem cuts to existing gems have been added to the game. Included among them are a spell hit gem and more multi-stat gems that have attack power on them.
* Jewelcrafters can make two new melee oriented meta gems. One is found randomly as a world drop and the other sold by the reputation vendor.
* Thorium requirements for most recipes has been reduced.
* Prospecting now always yields at least 1 gem. Overall, the amount of gems received from prospecting has been increased.
* New recipes have been added that use the Jaggal and Shadow Pearls.


Leatherworking

* Skinning higher level creatures will give more leather; you will no longer get a single leather scrap.
* "Knothide Armor" kits now require less leather to make and give skill increases for longer.
* Leatherworking made primalstrike set now has an attack power set bonus rather than a strength set bonus.
http://forums.worldofwarcraft.com/threa ... 91&sid=1#0
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Genoo
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Beitrag von Genoo » Di 10. Apr 2007, 08:12

zomg !!
* Fishing has been removed from Arathi Basin and Alterac Valley.

Balthor
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Beitrag von Balthor » Di 10. Apr 2007, 11:08

The next content patch and the opening of the now defiled Black Temple, home of Illidan and his minions has long been known. However, the patch is also introducing a great deal of new solo and 5-person content as well, with new rewards, factions, outdoor bosses, and items. As we’re approaching the release of the patch we wanted to share a glimpse into some of the upcoming content that hadn’t yet been confirmed for this next patch, or hadn’t even been heard of until now.

Druid Epic Flight Form

The Druid Epic flight form will be available through a series of quests, similar to the Warlock and Paladin Epic mount quests before it. This quest series will also open up a new boss in Sethekk Halls, and ultimately to the epic flight form.

Ethereum Prison

Players in good standing with the Consortium will be tasked to deal with the most recent activities of the nefarious Ethereum. With new quests, items, and content for the solo and small-group level 70 player, the Ethereum Prison will be the proving grounds for many aspiring to greatness.

Skettis

The Skyguard, Sha’tari warriors specializing in their command of the skies above Shattrath, have taken the offensive directly to the Arakkoa capital city, Skettis. Perched high in the mountains of Terrokar, and only accessible with use of a flying mount, Skettis holds new and exciting content for the solo or small-group level 70 player. All new quests, 5-person bosses, rare and epic items, and a new type of flying mount await those willing to lend their sword or stave to the battle.

Nether Drake

The Netherwing faction and quest line continues and the long awaited Nether Drake becomes available. The Nether Drake is a special 280% speed epic flying mount that is obtainable through solo and small-group play. The quest to obtain one will be difficult, but the reward will surely show your dedication to the Netherwing cause as you soar through the skies of Outland on your very own ethereal drake.

Ogri’la

The Ogre plateau of enlightenment opens to those who prove their worth in Blade’s Edge Mountains. Level 70 players will be able to help the Ogres of Ogri’la battle invading forces and engage in new and exciting quests, such as a repeatable and ever popular bombing-run, this time using your own flying mount but with a dangerous twist! Featuring tons of new quests, the Ogri’la faction, 5-person bosses, and rare and epic items, Ogri’la is a place we’re hoping all will aspire to enter.


http://forums.worldofwarcraft.com/threa ... 9429&sid=1

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Anaya
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Beitrag von Anaya » Mi 11. Apr 2007, 03:27

bluepost hinsichtlich der elixir-änderungen:

New raid encounters will be tuned with the new elixir limitation in mind. If problems are identified for existing raid encounters, as a result of this change, we will make the appropriate tuning adjustments.
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Darksorrow
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Beitrag von Darksorrow » Mi 11. Apr 2007, 11:18

LOL blos net selber arbeiten so langsam kann ich die firma echt net verstehen.... und uns sowieso net hey man wir zahlen fürs beta testen.......
[url=http://armory.mmo-champion.com/][img]http://armory.mmo-champion.com.nyud.net:8080//sig.php/r$Dun%20Morogh!loc$EU!c$Darksorrow!c1$!c2$!tc1$!tc2$!s1$!s2$!s3$!s4$MP%2F5!s5$Healing!v$2!f$.png[/img][/url]

Binga
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Beitrag von Binga » Mi 11. Apr 2007, 12:20

Ich finde die Idee von Blizzard gut. So brauch man sich nichtmehr bis unter die Nasenspitze zu buffen. War ja schon extrem was man sich da alles reinpacken konnte.

Narmoer
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Beitrag von Narmoer » Mi 11. Apr 2007, 13:03

Ich denke es soll grade für leute mit weniger zeit dienlich sein, finds eigentlich auch nicht schlecht.
Allerdings ist es fraglich ob blizz alle encounter überarbeitet oder genau so lassen wird, wen dem so ist, dürften so manche bosse fast unschaffbar werden, wen z.b. der tank nur 2 Pots drinn hatt :/
Wir narmörn items 4 tre win und finden das yoko! ...

Darksorrow
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Beitrag von Darksorrow » Mi 11. Apr 2007, 16:23

Anaya hat geschrieben:bluepost hinsichtlich der elixir-änderungen:

If problems are identified for existing raid encounters, as a result of this change, we will make the appropriate tuning adjustments.
da steht doch die Antwort sprich encounter die ohne entsprechende buffs nicht legbar sind werden dann halt überarbeitet.... was bei blizz dann wohl in 3.8.50 soweit is....
[url=http://armory.mmo-champion.com/][img]http://armory.mmo-champion.com.nyud.net:8080//sig.php/r$Dun%20Morogh!loc$EU!c$Darksorrow!c1$!c2$!tc1$!tc2$!s1$!s2$!s3$!s4$MP%2F5!s5$Healing!v$2!f$.png[/img][/url]

Binga
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Beitrag von Binga » Mi 11. Apr 2007, 17:03

Welche Elexiere sind denn so wichtig, das ein encounter ohne ihn nicht geht? Also man kann ja ein Wächter und ein Kampf nehmen, weiß jetzt nicht ganau welches welches ist, aber denke dass das eigentlich für alle Bosse reichen sollte.

Darksorrow
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Beitrag von Darksorrow » Mi 11. Apr 2007, 17:13

meiner meinung nach verlagern sich die kosten mit dem ding nur weg von den elexieren hin zu den zerstörungs/hast/eisenschild/manatränken um den geforderten dmg/rüssi/heilung bringen zu können. und da haben die elexiere schon gute dienste geleistet... das hochbuffen wird dadurch meiner meinung nach nicht wirklich billiger es verlagert sich nur auf fixe buffs wie den foodbuff das elexier etc. wirklich alles hatten wir eh nie drin....
[url=http://armory.mmo-champion.com/][img]http://armory.mmo-champion.com.nyud.net:8080//sig.php/r$Dun%20Morogh!loc$EU!c$Darksorrow!c1$!c2$!tc1$!tc2$!s1$!s2$!s3$!s4$MP%2F5!s5$Healing!v$2!f$.png[/img][/url]

Balthor
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Beitrag von Balthor » Mi 11. Apr 2007, 18:22

Ich schätze mal es wird so ablaufen, man kann ein Elixier vor dem Kampf reinhauen welches irgendwelche Werte erhöht, Major Agility, Spelldamage etc. und dann halt im Kampf noch diese "aktiven Elixiere", können eigentlich nur welche sein die Stats für paar Sekunden bzw. Minuten erhöhen, Hasttrank oder solche Sachen dann halt.

Darksorrow
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Beitrag von Darksorrow » Mi 11. Apr 2007, 18:29

Das sind Tränke Balthor elexier is immer was längerfristiges
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Balthor
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Beitrag von Balthor » Do 12. Apr 2007, 09:23

In an upcoming patch we will be changing the way elixirs function, allowing a player to only have two elixirs on them at any one time. The change will allow you to use one offensive elixir, and one defensive elixir. All elixirs will be set into one of these two categories. This also means that although elixirs of the same type cannot be used at the same time, they will now stack with class buffs.

We’re making this change for a number of reasons.


* By allowing players to use any number of elixirs it was necessary that we balance raid and dungeon encounters with the idea that all players in the group had the potential of having all available elixirs on them. In many cases this resulted in the spectrum of elixirs being necessary for dungeon and raid attempts as they were balanced to be more difficult. This put a large strain on guild alchemists and their need of materials for the elixirs they would then distribute throughout the guild. With fewer elixirs being allowed, fewer elixirs will be expected on raids, and less herb and material collection will be needed when attempting raid or dungeon encounters. In turn this change allows us to design and balance encounters around it, keeping the difficulty in line with a clearer limitation of what each group member has at their disposal.

* Since the number of elixirs is now limited, we can also now allow them to stack with class buffs, so intellect elixirs will actually matter since they will now stack with arcane intellect. As mentioned previously we’ll be introducing some new recipes that would have simply been left unused before as they wouldn’t have been allowed to stack with class buffs.

* We’ve seen many requests for new recipes, and to some extent it was necessary that we limit how and when we introduce new recipes as any new elixir added in-turn resulted in a potential power increase for every member of a raid or group. With the number of elixirs on any one player now limited we can add more recipes than we would have been able to in the past.

* Flasks will work in this new system by taking up both the offensive and defensive elixir slots. We of course recognize this as a reduction of total effect of flasks, but as mentioned we will be balancing to take into account the use of a single flask on each player in an encounter.

* Potions (rather than elixirs) will not be affected at all by this system.



This change will generally not impact solo players who currently already only use one or two elixirs at a time, but will certainly be a restriction for players who tend to use a lot of elixirs simultaneously. In the case of raid and small group parties the change is a clear benefit. The need for herbs and materials, and thus the strain on a guild or individual alchemist to collect these items is lowered substantially, in combination with the encounters being tuned with the limitation in mind. This change to elixirs and flasks also allows us to improve and expand the alchemy profession in new ways, and removes the need to design and balance encounters around the potential use of all possible elixirs. We’re currently planning to implement this change in a future patch and we’ll release further details as well as information on the new recipes as soon as we’re able.

http://forums.worldofwarcraft.com/threa ... 01&sid=1#0

Mctempler
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Beitrag von Mctempler » Do 12. Apr 2007, 15:20

der preis für supreme power wird steigen ... noch kranker als jetzt eh schon.

feuermacht wird niemand mehr holen
schattenmacht auch nicht
adepten wird witzlos werden

Zerstörungstränke werden in Mode kommen aber unerschwinglich werden bei Netherblüte und Alptraumranke

es kommt drauf an welche tollen Rezepte Blizz noch einführt, wenn es allerdings Rezepte sind die die GB-Flask "sinnlos" machen dann kann man sich jedes weitere brauen für ne GB sparen....

Gesperrt