Новый Патч...

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Saidus[V]
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Новый Патч...

Post by Saidus[V] »

Patch Notes - 3/07/05 Image Image Image Major Changes

Image

Diremaul


Diremaul, a new dungeon for players level 56-60, is now open and ready for business. Diremaul is populated by a fierce tribe of ogres and is located in the western region of Feralas. Diremaul will be limited groups of no more than five players each.

New Outdoor Raid Bosses


Two new outdoor raid bosses have been introduced to Azeroth. Azuregos, a monstrous blue dragon, has landed in Azshara, while Lord Kazzak the demon can be found in the Tainted Scar of the Blasted Lands.

Meeting Stones


Meeting Stones are located outside of each dungeon to help players find a group to adventure with in the dungeon. The meeting stone will try to find you a viable five-person group by looking for a tank, a healer, and so on. As time passes and you are unable to find a group, the meeting stone will become less picky about who it groups you with.

Dungeon Player Caps


All dungeons now have a cap on group size to limit the number of players that may enter the dungeon. It was necessary to add this cap as raiding these dungeons trivialized much of the content. Because of this change we can now look to adding better loot to them during future content patches. With that in mind, the dungeons below now have the following caps:

  • Onyxia/Molten Core - 40 members
  • Blackrock Spire - 15 members
  • Diremaul - 5 members
All other dungeons in the game will be capped at 10 members.Several dungeons will be re-examined for balancing in light of thischange. In addition, will have their loot improved significatnly forthe next content patch. Image

General Changes

(detailed information for each below) Image General

  • Previously, in many cases, a Block, Parry, or Dodge was translated into a "Miss," thus causing confusion over actual miss rates. We've made the following changes in an attempt to be more clear as to what is actually happening in combat:
    • Block: All creatures will now report a Block on attacks from the front, reducing damage caused instead of converting the attack into a "Miss." Creatures will no longer be able to Block attacks from behind.
    • Dodge: Every time a creature Dodges, it will report a Dodge. We will no longer translate a creature's Dodge of a rear attack to a "Miss."
    • Parry: All creatures will now report a Parry on attacks from the front instead of translating them into a "Miss." Creatures will no longer be able to Parry attacks from behind.
  • Blocking an ability that takes place on the next swing now blocks the normal amount of damage instead of all of it.
  • Skill-up rate improved for bows, crossbows, guns, thrown, and wands.
  • Improved line of sight for large creatures.
  • In-game mail sent from GMs will now use official Blizzard stationery.
  • The Drunk effect has been greatly enhanced.
  • If you resurrect without releasing your spirit, your resurrection timer will decrease normally.
  • You can no longer accept a warlock summoning while you are in combat.
  • Increased stun resistance will now also help resist some non-melee based stun spells from creatures.
  • Mounts now are Horde or Alliance restricted in the tooltip. We do not intend to allow Horde players to ride Alliance vendor-purchased mounts and vice versa.
PvP

  • Numbers and punctuation will not be passed through chat communication to members of the opposing faction.
  • Spells in PvP now have a slight increase in range and area of effect when targets are moving. This should improve the overall usability of spells and ranged attacks.
  • Priests can no longer kill players with Shadow Word: Pain and Mind Control in duels.
  • Certain key NPCs (such as bankers and auctioneers) in the cities and main outposts are now harder to kill. Additionally, when they die, they will respawn more quickly.
  • Patrolling scouts that can see through stealth and invisibility have been added to both Orgrimmar and Ironforge.
  • Players under Mind Control pass reputation changes due to kills to the controlling player, and do not receive the reputation changes themselves.
  • You cannot see your enemies' buffs while you are charmed.
  • Dueling players can now cast helpful spells on their allies (but not vice versa).
Druid

  • Training costs adjusted. Total training cost was decreased.
  • Rebirth - Casting time and mana cost reduced; now ignores resurrection timers.
  • Swiftshifting - Talent changed. When leaving a shapeshift form, the next shapeshift form you take will have a 20%/40%/60% mana cost reduction if used within 6 seconds.
  • Gift of the Wild - This spell is now cast on the target's party.
  • Cat Form - DPS increase at levels 40-60.
  • New Ability (Cat Form): Ferocious Bite (available at level 32) - Finishing move that causes damage per combo point and converts each extra point of energy into additional damage.
  • New Spell: Barkskin (available at level 44) - The druid's skin becomes as tough as bark. Physical damage taken is reduced. While protected, taking damage will not cause spellcasting delays, but non-instant spells take longer to cast and melee combat is slowed.
  • New Ability (Bear Form): Frenzied Regeneration (available at level 36) - Converts an amount of rage into health every second for a short duration.
Hunter

  • Training costs adjusted. Total training cost was decreased.
  • Sandfury Guardians are no longer tameable.
  • Fixed a bug where Hunter pets were sometimes unattackable by opposing faction players.
  • Fixed a bug where creatures were keeping their innate resistances after being tamed. This was unintentional and the fix will affect all existing pets.
  • Distracting Shot - Is now properly improved by the Efficiency and Hawk Eye talents.
  • You can no longer use Eyes of the Beast to leave a flight path.
Mage

  • Training costs adjusted. Total training cost was decreased.
  • Improved Blizzard - Chill duration reduced to 1.5 seconds (4.5 seconds w/ Permafrost) and refreshes with each damage tick rather than at the beginning of the spell. In addition, a target that resists the damage will also resist the chill effect.
  • Blink - Using this spell should no longer cause you to fall through the world.
  • Blink can now be used to escape more of the stun effects used by creatures in the world.
  • Blink is no longer useable on boats or zeppelins.
  • Blast Wave damage radius fixed so damage properly extends to 10 yd.
  • Dampen Magic - Duration and mana cost increased. Now castable on all raid targets.
  • Amplify Magic - Duration and mana cost increased. Now castable on all raid targets.
  • Frost/Ice Armor - Mana cost reduced.
  • New Spell: Mage Armor (Available at level 34) - Allows for 30% of mana regeneration to function while casting and increases resistance to all magic schools. Does not stack with Frost/Ice Armor.
  • New Spell: Conjure Water (Rank 7) (Available through quest at level 60).
  • Arcane Missiles: Fixed a bug where the spell would not function properly against spell-reflecting targets.
Paladin

  • Training costs adjusted. Total training cost was decreased.
  • Seal of Command - The damage effects can now be resisted instead of dodged, blocked, or parried.
  • Blessing of Protection - Now castable on all raid targets.
  • Blessing of Sacrifice - Now castable on all raid targets.
  • Blessing of Salvation - Now castable on all raid targets.
  • Divine Intervention - Now castable on all raid targets.
Priest

  • Training costs adjusted. Total training cost was decreased.
  • Holy Fire - Fixed a bug with the bonus damage gained from +fire damage items. Such items now have a greater effect on this spell.
  • Prayer of Fortitude - This spell is now cast on the target's party.
  • Power Word: Shield - Now castable on all raid targets.
Rogue

  • A number of areas in the world now have footlockers in them. These areas are in place for rogues to visit to increase their lockpicking skills. The contents of these footlockers are only token amounts of treasure, but they should allow for a more interesting experience while increasing lockpicking skill. The difficulty of the locks in the area correspond to the level of the zone, so if your lockpicking skill is around 100, you would go to Durnholde Keep in Hillsbrad. But if your skill is 250, you might head to Tyr's Hand in Eastern Plaguelands.
    • Hillsbrad Foothills - Durnholde Keep
    • Redridge Mountains - Lake Everstill
    • Ashenvale Forest - Zoram Strand
    • Stonetalon Mountains - Windshear Crag and Associated Mines
    • Wetlands - Murloc Camps
    • Desolace - Sar'theris Strand
    • Badlands - Angor Fortress
    • Swamp of Sorrows - Pool of Tears
    • Searing Gorge - The Slag Pit
    • Tanaris Desert - Lost Rigger Cove
    • Azshara - Bay of Storms
    • Eastern Plaguelands - Tyr's Hand (elite)
  • Very high-end gems will no longer be acquired from junk boxes or pickpocketing.
  • Added a visual to Sword Specialization "proc" that will now show up in the combat log as well.
Shaman

  • Training costs adjusted. Total training cost was decreased.
  • Tremor Totem - Now creates the appropriate looking earth totem; tooltip updated to clarify what effects it counters; radius of effect increased; now pulses more frequently.
  • Astral Recall - The tooltip now includes the home point the spell will recall you to.
  • We've changed the spell icon of several totem spells. They should now all be unique.
  • Searing Totem - Damage slightly increased.
  • Reincarnation - No longer causes resurrection sickness.
Warlock

  • Improved Drain Mana - Will now report to the combat log all damage caused.
  • Inferno - The duration the Infernal is enslaved when first summoned has been increased. The area of effect damage caused by the Inferno spell, and all threat generated by it, will now originate from the Infernal. The Infernal will now immediately attack targets within the radius of the spell.
  • Enslave Demon - Is no longer dispellable.
  • Curse of Agony - Now benefits from items that increase shadow damage.
  • Nightfall - Fixed a bug where the Shadow Trance effect was lost without benefit. Previously, the talent had a 3%/4% chance of triggering. It now has a 2%/4% chance of triggering, and the tooltips have been updated to accurately reflect this change.
  • Ritual of Doom - The death caused at the completion of the ritual no longer causes durability loss.
  • Firestone - Equipping Firestones will now increase damage caused by fire spells.
  • Spellstone - Equipping Spellstones will now improve your chance to get a critical strike with spells.
  • Fear - Mana cost changed to a percentage of base, which results in an increase in cost.
  • The Shadow Trance buff granted by the Nightfall talent will no longer be used up by a shadowbolt that was in mid-cast.
Warrior

  • Training costs adjusted. Total training cost was slightly increased.
  • Battle Shout - Rage cost reduced.
  • Bloodrage - Health cost reduced.
  • Heroic Strike - Damage increased.
  • Parry - Moved to level 6.
  • Thunder Clap - Now causes Physical damage instead of Nature damage; damage increased; duration increased with each new rank. Improved Sunder Armor - Now decreases rage cost by 1/1/1. Improved Thunder Clap - Now decreases rage cost by 1/1/2.
  • Execute - Full rage is no longer consumed when the ability does not hit.
  • Overpower - Should now be usable when a special attack is dodged.
  • Fixed a bug where rage was not being generated when normal melee attacks were parried, dodged, and blocked.
  • Charge has been improved so it will work through doorways and won't path you through an entire dungeon.
  • Sweeping Strikes bug fixed. It will hit more reliably and show up in combat log correctly.
  • Added a visual to Sword Specialization "proc" that will now show up in the combat log as well.
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Post by Saidus[V] »

полное описание патча тут:
http://worldofwarcraft.com/patchnotes/patch-05-03-04.html

вообщем нет никакого желания продолжать играть дальше...
друиды - Ап
шаманы - Ап
инстанцам - лимит.

Добро пожаловать на работу.
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Post by Xpoft »

Reincarnation - No longer causes resurrection sickness
Это не совсем ап, но приятно!!! Появился смысл уменьшить время возрождения...
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Post by Ogrem »

Наконец близы начали уравнивать классы.
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Post by Rion »

Хочу глянуть на наш новый щит, судя по всему не будет работать с ледяной броней, что не есть гуд. А вообще хороший патч будет.
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Post by Saidus[V] »

Это называеццо уравнивание классов ?

Ogrem , скажи кого здесь к кому приравняли, кроме магов может быть?

было:

Druid>Warrior
Druid>Priest
Druid=Shaman (вариации)
Druid>=Mage
Druid?Hunter (но подозреваю > )
Druid?Warlock (same shit )
Druid>Rogue

Shaman>Warrior
Shaman>Priest
Shaman>Hunter
Shaman>Mage
Shaman>Warlock
Shaman=<Rogue

А теперь поконкретнее, Ogrem про уравнялово...
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Post by Imprez »

я не понял,в чем проблема..? наоброт интереснее играть =) я рад патчу =)
плюс вот это...
Several dungeons will be re-examined for balancing in light of thischange. In addition, will have their loot improved significatnly forthe next content patch.

напиши по пунктам что тебе в нем не нравится
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Post by Saidus[V] »

Если ты варр и тебе немножко приподняли чего-то там, это не повод радоваццо .
это просто как подачка.

на фоне подъема Шаманов с друидами - некоторым ОСОБО ущербным приподняли по маленьку, чтобы уж вообще не воняли. Я не прошу повышать приста и других :
повысить варра , (магам вроде дали чтото - посмотрим как это будет в реале ), и понизить шамана.
прошу заметить я не прошу понизить друида - но повышать его морфы и абилки в мишке - это просто ппц....
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Post by Ogrem »

Саид ты не прав )). Я нашел метды бонрьбы с рогами и вариорами но победа не гарантированная а бой на равных если конечно вар и рога не тормоза. С пристом у кастеров ваще ни каких шансов или я просто тормох как и Пент и многие другие. С шаманом тоже шансов ООООЧЕНЬ мало если он опять же не тормоз. Ты переоцениваеш возможности Дру. Например решающие абилки у пристов это Мана Бён, а у Шамана Диспел опять же относительно дуэлей с Дру. С магом Дру много вариантов тут от шмота много зависит.
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Post by Imprez »

к тому же,что у тебя голова болит за шамана,у аликов то его нет =) как говорится "Проблемы нигеров,белого шерифа не е...т"
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Взгляд мага на патч мага

Post by Ultimatum »

1. Training costs adjusted. Total training cost was decreased.
Мелоч а приятно.
2. Improved Blizzard - Chill duration reduced to 1.5 seconds (4.5 seconds w/ Permafrost) and refreshes with each damage tick rather than at the beginning of the spell. In addition, a target that resists the damage will also resist the chill effect.
С одной стороны почикали, а с другой сделали хоть чуточку полезным Пермафрост.
3. Blink - Using this spell should no longer cause you to fall through the world.
Blink can now be used to escape more of the stun effects used by creatures in the world. Blink is no longer useable on boats or zeppelins.
Ну тут чисто исправление багов и недоработок. Правда теперь фармить магов на жопелине просто кайф.
4. Blast Wave damage radius fixed so damage properly extends to 10 yd.
Почикали Blast Wave, наскока сильно не берусь судить, т.к. не огневик.
5. Dampen Magic - Duration and mana cost increased. Now castable on all raid targets. Amplify Magic - Duration and mana cost increased. Now castable on all raid targets.
Спелы редко используемые и мало ценые, может теперь буду почаще юзать дампед в соло, хотя хз.
6. Frost/Ice Armor - Mana cost reduced. New Spell: Mage Armor (Available at level 34) - Allows for 30% of mana regeneration to function while casting and increases resistance to all magic schools. Does not stack with Frost/Ice Armor.
Понижение стоимости просто супер с учетом того что придется частенько перерубать с одного армора на другой, а то 1300 маны за арм это дебелизм полный, особено в дуэлях с чела обладающими диспелом стоимостью 60 маны...
А вот насчет магик армора, ну то что дает резисты это просто супер, будет смысл эзать его против кастеров. А вот регенерация маны жалкая, от спирита конечно толку будет побольше но не намного.
При 300 спирита регенрация около 90 маны за тик, 30% это около 30 маны за тик в бою. Не много, особено если учесть что теряем фрост армор.
7. New Spell: Conjure Water (Rank 7) (Available through quest at level 60).
Наконец то, бред полный за ходишь в игру, вешаешь щит 1300маны, инт 1500 маны, камень 1500 маны, делаешь бутылку 500 и хлеб 500. Маны ноль, а водой 6-го ранга полную ману около минуты заполнять, в инстантах маг главный тормоз пати. В ПВП если маг упал то рескилить его можно до опупения.
8. Arcane Missiles: Fixed a bug where the spell would not function properly against spell-reflecting targets.
Ну наконец то пофиксили, а то глупо выглядело, мана утекла а рокеток нема.

И еще одно что незаметное:
Magister's Mantle, Robe, Belt, Crown, and Binding changed to include more stamina in lieu of spirit.
А вот это правильно, наконец то близы поняли что маг с 2к хп без брони и резистов это нонсенс.
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Post by Saidus[V] »

30% мало???

пристам надо вбить 5 перк поинтов ( а если учесть что он дисцип, то пожертвовать чем то из Холи или Шадоу ) чтобы получить 15 % (!!) регенерации маны во время кастинга... а вам простым баффом мало?
нормально))

что скажут варры ? ...

п.с. Друиды, шаманы - можете ничего не говорить и так всё ясно. Рот до ушей.
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Post by Ultimatum »

'Saidus[V wrote:']30% мало???

пристам надо вбить 5 перк поинтов ( а если учесть что он дисцип, то пожертвовать чем то из Холи или Шадоу ) чтобы получить 15 % (!!) регенерации маны во время кастинга... а вам простым баффом мало?
нормально))

что скажут варры ? ...

п.с. Друиды, шаманы - можете ничего не говорить и так всё ясно. Рот до ушей.
Сейчас чтоб магу получить 15% надо тоже вбить 5 талантов в аркан.
А с учетом того что у мага самые дорогие спелы в игре, то 30% будут играть не сильную роль.
Например каст AM -565 маны каст 5 секунд, 565-30*5=415, это при учете что у мага 300 спирита. А стоко его можно набрать тока в жертву стамине.
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Post by Pupsik »

Prayer of Fortitude - This spell is now cast on the target's party. Бугага

Да чё там говорить, сирано прист в густо заселённой агро-мобами месности как был так и остаётся богом. А дуэли, ну не можем мы завалить 3 класса из 8, ну и что?
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Post by Saidus[V] »

УЛьт - поподробнее про свой расчет плз.
что это за цифры ?
New Spell: Mage Armor (Available at level 34) - Allows for 30% of mana regeneration to function while casting and increases resistance to all magic schools. Does not stack with Frost/Ice Armor.

я понимаю что это означает бафф , дающий 30% мана реген во время каста и увеличивает все резисты. А есл иэто так - то я не понимаю причем тут те цифры что ты написал.
для кастеров действует правило 5 секунд, для НЕзнающих кастеров объясняю - Что спирит ( а следовательно регенерация ) не пашет в течение 5с после каста. Т.О. реген работает толкьо после 5 секунд когда ты последний раз кастовал. Для паладинов/Шаманов и всякой гибридной шелупони это только на руку. за те мана берны что например прист им навесит они просто генерят во время своих маханий топором ( я надеюсь что многие видели как генериццо мана )...
Так вот - 30% регенерация от нормальной в комбат моде - это просто божественно. а если сложить по твоим словам Аркан 15 % + 30 за счет баффа - вполне сносно...

у Друида например :

Innervate
Rank 1/1
49 Mana 30 yd range
Instant cast 6 min cooldown
Increases the target's Mana regeneration by 400% and allows 100% of the target's Mana regeneration to continue while casting. Lasts 20 sec.

это просто ппц..
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