


Patch 5.4.2 PTR - Build 17614
Build 17614 will be deployed to the PTR realms soon. The "Karazhan Restoration" phase was renamed to Medivh's Big Birthday Bash in this build.
Originally Posted by MMO-Champion
Automated In-game Mail
- Automated In-game Mail #401 - Your recruited friend!: Great news! Your recruited friend logged in during your absence with a character named .... Add this character to your friend list to see them next time they log in. Have fun, and happy hunting
- Automated In-game Mail #402 - Your recruited friend!: Great news! Your recruited friend logged in during your absence with a character named ... on the realm named .... Add this character to your friend list to see them next time they log in. Have fun, and happy hunting
LFG Entry
- LFG Entry #771 - Vale of Eternal Sorrows
- LFG Entry #772 - Gates of Retribution
- LFG Entry #773 - The Underhold
- LFG Entry #774 - Downfall
Phases
- Karazhan Restoration - Renamed to Medivh's Big Birthday Bash.
Originally Posted by MMO-Champion
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Patch 5.4 Hotfixes - November 25
Originally Posted by Blizzard Entertainment
Classes
- General
- Soul Reaper effect to cause additional damage if the target falls below 35% health after 5 seconds should now trigger even if the Death Knight is dead.
- General
- Talents
- Soul of the Forest effect for Restoration Druids that gives 100% haste for the next spell no longer modifies the cast speed of Revive.
- Talents
Raids, Dungeons, and Scenarios
- Siege of Orgrimmar
- Siegecrafter Blackfuse
- Siegecrafter Blackfuse's Magnetic Lasso will now also pull character corpses that are on the conveyor belt to the main platform.
- Resolved an issue during the Siegecrafter Blackfuse encounter where players dropping into the conveyor belt may sometimes take fatal fall damage.
- Resolved an issue where destroying the last disassembled weapon right as it exits the conveyor belt may cause Siegecrafter Blackfuse to incorrectly gain the Energized Defensive Matrix effect.
- Siegecrafter Blackfuse
Blue Posts
Originally Posted by Blizzard Entertainment
Ability Squish
We do feel that, at least for some classes, there are a few too many buttons to keep on your action bars. It's an issue we'd ultimately like to solve, but something we have to be very, very careful with.
It's easy to look at your bar, go "LOOKIT ALL DEM BUTTONS", and decide that some of them need to go. In fact, we agree. It's much more difficult -- even dangerous -- to decide exactly which abilities to get rid of. Generally speaking, if you have an ability keybound, it's probably at least fairly important to your class. Getting rid of abilities you don't have bound doesn't really fix anything, so that means that, in most cases, we're talking about cutting the important ones.
That's not to say it can't (or won't) be done, but it does mean it's a fairly large task. Depending on the ability, there could be a lot of rebalancing or restructuring needed to make sure the class is still functional and fun to play. Again, it's something we'd like to do, it's just a very involved process.
Something you didn't really touch on is how some abilities exist as flavour for the class. The last time this kind of ability trimming occurred, a lot of things we players took for fun and playing about wound up biting the bullet because they were seen as "unnecessary" (i.e. Hunter's Eyes of the Beast).
True, and we want to avoid that. As I mentioned above, removing abilities you don't often use doesn't accomplish much. We often talk about this issue in terms of action bar space, but it's really keybind space that's the problem. One could make an argument that, say, Unending Breath could stand to be cut, but that's not something that's going to free up a keybind for the vast majority of Warlocks. (Blue Tracker / Official Forums)
Patch 5.4.2 Warrior Changes
We don't feel that Warrior damage output itself is the issue. It's strong, but not out of line compared to other classes. We think the issue lies with mobility, and the Warrior's ability to keep that constant pressure going. That's why we decided to revert the 5.4 Intervene change in 5.4.2 and move the root break back to Safeguard. Once we've had a chance to see how that affects things, we'll be able to decide if any further changes are necessary. (Blue Tracker / Official Forums)
Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
Why not take the leap into mounted combat using the tech from quests like The Drakkensryd from back in Wrath?
It would take months of work to feel decent and not hacked in like it was in the (overall awesome) Drakkenryd quest. (Source)
Dailies are a grind because being able to use your class is not really a challenge anymore to ANYONE.
I agree that's a problem when you start to overgear the content. Say Isle of Thunder at its launch still had challenging mobs. (Source)
With the success of the Warlock Green Fire quest chain, are you planning to add quest chains for other classes?
If and when it makes sense. We like the feature overall but don't want it to become formulaic. (Source)
Technically questing is trivial. It's not hard and everyone can do it. It's simply a time sink until raiding.
We could make WoW a game only about raiding. I don't think it would be as popular though. (Source)
You know, the "heart and soul" thingie which is played by 5% of your players.
I don't know where that number comes from. Raiding is very popular. But that doesn't mean all players raid. (Source)
Not the same as saying "okay but make it trivial for alts". Just reduce the restrictions since we've already done it all once.
Why? Why is being able to click quest objects without fighting anything a better design than just skipping questing altogether? (Source)
Yet at max lvl, we won't be questing (no dailies at max lvl), so no real change from current flying design decision
You will be out in the world doing stuff, more like Timeless Isle than Golden Lotus. (Source)
But pls give to that T. Isle 2.0. some structure. Killing 2k Yaungols without the pacing/reward that a daily gave is boring.
Yeah, it won't just be Timeless Isle 2.0. That's just an example of content that isn't just "Kill 10 mogu every day." (Source)
in WOD will we see more shared mob tagging outside of groups. Really like that in other games. Allow more impromptu grouping
We'd like to improve our tagging rules for sure. Not convinced dot everything to get credit on all is the right design. (Source)
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