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Old 11/30/07, 11:21 AM   #1
heel
Great Tiger
 
Dwarf Priest
 
Mannoroth
New 2.3.2 Changes

I think the 2.3 thread has run its course, but if the mods want to condense, go for it.

There are new 2.3.2 patch notes, and the English version is now up at WoW-Europe.com Forums -> 2.3.2 PTR Patch Notes. (Sorry for the original mess with the German translations.)

Last edit: Copied nicer formatting from Teza (World of Raids :: Index).

Changes from the last build:

General
* Effects triggered from being critically hit: Many abilities and talents were changed in 2.3.0 to allow them to trigger from critical strikes that occurred while the player benefitting from them was sitting.

Druids
* Lifebloom: When this ability is refreshed it will take on the strength of the incoming Lifebloom effect, rather than maintain the existing strength.

Mages
* Conjure Mana Gem mana restore variance substantially reduced,(Rank 5 – Emerald) now restores 2340 to 2460 mana and has three charges.
* Icy Veins (NEW Frost Talent) decreases casting time of all spells by 20% and increases the chance your chilling effects will freeze the target by 10%. Lasts 20 sec. 3 min cooldown. It is now in the Cold Snap position in the talent tree.

Rogues
* Hemorrhage weapon damage reduced from 125% to 110%, but the damage debuff has been increased.
* Shadowstep now awards 1 combo point.

Shaman
* Earth Shield (Restoration) mana cost reduced, now it has a 30 second cooldown.

Items
* Hex Shrunken Head: This item now has a 20 second shared cooldown with other similar trinkets.

Bug Fixes
* Characters may now possess up to five Paper Flying Machines in a single stack.
* Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.
* The various Hallow’s End broom mounts now have their proper real-time (rather than game-time) duration of 14 days.
* Tricky Treats now have their proper real-time (rather than game-time) duration of 24 hours.

Last edited by heel : 11/30/07 at 12:02 PM.

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Old 11/30/07, 11:24 AM   #2
Suesse
Don Flamenco
 
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Human Death Knight
 
Llane
I'm pretty sure these were posted a week ago in English.

Nevermind, it was just the mana gems stuff that was posted earlier (2.3.2 PTR Patch notes.)

Last edited by Suesse : 11/30/07 at 11:26 AM. Reason: Linky

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Old 11/30/07, 11:27 AM   #3
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
2.3.2 PTR Patch Notes

English listing too... abit more indepth and confirms the nasty Lifebloom change ;'(.

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Old 11/30/07, 11:27 AM   #4
Pasco
Von Kaiser
 
Human Priest
 
Gorgonnash (EU)
Some of the changes are mentioned before but the cooldown on Earth Shield is new as well as the rogue changes.

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Old 11/30/07, 11:29 AM   #5
• Chicken
 
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Ginakursia
Goblin Warlock
 
No WoW Account (EU)
These are in fact slightly different then those from a week ago. Not much different, but slightly different.

Just as a minor addition, the Earth Shield change there also mentions the mana cost getting reduced. Unsure whether that'll mean it's being reduced again to compensate for having a 30 second cooldown though.

Edit: Or it's just the same changes except I haven't been keeping up to date as well as usual.

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Old 11/30/07, 11:31 AM   #6
Windigo
King Hippo
 
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Orc Warlock
 
Mal'Ganis
Full translation (as posted on wow boards, if someone still wants to refine it from here, be my guest):

General
* /timetest is a command that can be run to provide information on game performance. /timetest 0 turns the command off. When the command is issued, the next time a player uses a flight master to travel, certain statistics will be measured and displayed at the end of that flight. All weather effects and spawns are shutdown during the test.
* Effects triggered from being critically hit: Many abilities and talents were changed in 2.3.0 to allow them to trigger from critical strikes that occurred while the player benefitting from them was sitting.
* Quest givers with blue question marks no longer show up on the minimap.
* NPC's who you have completed a quest for will display a question mark on mouseover rather than an exclamation point.
* The bank controls for the guildmaster level of a guild is now grayed out. A guildmaster always has full access to a guild bank and this cannot be changed.
* A "Withdraw-Repair Only" button has been added to the guild bank controls. If this is set for a guild rank, then that rank cannot actually withdraw funds from the guild bank, but they can still use that daily amount of money for repairs.
* You will now automatically stand up when attacked, even if the attack doesn’t land.

Druids
* Lifebloom: When this ability is refreshed it will take on the strength of the incoming Lifebloom effect, rather than maintain the existing strength.

Hunters
* Arcane Shot: Ranks 1-5 will once again deal bonus damage based on attack power.
* Aspect of the Viper effect increased.
* Freezing Trap is no longer limited to one target at a time.
* Pet leveling speed has been increased.

Mages
* Cold Snap (Frost) cooldown reduced. It is now in the Ice Block position in the talent tree. This ability will no longer reset the cooldown on Fire Ward.
* Conjure Mana Gem mana restore variance substantially reduced,(Rank 5 – Emerald) now restores 2340 to 2460 mana and has three charges.
* Ice Block (Frost) is now available on the trainer to all mages at level 30.
* Icy Veins (NEW Frost Talent) decreases casting time of all spells by 20% and increases the chance your chilling effects will freeze the target by 10%. Lasts 20 sec. 3 min cooldown. It is now in the Cold Snap position in the talent tree.

Paladins
* Crusader Strike (Retribution) now causes 110% of weapon damage and no longer gains any bonus from spell damage.
* Righteous Fury: This spell will no longer cost twice the listed mana to cast.
* Sanctified Judgements (Retribution) now returns 80% of the Seal's mana cost, increased from 50%.

Rogues
* Cheat Death: When multiple attacks land simultaenously, all those resolved after the attack which triggered Cheat Death will now have their damage reduced by 90% as intended. However, the combat log will still report them doing full damage.
* Hemorrhage: Rank 4 of this ability no longer has its charges consumed by non-physical attacks and spells.
* Hemorrhage weapon damage reduced from 125% to 110%, but the damage debuff has been increased.
* Shadowstep now awards 1 combo point.

Shaman
* Earth Shield (Restoration) mana cost reduced, now it has a 30 second cooldown.
* Lightning Shield mana cost reduced.
* Water Shield now restores mana periodically regardless of how many charges remain. Duration increased to 10 minutes.

Warlock
* The health cost taken from the Warlock after using Health Funnel will now remain consistent between uses.

Warrior
* Defiance: The expertise granted by this talent now works properly in all stances.
* Warriors no longer lose rage when using a macro to enter a stance they’re already in.

Professions
* Cooking
o Goldthorn Tea was erroneously unlearned by most players who had learned the recipe. The recipe has been re-enabled and can be learned again from Henry Stern in Razorfen Downs at no cost.

* Enchanting
o Enchant Shield - Resilience now requires a Runed Fel Iron Rod instead of a Runed Adamantite Rod.

* Leatherworking
o Increased the range of leatherworking drums to 40 yards. Drums of Panic remains unchanged at 8 yards.

Items
* Amani Charm of the Witch Doctor: Tooltip typo corrected.
* Hearthstone: The cast time on this item is no longer affected by spell haste.
* Hex Shrunken Head: This item now has a 20 second shared cooldown with other similar trinkets.
* Icy Chill Enchant: The triggered effect from this enchantment will now cause a melee slow and movement snare as intended.
* Idol of the Unseen Moon: This item now has a 30 second cooldown on being triggered.
* Idol of Terror: The triggered agility buff from this item no longer overwrites other agility buffs.
* The Netherscale Ammo Pouch is no longer a Unique item.
* The Knothide Quiver is no longer unique.

Dungeons and Raids
o Heroic Coilfang Resevoir- Steamvaults
o [ul]Mekgineer Steamrigger's Main Chambers Access Panel is no longer interactable until Mekgineer Steamrigger has been killed.

* Tempest Keep- The Eye
o The number of Blood Elves guarding Prince Kael'Thas' room has been reduced.

* Zul’Aman
o The Amani'shi Warrior's Charge ability now has a minimum range.
o The melee haste provided by Halazzi's Frenzy has been reduced to 100%.
o Dragonhawks in Zul'Aman can now be skinned. This doesn't include dragonhawks that do not have loot.

Quests
* Blade's Edge Mountains: Players accepting the bombing run quests in Blade's Edge Plateaus will no longer cause other players in the region to stand up.

User Interface
* There is now an option to turn off the screen edge damage flash when you have a fullscreen UI up.
* You can sell stacks by dropping them on the merchant window again.
* Ready check (/readycheck) will now display a visual display of each party/raid member's status next to their name. This will display in the Party UI, the Raid UI and the Raid pullout UI. A player will get a check mark if they are ready, a question mark if they have not replied and a red X if they are not ready or are afk.
* You can now see raid members on the minimap as dark blue dots in addition to party members which still display as light blue dots.
* You can now shift click names while the petition window is open to paste them into the petition.
* Fixed various problems with /castsequence getting stuck.
* /cast will toggle spells again unless the name is prefixed with an exclamation mark, e.g. /castsequence Steady Shot, !Auto Shot

Bug Fixes
* Characters may now possess up to five Paper Flying Machines in a single stack.
* Fixed “Spell/Ability is not ready yet” message when clicking quickly at the beginning of a cast.
* Fixed a server disconnect when moving the mouse over recipes in the guild bank.
* Gnomish Universal Remote will now work properly with the Fel Cannon.
* Disconnecting a USB HeadSet will no longer cause problems with the Voice Chat dropdown menus.
* Clockwork Rocket Bots will no longer attack each other in Shattrath City.
* Channel changes will now appear properly in the chat log after zoning in or out of instances.
* Unplugging headphones/speakers then plugging them back in while in WoW no longer disables all sound in WoW
* If the original owner of a custom channel gives leadership away their options menu will no longer show that they have moderation privileges.
* The first custom created guild ranking will now properly show up in the Guild Control pane drop down menu.
* Control-clicking on inventory items that teach recipes will now properly display you wearing the item made by the recipe in the dressing room UI.
* Fixed an issue that was not allowing all charges of a Field Repair Bot to be used.
* Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.
* The various Hallow’s End broom mounts now have their proper real-time (rather than game-time) duration of 14 days.
* Tricky Treats now have their proper real-time (rather than game-time) duration of 24 hours.

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Old 11/30/07, 11:32 AM   #7
Illundai
Bald Bull
 
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Orc Death Knight
 
Talnivarr (EU)
I wonder if they are thinking of giving Earth Shield a dispelling protection, considering they're giving it a cooldown. PvP change, you don't ES people that frequently in PvE.

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Old 11/30/07, 11:38 AM   #8
Valerian
King Hippo
 
Night Elf Druid
 
Blackhand
Cheat Death: When multiple attacks land simultaenously, all those resolved after the attack which triggered Cheat Death will now have their damage reduced by 90% as intended. However, the combat log will still report them doing full damage.
Does this just seem like shoddy coding to anyone else? Why would the combat log not report the reduced damage? Clearly if they can separate the events to make them all be affected by the Cheat Death buff, they can be separately logged.

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Old 11/30/07, 11:47 AM   #9
Branar
Don Flamenco
 
Human Warrior
 
Vek'nilash
In 2.4 when the massive combat log revamp comes, it'll probably be fixed. They probably just don't want to spend a lot of resources fixing it now when they're overhauling the whole system in the next few months anyway.

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Old 11/30/07, 11:48 AM   #10
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Does this just seem like shoddy coding to anyone else? Why would the combat log not report the reduced damage? Clearly if they can separate the events to make them all be affected by the Cheat Death buff, they can be separately logged.
Because your local combat log doesn't reflect serverside timing. That's why you can see yourself land a heal on someone who dies anyway, or manage to both earth shock a mage and end up as a sheep even though in theory that should be impossible. If every client combat event had to check with the server first before resolving, latency would make the game pretty much unplayable.

Anyway, about that Earth Shield change.....

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Old 11/30/07, 11:49 AM   #11
Teza
Von Kaiser
 
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Orc Death Knight
 
Al'Akir (EU)
Source: World of Raids :: Index

General
* Effects triggered from being critically hit: Many abilities and talents were changed in 2.3.0 to allow them to trigger from critical strikes that occurred while the player benefitting from them was sitting.

Druids
* Lifebloom: When this ability is refreshed it will take on the strength of the incoming Lifebloom effect, rather than maintain the existing strength.

Mages
* Conjure Mana Gem mana restore variance substantially reduced,(Rank 5 – Emerald) now restores 2340 to 2460 mana and has three charges.
* Icy Veins (NEW Frost Talent) decreases casting time of all spells by 20% and increases the chance your chilling effects will freeze the target by 10%. Lasts 20 sec. 3 min cooldown. It is now in the Cold Snap position in the talent tree.

Rogues
* Hemorrhage weapon damage reduced from 125% to 110%, but the damage debuff has been increased.
* Shadowstep now awards 1 combo point.

Shaman
* Earth Shield (Restoration) mana cost reduced, now it has a 30 second cooldown.

Items
* Hex Shrunken Head: This item now has a 20 second shared cooldown with other similar trinkets.

Bug Fixes
* Characters may now possess up to five Paper Flying Machines in a single stack.
* Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.
* The various Hallow’s End broom mounts now have their proper real-time (rather than game-time) duration of 14 days.
* Tricky Treats now have their proper real-time (rather than game-time) duration of 24 hours.


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Old 11/30/07, 11:49 AM   #12
Ozzmar
Don Flamenco
 
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Worgen Priest
 
Magtheridon
EDIT: Way too late on that post.

I'm pumped for that Shadowstep change though. It's probably not going to do much for the sustained-dps point of view, but having the ability to Shadowstep->Kidney Shot a fleeing opponent sounds quite delicious!

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Old 11/30/07, 11:58 AM   #13
heel
Great Tiger
 
Dwarf Priest
 
Mannoroth
Fixed the original post. I can't comment on the Hemorrhage change - I don't know a lot about Rogue combat math - but the Earth Shield change seems out of line. The first big effect that comes to mind is that it's going to hurt Shamans a fair amount in 5v5 (a bracket where they are already underrepresented) by limiting their ability to do anything about target switches.

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Old 11/30/07, 12:05 PM   #14
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
When's the last time a shaman Earth Shield seriously lasted more than three seconds on a target that was being focused in a 5v5?

Where this would really hurt is in smaller brackets. Let's say the all-too-common druid/warrior 2v2. Warrior beating on my partner. I earth shield him. Warrior intercepts to me. Now I have a warrior beating on me and no way of stopping pushback or getting the benefit of my 41pt talent for the next 30 seconds. Fun.

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Old 11/30/07, 12:10 PM   #15
Captain Winky
Von Kaiser
 
Gnome Rogue
 
Shadow Council
The direct answer to the Hemo change for Rogues is "depends on how much they increased it by." Rogues will lose 13.6% of their Hemo damage, so the better your gear is, the higher the debuff damage will have to be to maintain the same addition to raid DPS. For example, with a S2 mainhand and 2000 AP, average base damage is 600. That becomes 750 right now with Hemo, but will be only 660 next patch. That means that 90 damage per Hemo will need to be redirected to the debuff charges.

I think a fair number for rank 4 would be 50 damage per charge.

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Old 11/30/07, 12:12 PM   #16
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius
* Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.


Any ideas on which creatures this change is for? I can think of the Opera trash that Sleeps in Kara and the the breast trainers that sleep in Z'A, but I don't know what else there is.

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Old 11/30/07, 12:14 PM   #17
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Copernicus View Post
* Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.


Any ideas on which creatures this change is for? I can think of the Opera trash that Sleeps in Kara and the the breast trainers that sleep in Z'A, but I don't know what else there is.
A million different things. As one random example, Calculator in Mech MCs the nearest non-MT target. In 2.3.2 it'll be truly random.

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Old 11/30/07, 12:14 PM   #18
Illundai
Bald Bull
 
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Orc Death Knight
 
Talnivarr (EU)
Originally Posted by Copernicus View Post
* Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.


Any ideas on which creatures this change is for? I can think of the Opera trash that Sleeps in Kara and the the breast trainers that sleep in Z'A, but I don't know what else there is.
That's one awesome freudian slip there. The first example I can think of is the shield walling mobs in BT that only seem to Shield Bash me from all the melee. But that might have something to do with only hitting mana users. =/

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Old 11/30/07, 12:16 PM   #19
Vhad
Don Flamenco
 
Night Elf Warrior
 
Silvermoon (EU)
The mindcontrol mobs in ZA as well.

What!?

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Old 11/30/07, 12:17 PM   #20
Zugstab
Glass Joe
 
Troll Rogue
 
Tichondrius
Originally Posted by Kungfoo View Post
Rogues
* Hemorrhage weapon damage reduced from 125% to 110%, but the damage debuff has been increased.
Oh well, pwnage raid hemo dps was good while it lasted.

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Old 11/30/07, 12:22 PM   #21
• Snowy
Do Not Disturb
 
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Blood Elf Priest
 
Mal'Ganis
Putting a cooldown on Earth Shield is awful. I'm not sure what they are trying to accomplish, but that's even more of a nerf for them in PvP.

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Old 11/30/07, 12:30 PM   #22
Imoan
Von Kaiser
 
Gnome Mage
 
Mal'Ganis
Deleted

Last edited by Imoan : 11/30/07 at 12:31 PM. Reason: Beaten

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Old 11/30/07, 12:33 PM   #23
heel
Great Tiger
 
Dwarf Priest
 
Mannoroth
Originally Posted by Praetorian View Post
When's the last time a shaman Earth Shield seriously lasted more than three seconds on a target that was being focused in a 5v5?

Where this would really hurt is in smaller brackets. Let's say the all-too-common druid/warrior 2v2. Warrior beating on my partner. I earth shield him. Warrior intercepts to me. Now I have a warrior beating on me and no way of stopping pushback or getting the benefit of my 41pt talent for the next 30 seconds. Fun.
It can last quite a while, especially if you're splitting dps with one melee on a secondary target, or when you're forced to do a fast target switch onto someone who hasn't been fully dispelled yet. It was really frustrating on a 4dps team when we changed our plan after bop had already been used, and I was still forced to use global cooldowns dispelling to get that shield off. I really didn't think about the lower brackets: it goes away so fast in 2v2 and 3v3 (against me, a Priest) that there's no point in the Shaman ever casting it. Just a perspective thing, I guess.

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Old 11/30/07, 12:35 PM   #24
Kalman
Super Macho Man
 
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Orc Shaman
 
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Depending on the exact numbers for the hemo change, it should make it so that you want *one* hemo rogue, but more than one per raid isn't ideal, preserving a reason for combat rogues to exist.

Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.

Clearly law school has done wonders for me.

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Old 11/30/07, 12:41 PM   #25
 Adoriele
Chronic Apopheniac
 
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Night Elf Druid
 
Dragonblight
Originally Posted by Ozzmar View Post
EDIT: Way too late on that post.

I'm pumped for that Shadowstep change though. It's probably not going to do much for the sustained-dps point of view, but having the ability to Shadowstep->Kidney Shot a fleeing opponent sounds quite delicious!
Hidden downside: Using Shadowstep as an escape move will now lose you all of your CP on the target you were working over before. Dunno how much of a hit this is, as my Rogue hasn't quite reached the arena yet, but sounds like it now makes the choice between escaping and finishing off your current target a lot heavier.

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