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In-game Fixes -- 12/14

marrowgarmodelAnother round of small fixes is being delivered this week. Expect to see this sort of thing continue until Blizzard is relatively happy with the way players are responding to the new encounters and content. Even with two months of extensive testing, both on the PTR and internally, nothing quite compares to the experience of 10 million+ subjects!
Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted. To review previous in-game fixes, please visit: http://forums.worldofwarcraft.com/thread.html?topicId=20677858456&sid=1 12/14/09
  • In Ulduar, the Salvaged Demolisher’s Hurl Boulder ability will now properly ignite tar.
  • Vault of Archavon bosses are again able to be hit by area of effect abilities.
  • The trinket Ephemeral Snowflake will now be triggered by all healing spells.
  • The players’ Gunship will now appropriately dock after achieving victory.
  • Lord Marrowgar will now do significantly less melee damage in both the 10 player normal and 10 player heroic difficulty.
Death Knight (Forums / Talent Calculator)
  • Chains of Ice is no longer limited to a single target. In addition, when Chains of Ice is used on a snare immune target with Everlasting Winter talented, it will once again apply Frost Fever.
Druid (Forums / Talent Calculator)
  • Druids will now be able to shapeshift out of a spell-reflected Entangling Roots spell.
Warlock (Forums / Talent Calculator)
  • Everlasting Affliction can now refresh the duration of Corruption on a target when the Warlock casts Shadow Bolt. This talent also refreshes the duration of Corruption with Drain Life and Haunt.
As I understand it, the Death Knight change isn't so much a buff as it is a fix for something that was nerfed pre-3.3. Still, I'm sure players of the class will welcome the change. It's kind of sad to see 10-man Marrowgar getting nerfed so early, though. Is anyone really having that much trouble with the fight? The main complaint I've heard is that it's possible for a tank to get killed very quickly if one of the healers gets spiked at the wrong time, but just as well, plenty of guilds seem to be getting through the fight just fine. Let us know if you've encountered any problems with the fight!

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