Entries in bugs (10)

Brewfest 2009: Festivities Extended for 2 Extra Days

This Brewfest Kodo is not mine.
I know, I know. I gave Brewfest a hard time when it first started up. On top of my frustrations with blurry screens and fatigued rams, Blizzard was working through some bugs that prevented players from properly using their mugs to bonk dwarves attempting to steal beer kegs. Then, as if that wasn't enough, serious server stability issues set in after the unexpected release of Patch 3.2.2. But I suppose I ruled out this merry holiday a bit too soon, and have since grown to enjoy even those aspects that previously were driving me insane. Which is why I'm happy to report that Bornakk announced today the event has been extended for an additional two days:
"Brewfest is a time of year where the focus is placed squarely on the celebration of fun and food. In order to give everyone enough time to truly experience this event (and after some fine tuning on the part of the event organizers), we will be extending the event two additional days. The festivities will end on October 5th at 11:59PM, so don’t miss it."
Yes, it seems Blizzard has taken notice of our frustrations with bugged-out quests and lagged-out ram racing, and in compensation has decided to give us extra days to earn those all-important Brewfest tokens. Now that we've memorized the perfect routes for the Bark For.. quests, perfected the timing of whipping our mighty rams to go faster and learned (the hard way) that not all pugs are trustworthy when it comes to winning loot, we have the opportunity to get a little more out of the event. Personally, I got the Brewmaster title a couple of days ago by selling back my Brewfest garb before purchasing the Brew of the Month membership. But as a starting-out collector of vanity gear, I'm looking forward to getting a couple of pieces back. Plus, more chances at the ram or kodo mounts, and that mighty (and highly auction-able) BoE Tankard O' Terror. I'll drink to that!

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Brewfest 2009: Hungover Already

drunkenbrewfest1

Which is the Dark Iron Dwarf, and which is the keg? They're both short and fat - your guess is as good as mine!

As iTZKooPA already pointed out in his detailed Brewfest guide, the onset of this merriest of holidays brings with it a host of achievements and quests to keep us amused while chugging enough beer to dizzy even the stoutest of dwarves. I didn't get too into Brewfest last year, since I was low-level and focused on changing that. So this year I was excited to dive right in from the start. So why am I already hungover from all the content we have to do for the event? I think it's because two of the repeating themes of the holiday revolve around two of my least favorite antics: performing actions when not being able to see anything (in this case, because of drunken blurriness), and controlling a mount (for Brewfest, a ram) that has built-in limitations. For some of you, these may be your most favorite in-game tricks ever! But for me, not so much. I like the concept of Brewfest, and of course, knocking back some drinks should have some side effects on the drinker. Usually, I think the in-game drunk effect of blurred vision and the inability to walk straight is pretty funny. And I still enjoyed it the first couple of times around. But then I had to get smashed over and over again to catch Wolpertingers, find pink elekks, jump off a ledge in drunken stupor and, of course, fight back Dark Iron Dwarves intent on stealing our brew. Day one of Brewfest, it took my server only a couple of tries to win the epic battle by smashing those thieves over the head repeatedly with a giant mug. There's been some debate over whether this is bug-related or just because people aren't targeting the dwarves right, but both Monday and yesterday, amidst post-patch-lag, we had absolutely no luck in winning the fight. Which means 20 less tokens so far, but that could add up to a lot more if we don't get with the program. Maybe I'm being too hard on the ram quests. They're not that horrible, once you get the right whipping rhythm down for keeping them at a steady pace without getting fatigued. Just don't make the mistake of being in a group when you complete them. I've had two separate occasions already in which only one person in a group was able to turn in the Bark For... quests, then it would automatically fail the other person. Once again, that could be a bug or it could be Blizzard's way of preventing people from having an easier time completing the quests because they could ride on the coattails of someone else. One thing I have been thoroughly enjoying is whipping up on Coren Direbrew and getting some sweet loot. If you group up right and use your alts, you can get in quite a few runs every day on this guy and keep trying for those mounts and weapons! So has anyone else been having a hard time fighting back the Dark Iron Dwarves? What other bugs have you encountered? Despite my frustrations with a couple I've come across, I'm aiming to get Brewmaster - so that's enough to keep me chugging. Cheers!

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What We Take for Granted in WoW

qqIn the past month or so, I've had a lot more time to really sink my nails into playing WoW. While getting caught up in the hype of gold, dungeons, scoring a hot new flying mount and figuring out how to best spend my emblems is fun, more and more I'm coming to realize that there are so many amazing, intricate aspects to gameplay that I've come to expect to the point of no longer appreciating. Now let me preface this by saying that Blizzard knows its business. If executives want WoW to remain the top MMORPG out there, they undoubtedly know that they have to stay on top of their game and keep coming out with challenging, fun, cutting-edge material to keep players engaged. And, for the most part, they do. There's always insatiable audiences who constantly demand more content, but all in all, I think Blizzard pretty much tops the industry in keeping subscribers happy. Let me also say that I am in no way informed about the actual process behind creating content. I'm happy with myself when I can just successfully get an addon functioning, so make what you will of that. So perhaps I'm in the minority when I say that sometimes, it's those simple things in the game that can most amaze me. I think a lot of this has hit me during my recent jaunt in exploration. Sometimes the large size of a zone would be daunting while leveling. And yes, even annoying. Running back and forth across an expansive area to complete quests wasn't my favorite aspect of the game. But by the same token, I wouldn't have enjoyed the actual questing if everything was crammed into one tiny, crowded area. I remember when flight paths were a godsend. Each discovery of one of those tiny green exclamation points was reason to celebrate. But eventually, they grew to be expected. And when there were areas without enough flight points, it was disappointing because it would throw off my leveling agenda. Certainly I'm not the only one who has felt this way; the Patch 3.2 implementation of mounts at lower levels makes me think I'm in the majority, not the minority. I'm not ashamed to admit that I suppose I also can be demanding of Blizzard. Why shouldn't I be? As subscribers, most of us probably do feel entitlement in some form or another. I just try not to be an ass about it because in the end, I'm still having fun playing. But its during those instances of annoyance that I try to remind myself of just how awesome this game is - without even going into the expansive lore, which alone is enough to draw me in. When I can't find an NPC because (lightheaded isn't working and) their location isn't clear enough on a quest description, I instead find joy in the hunt. When I was leveling and couldn't squeeze in all the quests I wanted because they were so spread out, I instead popped into an inn and decided to make up the difference on rested XP another day. And (before the days of being able to trade BoP items with raid members) when I had to put in a GM ticket to swap a piece of loot, I focused on the fact that Blizzard cares enough about keeping players happy that they will do something trivial like allow me get a gear upgrade. Now I'm even more amazed by some of this after reading WoW.com's report the other day that Blizzard tracks 180,000 bugs at any one time. That's a hell of a lot of content to be weeding through and still find time to make one individual's gameplay experience a priority. So perk up and show some appreciation. We'll always find things to complain about, but there's so much more to be excited about. If you need further proof, just take a look at Project Lore's blog page on any given day and learn about what Blizz plans next.

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Patch 3.2: A Retrospective On Its Application

Patch 3.2 Executing.... Patch 3.2 Executing.... Whenever Blizzard decides to lay a patch on us I hold my breath.  Sure, I want the bounty of content, but sometimes that isn't all we receive.  Oftentimes we'll be stuck at login screens, the World Server will be down, our add-ons will cease to work, or worse, fail to do their jobs appropriately.  And that's just some of the "features" that we hope to see on a Tuesday evening.  More painful are the Slowsky approved download speeds, constant reboots, authentication problems, massive lag, or lag spikes, and the realization that nothing is going to be accomplished till Wednesday.  Think I am being a bit dramatic?  Then allow me to refresh your memory of Patch 3.0.8. I was as excited as anyone for Call of the Crusade (the game can never have too many 5-mans), but I had my reservations about the patch actually going live.  Boy have I never been so glad to eat my words before. Blizzard delivered the patch with only slightly extended downtime.  While I didn't login till a few hours after my server returned from dead, I was greeted with a stable, normal latency experience the entire night.  It didn't matter if I was running around the generally packed Dalaran or the newly flooded Argent Tournament grounds.  It was all entirely playable on Magtheridon (NA).  The post-patch trauma has been so negligible that I've been able to run through the dailies, grab a level and change on Solidsagart and tackle the new dungeon (repeatedly), along with some heroics.  And that was just on Tuesday! To round out the objectiveness of the post I should point out that it hasn't been all roses.  Roughly half of my add-ons were broke (and some remain unfixed by authors too busy with content) by Patch 3.2.  I've encountered the Trial of the Crusade opening encounter bug (is there an accepted name for it?) roughly half of my attempts.  Last, but not least, is the ninja change to Malygos, I doubt it's a bug, that gave our raid a bit of pause.  The big blue dragon's Vortex drops players off far farther from their original location than ever before.  And no, I still haven't kill the crazed warmonger. I heard there was something up with Kel'Thuzad, but haven't come across the lich recently.  Has anyone experienced anything wonky with that encounter?  How stable has your server been since patch day?  Have you been able to chain those heroics? All things considered I believe Call of the Crusade was the most expertly executed patch in recent memory.  Certainly since Wrath of the Lich King's launch back in November.  Dare we assume Blizzard is finally getting the hang of the patch spiel?!

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Exodus Suspended, Oh My!

Stern, But Temporary
I don't know about you guys but even though I am a far cry from the hardcore raiding base, I still live through them vicariously.  I follow the MMO-Champion's Hall of Fame, I check up on all the "top guild" websites here and there, and I even report about the major events in the top echelon of raiding.  Instead of freaking out over the conditions surrounding the King of Pop's death this weekend, I was busy reading into the death of an Old God.  None other then Yogg-Saron+0, the last undefeated Ulduar encounter, bit the dust a few days ago.  Like Jackson, as soon as The Beast with a Thousand Maws uttered his last whisper claims of a mysterious death were uttered. Turns out that the cries of shenanigans against Exodus were just, as the guild openly admits to using a newly discovered, by them, exploit after getting banned from the game.  The banhammer notice, details of the exploit and trash talking are all included in the guild's official statement.
In our many attempts at trying to figure out a way to defeat Yogg zero watcher, we found a way to use bugged game mechanics to make phase 3 easier in zero watcher then one watcher. The bug is when someone is left inside the brain room of Yogg-Saron, they can still get aggro on the adds that spawn in phase 3. That means if you have someone getting healing aggro in the brain room, they will get aggro on the adds, which cause them to evade in place and allows for all of your raids dps to be focused on Yogg. We discovered this mechanic on a wipe, and decided to see if we could actually get it to work. The first attempt after that wipe, we realized it worked, and went with it and killed it on that attempt. We also filed a formal bug report on Blizzard's website.
Blizzard's EULA clearly states that using an exploit to gain an unfair advantage is against the rules.  Exodus doesn't deny that they exploited, or complain about the temporary ban, at least not directly.  Nope, Exodus cries foul of favoritism by Blizzard amongst the hardcore raiding guilds.  The team alleges that Ensidia and Nihilum have used "clever game mechanics" before, even citing a few Ulduar examples, but haven't been meet by the same backlash from other hardcore guilds, or, and more importantly, Blizzard.  At the moment the team is riding out a 72 hour ban and it makes me wonder who at Blizzard makes these decisions.  It's obvious that the issues are handled case by case, so does that mean there is a higher up who oversees the GMs?  Or is it at the discretion of a server's lead GM?  Any readers have that much insight? The guild mud slinging really brings me back though.  In the vanilla days of World of Warcraft, whenever a new first kill was announced on Magtheridon (US) everyone would respond that "Feared killed Onyxia first."  The quip was due to a long standing debate between who killed the dastardly dragon first, Horde or Alliance.  I don't see it anymore so it must have died during The Burning Crusade's heyday, as that is when the old guild disappeared. Slap on the wrist and name calling aside, claiming that you have the right to exploit because the fight is unbeatable is an incredibly lame justification.  In case you are wondering, the exploit has already been hotfixed. What's more interesting to you, the temp ban or the possibility of unequal treatment?

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Highlights of 3.1 Patch Notes

Dungeon maps? Yes, please!
While my game was patching this afternoon, I took a look through WoW's official Patch Notes on 3.1. We've already been talking a lot about some of the larger ticket items including Ulduar and related achievements, dual spec, armor upgrades, profession changes and the unfortunate delay of Equipment Manager. Now, there's a WHOLE lot more that we'll undoubtedly be combing over in the coming days and weeks, but until then let's take a look at some of the other random details from the Secrets of Ulduar page and the patch notes that jumped out at me. My aim for this first round up is to detail what will affect all of us, as opposed to the specific. The convenience factor:
  • All Ground Mounts may now swim without dismounting the rider. Flying Mounts still may NOT, and will dismount the rider upon entering water.
  • Players will now be able to queue for battlegrounds from any location. Leaving a battleground will return you to the location from which you entered.
  • Applying a glyph no longer requires a Lexicon of Power. The same rules for switching between dual talent specializations now apply to switching glyphs and cannot be performed while in combat, Battlegrounds (except when Preparation is up), or Arenas (no exceptions).
Class changes:
  • Death Knights have a TON of changes that will take some time to readjust. Some spells got buffed, some got nerfed. With time, we'll see what the overall affect is. If I had to guess, it may be an overall nerf.
  • Druids, hunters, paladins, priests, shamans and warlocks also are seeing substantial class changes.
  • Mages and warriors will see some changes but not as many.
  • Rogues, my specialty, may possibly be getting an overall buff. A couple of skills got debuffed, but not by a ton. /hopeful! What I'm looking forward to most -- Killing Spree: Now also increases all damage done by the rogue while active by 20%.
Professions: cooking:
  • A new recipe has been added to cooking trainers for making Black Jelly, using several Borean Man 'O War as ingredients. While it looks disgusting, it restores more health and mana than the highest level food.
  • Flint and Tinder is no longer necessary for creating a campfire. You're just that resourceful!
  • Ingredients such as Spices, Apples, and the like have been removed from most cooking recipes.
  • Several Northrend recipes were given greater skill up ranges to make it easier to reach 450 cooking skill.
  • You no longer need to learn cooking from books. The trainers have finally done their reading and are able to teach you the same thing.
And for the all-important First Aid:
  • You no longer need to complete the “Triage” quest to attain Artisan First Aid. Instead you can learn the Artisan skill from the trainers in the capital cities.
  • You no longer need to learn First Aid from books. The trainers have finally done their reading and are able to teach you the same thing.
And Fishing:
  • A new (and very rare) special mount can now be caught from Northrend fishing pools (hmmm, what could it be?).
  • The time needed to catch fish has been reduced.
  • You can now fish anywhere, regardless of skill. Every catch has the potential for fishing skill gains, but you are likely to catch worthless junk in areas that are too difficult for your skill.
  • You no longer need to learn fishing from books. The trainers have finally done their reading and are able to teach you the same thing.
The only bummer for me on professions, and this is of my own doing, comes from Leatherworking:
  • Added a recipe for combining Borean Leather Scraps into Borean Leather. You can still use Borean Scraps from your inventory to combine them. (I JUST combined a TON of these without the recipe, and hence got no levels for it. Sadness!)
Dungeons:
  • New dungeon maps have been added for all Wrath of the Lich King dungeons. (YAAAAAAAY!!)
User Interface:
  • New Advanced features for quest tracking are now available. Players will need to activate this option within the Interface panel.
  • Several new options for increased graphics such as Video Mode Ultra, higher Shadow Quality detail and new high-resolution player textures for Northrend armor sets.
  • Players can now return items purchased with an alternate currency back to the original vendor within 2 hours of the purchase time for the original cost of the item. Stackable items (such as Frozen Orbs and gems) and charged items that can be purchased with an alternate currency are not eligible.
  • Confirmation boxes have been added to purchases over 150 gold.
  • The calendar now supports a guild-wide sign-up sheet, allowing the event organizer to invite his or her entire guild.
  • Class roles (i.e. damage, tanking, healing) have been added to the Looking For Group feature. Class roles will be displayed when sorting through the Looking For More section.
  • Quest and Achievement tracking are now combined in a new Objectives Tracking window. Advanced features can be activated from the Objectives Options panel.
  • On-Use items will display in the Objectives Tracking when tracking a quest that uses them. No more searching through your bags for that on-use quest item!
  • Health and Fuel/Ammo bars have been added to the vehicle interface whenever operating a vehicle.
  • The mini-map has been optimized for better performance. Displays for vehicles, class colors, and off-map pings have been added as well.
Items:
  • Loot from clams now stacks correctly! (Thank the Azeroth heavens)
  • Changed the icon for Succulent Clam Meat so it doesn't look quite as disgusting. Now 100% more succulent!
  • A whole ton of glyph changes.
  • Three new mounts are available from Horde mount vendors, equalizing the number of purchasable normal and epic mounts: the Black Wolf, the White Kodo, and the Black Skeletal Horse (in Orgrimmar, Bloodhoof Village, and Brill respectively).
  • Hearthstone: Cooldown has been reduced to 30 minutes down from 60 minutes. (!!)Bug Fixes - there's a bunch for all the classes, some items and some race-related. Good stuff to make your game play a more enjoyable experience.
For the full notes, check WoW's patch notes page, and keep checking back with Project Lore as we wrap our heads around all these changes!

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Keeping Tabs On The PTR

Playing on the public test realm isn't for everyone. Of course, we love to keep track of Project Lore posts so we know about exciting upcoming features such as Ulduar, dual spec and tons of new achievements. But we may not be as keen about suffering through significant bugs while knowing that any progress we make in-game ultimately will be lost. I, for one, prefer to keep tabs on progress of the PTR through WoW's official test realm forum. There are plenty of players who are quite willing, for any number of reasons, to play on the PTR despite its drawbacks. And their reports back to Blizzard through the forum provide us with a glimpse of how things are coming along. Bugs, no matter how insignificant, can be frustrating for the players. But my favorite posts are the ones reporting bug hilarity. Such as this one:

Two of my characters I use regularly on the PTR are now pantless on the character selection screen. Both are Death Knights, one is a level 58 gnome female on the PvP server, the other is an 80 tauren female on the PvE server. It doesn't seem to matter if I take my pants off in the game or not, my character selection shows 'em half naked.
And, to my surprise, Blizzard poster Dresorull responded:
Completely intended! Not actually... this is currently being investigated as a bug. Thanks for the report.
Glad they're on that one! Also in the realm of toon vanity, I've also seen mention of the character selection screen not displaying weapons, of minions freezing mid-animation when a player goes AFK and of emote sounds not timing correctly with the animation. Again, not game-breaking errors, but annoying nonetheless. And I'm sure Blizzard appreciates being told of bugs large and small. That's what the PTR is for. Even Blizzard has posted a non-comprehensive list of 15 known bugs. Now on to the more significant reported bugs. Issues range from clams not opening and pets disappearing to the deletion of glyphs. And that's once you get on the PTR. Many complaints stem from issues with logging on, such as new passwords not working, patching errors or locked-out characters. Granted, I never accept a post at face-value because some of these issues may not actually be bugs. But I'd like to think most PTR players know what they're doing. Even on the regular servers, new bugs are constantly being discovered, and oftentimes exploited. Regardless, from what I've seen, it looks to me like Blizzard still has a lot of work ahead of them on the PTR. In my opinion, it's probably about the same as previous PTRs, because you have to start somewhere. But what do you guys think? Is this, as one poster ranted, the "worst ptr EVER?"

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Adventures With Death Grip

Death Grip is FunSo we’ve probably all heard by now of the infamous death grip bug. The one that drags unsuspecting duelists, PvP’ers and joyriders alike all the way across Azeroth and into a ghost ship in the nether realm. The music video-inspired footage and numerous threads on the WoW forums are hilarious enough to make basically any DK (and there are a lot) say, “I have GOT to try that.” But here’s the bad news: all the hype caught on, the bug caused GMs a lot of headaches and help tickets, and perpetrators now face warnings of getting banned. But all hope is not lost for those of us who want to have fun with what I would argue to be one of the most powerful abilities in the game. There are still plenty of options for death grip pwnage that don’t involve getting banned. And I’ve been running through a few of them to find the most thrilling. Option 1: Massive slaughter Nothing makes the somewhat overpowered DK revel in their glory better than death gripping a weakling and one-hitting their asses. This is a good option for those of us who play mostly PvE. So when you need a quick fix, run into whichever low-level area you’re closest to, and start pulling any gray beasts who have the misfortune of being close to a bloodthirsty DK. Unfortunately, the 35-second cool down can be a buzz kill. Not ideal. Option 2: PvP The best part of death grip is making your target come to you - whether they want to, or not. So when you see that little gnome trying to escape with the Horde flag: death grip!! There used to be a lot of complaints about death grip being broken for PvP play. But it seems players have simply adapted by rolling their own DKs. Now from what I've noticed, about half of all battleground players are Death Knights. Which leads to the next fun choice. Option 3: Double death grip!! With all the DKs running around battlegrounds, it’s not hard to see that sometimes two DKs of opposing factions will death grip each other at the same time. Imagine the scene in Harry Potter and the Goblet of Fire where Harry and Voldemort duel, their wands connect, and everything goes haywire. It’s JUST like that. Or close, anyways. The dual death grip sends you both flying through the air. And if you time it just right, you’ll unexpectedly land behind each other. Try it – you’ll be delighted. And there’s still endless possibilities to try out. Want to run around Northrend pulling all PvP members of the opposing faction off their flying mounts, just for kicks? By all means, have at it. Let me know how it goes. Just don’t do anything that I wouldn’t do. Especially not anything involving the boat on Booty Bay. *wink*

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Patch 3.1 Class Changes Announced

Go Get \'Em BlueEveryone's favorite class designer hit the official forums during maintenance day to inform us that class changes for Patch 3.1 would be announced soon.  For those who don't already know it, Patch v3.1 will be Wrath's first content patch, with the main feature being the addition of an all-new raid known as Ulduar.  Popular speculation has Yogg-Saron - the second known "Old God" - or parts of him as the final boss.  Piggy-backing on the big content patch are numerous other tweaks, such as the classes changes discussed below. Making good on Ghostcrawler's promise, Eyonix threw up Part 1 of the upcoming changes.  However, only Rogues (yahoo), Priests and Shamans currently have a short-list of changes, every other class is "coming soon."  I am no Shaman, nor am I an expert Priest, but it seems pretty obvious that both classes have been buffed overall in the listed changes.  As for what my lovable little gnome thinks about his upcoming changes?  Awesome. PvP, that is the big change for Priests.  The notes specifically state that Shadow PvPers will see increased survivability thanks to a buff to Shadow Form which reduces magic damage along with physical damage.  Although no specific modifications were detailed, Eyonix notes that the developers are looking into making Holy have "additional PvP utility."  All the Discipline Priests shouldn't feel left out though, they get an entirely new ability, Power Word: Barrier, which is essentially a PW:S for their group.  Blizzard even through in some love for the whole class, adding Divine Spirit as a core ability. Shamans of the Elemental and Enhancement varieties also scored some additional, although undefined, PvP utility.  Following that, Dalaran's lag should be slightly lower come v3.1 thanks to the streamlining of Totems.  Mana Spring / Healing Stream Totems and Disease Cleansing / Poison Cleansing Totems have been combined. They are now two totems rather than four separate lag-inducing pillars of doom.  The nature-friendly class has received one modification that might be viewed as a nerf, Chain Lightning will jump to four targets, but do less damage.  The less damage could mean for the fourth jump or that the overall DPS output by CL will be lowered The number one change I was looking forward to for Rogues was how Blizzard planned to tackle the annoyance of keeping Hunger for Blood active.  For the none rogues out there, the spell had to be spammed three times, wasting two extra global cooldowns and 60 energy, to max it out.  Then it had to be refreshed every 30 seconds to keep it up.  While refreshing didn't break stealth - you could refresh while creeping to the next mob - it was incredibly annoying to worry about an ability with such a short duration that was so desperately needed.  The new HfB is a self-buff that can only be used when a bleed effect (anyone's bleed) is active.  While the need for a bleed is indeed a nerf, the 6% damage increase - from 9% with three stacks to 15% with no need for stacking - should help soothe that irritated skin. Like the other classes, rogues have also seen a selection of buffs beyond the HfB change.  Added haste, lower cooldowns and additional damage to various talents and abilities should make every rogue happy.  However, we do not know the exact amount these favorable changes will impact us, due to the numbers on a few of tweaks not being unveiled. The rest of the classes will be revealed in the upcoming parts of Eyonix's post.  Please hold off on the complaints until you see your own buffs.  Remember, these notes are not comprehensive and therefore do not list all the changes.  On the flip side, they can also be thrown out the window at a moment's notice. All of the changes do seem to be buffs, so perhaps Blizzard is saving all the nerfs for one giant post to get all the QQ out at once...Sly devils. In other news, numerous bugs have been found in WoW recently, but the developers are already hard at work on hotfixes. Update: Eyonix has posted more class changes.  Warriors, Warlocks and Druids should check out the post covering Part 2 of the changes.

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Patch v3.0.8 - What A (Hilarious) Mess

IRON-E FTW!
Fing classic.

Patch v3.0.8 had many of us at ProjectLore a bit excited. Heck, you could get away with calling us downright ecstatic at all the changes the first Wrath of the Lich King patch would bring. We all all had our owns reasons for the anticipation, new achievements, cheaper enchants, one-shot mining, knowing that Dorkins will never stop complaining, it was all there. Blizzard finally dropped the patch on us this Tuesday, but not all was well in the lands of Azeroth. Actually, the whole ordeal has been quite a clusterfrak.

The first major bug to rear its ugly, beady-eyed head was a Death Knight related bug. The non-gameplay issue basically nullified one of the “features” being added by v3.0.8. For many, the ability to make Death Knights on any realm, so long as you had a level 55 character somewhere, was unavailable. Not a big deal, and it didn't affect a majority of the players directly. However, the hotfix forced a series of rolling restarts, the first of many to come.

The next two issues were huge, game changing problems that brought major features of WoW to its knees. A bit more troublesome than some lag and server restarts for sure. Lake Wintergrasp, a highly touted feature for Wrath's release, had a moth in it so bad that it crashed servers or at least Northrend (depending on  reports). I was indirectly informed that Wintergrasp's issue had something to do with zone population. According to the informer, the zone was not stress tested heavily enough on the PTR.  This allowed the bug to sneak into the live code and wreak havoc.

The next major $#*() is far more upsetting than Lake Wintergrasp being disabled. Blizzard silently modified the way Arena matching and rating was calculated in the patch with disastrous results. The modifications allowed teams to shoot up to 2000+ ranking in no time flat. This was caused by the fact that a losing team did not see a reduction in Arena points. Following the Wintergrasp debacle, Blizzard pulled the plug on Arenas as they attempted to correct the bug.

What's worse (to some) is that the developers decided that everything gained during this time frame was “illegitimate.” Do to their stance, the company reset team and personal ratings to pre-weekly maintenance levels, removed all awarded gems, points and enchantments. I for one agree with them on this entirely, but it still sucks when people waste their time.  Kalgan also has a post up that goes into more detail on the rollback.

Hopefully we can have an uneventful weekend after this morning's emergency maintenance “to resolve current In-Game issues,” but at this point who knows. I guess I may have been lucky as none of these bugs really bothered me. I have avoided Wrath PvP so far, as I am still working on my gear.  On my server the Alliance was stuck with the Wintergrasp buff. So that was cool. In fact, my buddy who plays the game for the Arena actually ran some rare instances!

Oh geez, I almost forgot this non-patch related dozy. Despite my best efforts to warn them about the pitfalls of ads on their official forums, Blizzard got a little greedy and did it anyways. As the screenshot shows, an unapproved group of ads slipped through their filtering process. Someone over at Microsoft (who owns the ad provider) is getting canned. At least the banner managed to stay on topic!

Tell me Bastosa, was this the mess you were “so anxious” about?

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