Entries in hotfix (4)

Blue Stew 9/22/09: The White Magic User's Burden

Blue Stew is a semi-regular column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. How Do You Separate Yourself? As a rogue, I absolutely never feel remorse for any of the actions that I perform. I play the game perfectly and I'm not afraid to Vanish and hide if I sense an impending raid wipe (don't judge me, you'd all do it if you could!) It would be so much easier if healers could just turn their fellow raiders into zombies when they died. It would be so much easier if healers could just turn their fellow raiders into zombies when they died. so when Neonpeon mentions his "burden," I have absolutely no clue what he's talking about:

"I find I have a bad habit that I need to break. I'm hoping some of you have experience on something that worked. The bad habit is that when I heal I suddenly take on every life in the raid as if I'm the only one responsible for them. When someone dies, no matter what the cause, I feel guilty that I couldn't save them. Even with multiple healers in the raid I take every death as a personal failure. Over the course of a night it really affects me even when half the deaths were impossible for healers to prevent."
Guilt? Personal failure? I don't think I'm familiar with these concepts...
"It doesn't bother me that a virtual character ceases to live for a brief instant. The loss of a digital life is not worth concern. It's that people dying means the raid wipes and more and more time is wasted. The remorse comes from knowing that if you could have kept that person alive, somehow, that you could have downed the boss and moved on to the next. It's the time lost and the head bashing against the same encounter that is the struggle, not a virtual avatar changing states in a digital world."
Ohhhhh... OK. Now you're speaking my language! Who does like waiting around for wipe recovery. I may not understand the healer's plight, but I suppose it wouldn't hurt to relieve them of it once in awhile. In all seriousness folks, while I can't say I've ever felt the same way as Neonpeon does, I do recognize who easy it is for us normally self-reliant DPS class players to forget who's keeping us alive during a boss fight, and there are always a few things that we can do to keep them from pulling their hair out. Rogues in particular can use skills like Feint to reduce predictable, incoming AoE damage or Cloak of Shadows to get rid of a harmful debuff before it causes any pain. But every one of us has the ability to be aware of what's going on around us. Be vigilant for void zones, fires, and other common raid hazards during a fight. You might just save your healer's life. It's the least you can do when they're saving yours with a well-timed heal every few seconds. As I haven't had much experience with playing healing classes or specs, is this something that's common amongst you guys and gals? What about the tanks out there? Do you suffer from a constant feeling of remorse, or do you just let it slide off your back and keep trucking along like nothing ever happened? While guilt can be a powerful motivator, it can also be a terrible burden that drags down your performance if you dwell on those feelings too much. Blue Nethaera abides:
"You do need to find ways to get yourself away from blaming yourself too much when someone dies. It happens. Shrug it off and unless you purposefully let them die or made some error in judgment, don't sweat it. If you do make an error, apologize but don't wallow in it. It's easy to get wrapped up in the concern of being excellent at what you're doing as a healer and a point of pride keeping everyone alive. The very best healers are concerned with these things, but the most important thing to remember is to have fun with it and if someone gets on you for what they feel you are doing wrong, ignore it. As long as you know what you are doing for the group and are doing your best, there isn't anything they can say to take that away from you."
Recent In-Game Fixes - September 2009 - 9/22 Even though the release of 3.2.2 caught all the attention today, Bornakk makes us aware that there were a few extra tweaks hotfixed into the game:
  • The Faction Champions encounter in the normal 10-player and normal 25-player Trial of the Crusader instances have had a number of spells and abilities altered which should result in less overall damage.
  • The Anub'arak encounter has been changed on all difficulties. Anub’arak now attacks faster, the Nerubian Burrowers should hit a little harder, and their Expose Weakness ability now caps at 9 stacks.
  • Some season 7 arena weapons will now have a socket.
  • Threat of Thassarian will now properly halve the damage of Rune Strike for the off-hand strike.
  • Soulstone Resurrection now fades upon entering raid combat if the character who cast it is not present.
  • The Idle/Inactive debuff is now cleared upon round switches in Strand of the Ancients.
  • The Mistress of Pain will now target more accurately in the 25 man Heroic Jaraxxus encounter.
  • The damage of Hunter’s Volley ability has been increased.
Personally, I'm not sure how I feel about the changes to Faction Champions. While it's a slice-o'-pie on 10-man at this point, my guild has still run into a major wall while trying to take them down on 25-man. I agree that they should remain untouched for heroic, but I'd be lying if I said I wasn't in favor of at least a tiny nerf to their damage-dealing capabilities. We still haven't figured out how everyone suddenly starts dying after we take out the healers. The other changes to Trial of the Crusader seem less drastic, with Anub'Arak getting a small buff (and he really needed one on normal, he's way, way too easy as it is) and the Mistress of Pain being a little easier to control (as a melee DPS I can't stand how she jumps around all the time). Hunters should be happy with their Volley buff, even if it is only incremental. I'm still QQing about what they did to Fan of Knives (though I can't complain too much, as our single-target damage has gone up with changes to Envenom and Master Poisoner). Missing Brewfest Quests? Euro players like Sakhar have been wondering what's up with the absence of Brewfest quests like "Catch the Wild Wolpertinger!" and "Pink Elekks On Parade." They were completely removed from the holiday last year, Blizzard citing that tweaks needed to be made to them could not be completed in time. However, both made their triumphant return in the 2009 version of the beer-chugging event. Well, they did in the United Stats anyway. Sorry to say, friends across the pond, but for one reason or another, they chose to leave them out on European servers. Vaneras confirms it:
"The Brewfest quests ‘Pink Elekks On Parade’ and ‘Catch the Wild Wolpertinger!’ were removed to ensure that World of Warcraft contains content that complies with regional game rating requirements."
And fellow Blue Wryxian backs him up:
"This is unfortunately not correct. The Pink Elekk and Wolpertinger quests are deliberately not available in Europe. Though we would like to have them available here too, this isn't possible I'm afraid."
With the rest of Brewfest left, presumably, intact (not to mention that the real-life inspiration for the holiday, Oktoberfest, comes from the Old World), I'm left wondering why these seemingly innocuous parts of it were nixed. If I had to venture a guess, it's that, despite the theme of getting pissed, both quests run with the idea that your character can see things "under the influence" that they wouldn't be able to when stone-cold sober. As Vaneras said, this is a "game rating requirements" issue, which probably means that even if the drinking is OK, associating hallucinogenic properties with it is not. Otherwise, you know, all the little kiddies out there would be breaking into their parents' liquor cabinet and going three sheets under in order to find the horned rabbit hiding under the house.

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ToC, Other Hotfixes for 9/8/09 

Maintenance day is always a good time for implementing hotfixes and this one is no exception. Several tweaks and (dare I say it) "nerfs" to Heroic Trial of the Crusader have been deployed onto servers, amongst other things. Here is a run-down of the changes: Northrend Beasts:

  • Fixed a bug where the flag that prevents a creature from gaining attack speed after a parry was inadvertently left off Gormok the Impaler. This bug is fixed in normal mode as well.
  • Gormok the Impaler no longer attacks quickly after a parry in any difficulty.
  • Icehowl receives his fair share of change in the latest round of hotfixes. Icehowl receives his fair share of change in the latest round of hotfixes. Increased the amount of time players have to defeat the encounter before Icehowl berserks.
  • You have an extra half second to get out of the way of a very angry charging Yeti. Players with high ping rejoice.
  • Icehowl will become tauntable. (This particular element isn't hotfixed quite yet, but should be shortly).
  • Icehowl takes a bit longer to enter the arena in 10- and 25-player Heroic modes.
  • Icehowl takes longer to berserk in both 10- and 25-player Heroic modes.
Lord Jaraxxus:
  • Infernal Eruption will now spawn an additional Felflame Infernal the instant the eruption occurs.
  • Nether Portal now summons Mistresses of Pain slightly more often.
  • For both 10- and 25-player heroic modes, the Felflame Infernals and Mistresses of Pain will spawn a little quicker in the Lord Jaraxxus encounter.
Other
  • Relentless Gladiator ranged weapons damage has been adjusted to the appropriate value for their item level.
  • Holy Wrath now has diminishing returns and shares this with all other stuns (Blue poster, Daelo expands upon this in an additional post).
Seems like most of the changes are to the first two encounters which likely represent the wall most guilds are hitting when they attempt Heroic mode. While these aren't hardcore tweaks or anything (more issues of timing than, say, reducing health or damage dealt), I certainly hope they don't make these fights significantly easier in practice. I know my guild was quite happy to be presented with a fresh challenge, even if we wiped on Northrend Beasts for a good hour-and-a-half. Hard modes are supposed to be hard, right Blizz? What say you of these hotfixes, readers? I know they aren't drastic, but I'm always afraid of the slippery slope that even the smallest of nerfs can send us sliding down.

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Hunters: Tame a Pet Worgen, While You Still Can

worgen UPDATE 7/7/09 Wow, I figured this would be fixed, but I didn't think it would come quite this quick. Mania's Arcade now is reporting that the Worgen can no longer be tamed, and those that already have been tamed are somewhat useless. It was a good show while it lasted! Earlier: This past weekend was a great one for hunters everywhere as word spread about a newly discovered way to tame a Worgen - WoW's version of a werewolf-like, badass humanoid creature. It turns out that with just the right timing (described in detail at Mania's Arcade) you can tame Garwal, an NPC in northern Howling Fjord who gives out the quest Alpha Worg (in both Horde and Alliance versions). He has both a worg (beast) and a worgen form, and you have to tame him at just the right time to make sure you get to keep him as a worgen. And once you've gone through the trials of claiming the worgen pet, you then have to be careful in order to keep him. You shouldn't, for example, risk certain activities like bringing him out in an arena, lest risk his return to worg form. Now the big question - will Blizzard allow this game exploit/bug/awesomeness to stay in the game? All this excitement over an unexpected new pet reminds me of a similar situation with the Ancient Grimtotem Spirit Guide, who once upon a time in late 2007 / early 2008 was tameable. Similar to this time around, there was a ton of activity on the official hunter forums about the new addition to the pet kingdom. First, a blue poster for WoW Europe said the bug would not be removed. A couple weeks later, a separate post on the US forums informed us that the ability had been removed through a hotfix. worgenWith this in mind, it seems unlikely that the worgen will remain as a pet, now matter how many petitions you sign. In fact, I'd say that all the attention the topic is receiving through blogs and the forums may just hasten Blizzard's response. But, there is some good news. If you're able to claim him quickly enough, I would say that chances are good you'll get to keep him. Any non-hunters who are trying to complete the Alpha Worg quest in the meantime may just have to put up with some serious competition! Also something to keep in mind - not everyone is happy with being able to tame a worgen. But I'm keeping my positive stance until I hear a good reason beyond jealously because you've already turned in that quest and can't go back to redo it (Yeah, I know it sucks. But at least some people can partake in the fun - I'm all for that). I've had  a great time sorting through the dozens of threads that have spawned up as a result of the whole situation. Everything from what to name your new pet worgen (my fave submissions - ManBearPig, Sirius, GonnaGetDeleted) to what other creatures players wish they could tame (griffons and zhevras are high on my list). It also makes me want to log on to my lowly level 19 hunter in the Project Lore fan guild and start pumping her up. It's a race against the clock! So what does everyone else think of this recently discovered game mechanic? Have any of you hunters gone out and tamed a worgen yet, or have most of you already completed that quest? For those of you who have successfully tamed the worgen, are you hopeful that you'll be able to keep him?

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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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