2.2.3 Going Live
Enjoy your 2.2.2 bug-fixes.
MMO-Champion regularly updates their 2.3 change compilation, so here's the link if you want to see what's new.
AV Changes in 2.3
As a continuing part of our improvements, we will be implementing the following changes in the next patch.
Strategy can be an important element of any battleground. We want to emphasize this in Alterac Valley more and give players additional meaning to both defending and attacking. To push the strategic element of the battleground to the next level we have changed how players maintain their reinforcements or deprive the other team of theirs.
Each team will have a starting reinforcement count. Reinforcements can be lost in significant amounts if a tower is destroyed or if Captain Galvangar or Balinda Stonehearth is killed. For each team member death, an additional reinforcement will be lost. On the death of General Drekâ€™Thar or Vanndar Stormpike, all reinforcements are lost and the team is defeated. At any point in time, if a team is reduced to zero reinforcements, the opposing team will win the battle. Defending your own teammates, towers, and key NPCs will be an important aspect of maintaining team resources and achieving victory in Alterac Valley.
Warmasters can be the boon or the bane of any team. They are an important element for the defense of your general or the defeat of the opposing general. Warlords and their general will be more closely linked in the next patch. Pulling one is a guarantee the other will come as well. Each team begins with four Warmasters. Destroying a tower will eliminate the associated Warmaster. Unlike the current game play, however, destroying the enemy tower will not add a Warmaster to your own side.
We will be changing the pace of the battle slightly with a reduction in the time needed to control a tower or graveyard. Where it currently takes five minutes to gain control, the time will be reduced to four minutes. The honor for capturing a tower will also be increased.
Graveyards can be an important resource for getting your teammates back into the battle more quickly. Currently, players can sometimes be sent to their starting tunnels far from the battlefront. This can often be an inconvenient location to respawn and more out of the way from the action than we would like, to correct this, players will instead respawn at a team-controlled graveyard. Should the team not have a graveyard under their control, they will respawn in the starting tunnel.
Players will only be awarded bonus honor during the battle for destroying enemy towers and slaying the enemy Captain. Once the battle is concluded, bonus honor will be awarded for intact towers, a surviving Captain, and for victory in battle. The bonus honor awarded should be similar to previous totals, but will reward players for taking more active roles in Alterac Valley toward defending or attacking key locations and NPCs.
Lastly, we are changing NPC interactions within Alterac Valley. We have reduced the number of elite NPCs in Stormpike and Frostwolf holds as well as sent all Commanders and Lieutenants out of Alterac Valley. They are currently in search of other battle opportunities. This should reduce the amount of NPCs that players will have to fight and place more focus on PvP combat over key locations on the map.
Strategy is the name of the game in Alterac Valley, and these changes will bring out the need for more teamwork and coordination from both the Horde and the Alliance as they vie for domination of this battleground.
Did someone really high up in Blizzard come up with the idea for AV or something? It's one of those things that they just can't stop trying to fix, sort of like Arcane Missiles. Have they realized how incredibly dumb 40v40 PvP is in this game yet? I guess not, since actually slaughtering the enemy over and over again Battlefield-style is enough to win. Of course, PvP with tickets really only works when you can queue as a group. Good luck trying to win when the average WoW player will just charge straight into the enemy zerg and make you lose faster.
Leveling Changes in 2.3
As many of you already know we've been working on changes designed to improve various aspects of leveling for those making their way to level 60. These improvements, available in patch 2.3 will come in many forms and should significantly contribute to a more fluid and enjoyable leveling experience .
The first notable change was to simply reduce the amount of experience needed each level by approximately 15% between levels 20 and 60. Please note that when the patch is released, characters affected by this change will remain at their current level percentage. For example, if a character had exactly 50% of the current level's total experience before this change went into effect, the character would still have exactly 50% of the current level's total experience; only now fewer points would be needed to level.
Questing plays a very large role in World of Warcraft, especially while leveling and we felt that improvements to this front were necessary as well. Experience gained for completing quests (on average) between levels 30 and 60 is being increased. The increase becomes more substantial as you make your way towards 60. Additionally, many outdoor elite mobs will become non-elites, making many quests which were previously too difficult or required a group much easier and offer the same rewards (in some cases better!). A good example of this change would be Stromgarde Keep in Arathi Highlands, which will become a solo friendly environment when patch 2.3 goes live.
We've also added approximately 60 new quests in Dustwallow Marsh. This should help players who find themselves lacking quests in the 30-40 range. The Steamwheedle Cartel is building the new town of Mudsprocket in south-west Dustwallow Marsh, so you'll have to wait until construction is complete to learn more about these changes.
We're making other improvements to pre-bc leveling dungeons that players will likely find most agreeable. The level range for most every dungeon is being adjusted so that there is a much smaller range between the level of mobs found early in the dungeon to those found towards the end. For example, Shadowfang Keep is currently designed for levels 18-25 which means that right now, players who are towards the bottom of that range (18) will find it nearly impossible to complete the dungeon, while players towards the top of the range (25) will find most of the dungeon trivial. Using our new model (similar to what you'll notice with Burning Crusade leveling dungeons), Shadowfang Keep is being retuned for levels 18-21.
We also want to make running a leveling up dungeon more worth while. In addition to increasing quest experience for dungeon quests, we're also upgrading all pre-bc dungeon boss drops to blue quality items. Some examples are listed below:
Robe of Evocation old: +3 Stamina, + 4 Intelligence
Robe of Evocation new: +4 Stamina, +5 Intelligence, and +5 Spell Critical Strike Rating
Smite's Reaver old: +2 Strength, +1 Stamina, +1 Spirit, 11.1 dps
Smite's Reaver new: +2 Strength, +3 Stamina, +2 Hit Rating, 14.5 dps
Robes of Arugal old: +3 Agility, +5 Stamina, +9 Intelligence, +10 Spirit
Robes of Arugal new: +3 Spirit, +5 Stamina, +9 Intelligence, +12 Spell Damage
As you can see there is much in-store for the next major content patch, particularly a number of changes designed to benefit players who are leveling a character. Though we've given you a few examples of the things to come, we think everyone will pleasantly surprised when they see the full extent of the changes discussed above.
I can't wait to see how fast my future PvP-allstar (6 second Crusader Strike, 15% runspeed!) Ret Paladin can level in 2.3. (No, I'm not actually rolling one.)
Nice to see that the Robes of Arugal which could last you well into the 40s is being buffed so you need to worry even less about gearing up a caster to hit 58. I wonder if they'll fix Robes of the Mocassin, those always looked really cool despite being as worthless as any other blue drop in Azeroth.
This is indeed true... Heart of the Wild in cat form will be changed from 20% STR to 10% AP.
In addition there will be changes to Items that granted bonus attack power in Cat, Bear, Dire Bear, and Moonkin forms. These items have been re-evaluated and in almost all cases, the attack power on the item has been increased. This change corrects an issue where feral weapon damage was not keeping up with other classes in its rate of increase.
Orange Box comes out tomorrow
I wonder how many raids will be derailed this week because everyone's playing with portals.
Obligatory Anime Blurb
Clannad and Gundam 00. That is all.
Amusing Armoury Link of the Week
This guy is all ready for the 2.3 Healing/3 = Damage change.
Wait a minute.
NEW [12/10/2007] I like Pictures
Mirroring the S3 Greatsword pic in case MMO-Champion dies.