View Full Version : 2.3 undocumented changes
WatcherZero
13-11-2007, 05:24 PM
Time to kick off the usual 2.3 undocumented changes list, you can list anything in 2.3 not in the patch notes or anything in 2.3 live that wasnt in the last set of 2.3 PTR notes (since blizzard like to slip last minute things in hoping we wont notice)
To start off, updates on the PTR notes:
General:
The latest patch of World of Warcraft: The Burning Crusade shows a benefit on today's popular multicore processors like the Intel(r) Core(tm)2 Duo processor family. The enhanced patch has demonstrated higher frame rates by spreading the work across both processor cores.
Warlock:
Shadow Ward: This spell now gains additional benefit from spell damage bonuses. Base absorb value of rank 4 has been reduced.
tralkar
13-11-2007, 06:06 PM
They still didnt do anything about the melee range problem.. Figures blizzard would leave this out..
WatcherZero
13-11-2007, 08:54 PM
melee range problem for hunters?
admeister
13-11-2007, 08:57 PM
hi do you no how to create a private server if so can u tell me please or even better make me one :grin:
tralkar
13-11-2007, 09:15 PM
melee range problem for hunters? Umm, No for anyone that uses a gun or a bow not just the hunter. Warriors can range and melee of corse..
mesonm
13-11-2007, 09:50 PM
hi do you no how to create a private server if so can u tell me please or even better make me one :grin:
Not gonna happen here....
Private servers are not authorized by blizzard. :rolleyes:
Polaba
13-11-2007, 09:57 PM
Surprising how many people don't read the rules for this website. (I did, I promise!)
And how many people don't figure that one their own :wink:
ChaosSaber
13-11-2007, 10:44 PM
That was.. random. Usually they're asking in their own threads on the tech forum.
WatcherZero
13-11-2007, 11:15 PM
Umm, No for anyone that uses a gun or a bow not just the hunter. Warriors can range and melee of corse..
You talking about the deadzone? one of the fundamental aspects of ranged combat in WoW? was reduced from 8yards to 5yards.
tralkar
14-11-2007, 05:06 AM
DEADZONE FIX WOOT happy little hunter here =) ...............
atman
14-11-2007, 08:59 AM
I didn't see it in the patch notes, but the zeppelins now have guards and crew. On the lower deck there are now vending machines with general/trade goods as well as reagents in one and food/water in another. Nice touch.
Geboran
14-11-2007, 03:46 PM
Maybe it was just me and "lag", but it seemed to me that casting animations for healing took just a little bit longer to "register" (show) on my paladin last night in Zul'Aman.
I didn't really play him anywhere else last night where healing was involved, so I'll have to test it out more in other areas.
ChaosSaber
14-11-2007, 04:23 PM
Herb nodes now sparkle just like lootable MoBs. I don't remember reading that.
Gorny
14-11-2007, 05:50 PM
I didn't see it in the patch notes, but the zeppelins now have guards and crew. On the lower deck there are now vending machines with general/trade goods as well as reagents in one and food/water in another. Nice touch.
I remember seeing that somewhere ..supposed to be vendors on the Zepplins and ships too?
front243
15-11-2007, 08:04 AM
My mage found out that Runes of Teleportation/Portals stacks in lots of 20 now, I have not tested other reagents.
Doc Jones
15-11-2007, 09:11 AM
Kitty mounts roar on command now.
swaldman
15-11-2007, 02:39 PM
Kitty mounts roar on command now.
....while the hippogryph mount can't land :-(
Bandalero
15-11-2007, 07:02 PM
dont know if it's been documented officially but I was doing the Ogri'la quest capturing the 5 nether rays and i noticed that they are ready to be wrangled way before they are about to die. Bliz upped the percentage I would imagine - makes life easier for sure.
swaldman
15-11-2007, 07:29 PM
dont know if it's been documented officially but I was doing the Ogri'la quest capturing the 5 nether rays and i noticed that they are ready to be wrangled way before they are about to die. Bliz upped the percentage I would imagine - makes life easier for sure.
Aye, that was in the patch notes. Presumably some folks were taking them from >20% to dead in one hit, thus making them rather hard to wrangle ;-)
rgirty
15-11-2007, 08:09 PM
Anyone notice faster elemental spawn rates.. in be, or at wizards row?
ChaosSaber
16-11-2007, 12:50 AM
The threat generated by the later ticks of Curse of Agony appears to have increased considerably. I run pretty close to the red line but last night I was constantly going over on long fights.
MODS: please merge with above.
Pet pathing is horribly broken right now. Last night in kara both my pets and the hunter's were unable to attack up ramps. They would run DOWN the ramp instead and agro things in the room behind us. If standing on flat ground with the target even 1 step up the ramp the pet just stands there unable to reach the target.
Tickets were sent but no response by the time I logged. With the volume of tickets they're probably getting I don't blame em.
Note: can we get the two undocumented changes threads merged or something posting in both is getting tiresome.
Gormash
18-11-2007, 09:02 PM
Anyone else noticed changed spell details on a few warlock spells?
Kaldresh
20-11-2007, 04:30 PM
I haven't mined in a while so maybe this isn't from 2.3, but when mining, instead of a skill point everytime I successfully mine from a single node, each node now only gives 1 skill point no matter how many times I can successfully mine it.
swaldman
20-11-2007, 04:41 PM
I haven't mined in a while so maybe this isn't from 2.3, but when mining, instead of a skill point everytime I successfully mine from a single node, each node now only gives 1 skill point no matter how many times I can successfully mine it.
That's how I remember it being since I started the game (1.8 or so).
ChaosSaber
20-11-2007, 05:41 PM
That's how I remember it being since I started the game (1.8 or so).
Sometimes you could get lucky and get 2 points. Especially from nodes that were in the high orange difficulty level.
My miner has been maxed for weeks so I can't say if this is happening or not.
jschild
20-11-2007, 07:29 PM
Actually this is incorrect. You can only ever get one. However, sometimes 2 nodes would spawn in the same location, thus allowing you to get 2 points. If you mouse over on the minimap, you will see that it will say copper ore twice, instead of the normal once, and you can mine 2 full nodes, granting the "appearance" that you got 2 points from 1 node.
Kanax
20-11-2007, 08:22 PM
2 Mine Nodes has been a beneficial bug for miners for a long time, as far back as I can remember which was like 1.4 or so. Beneficial Bugs like that of course hardly get fixed if they are for everyones use and not just one race, class or faction.
I dont think they listed anything about adding new epics or new items into the low level instances (SM Library with the ~5% for epic 29 ring. Deadmans Head.) though that may just be covered in the retooling of old items to be more useful.
Kaldresh
20-11-2007, 08:38 PM
How odd. For some reason I was convinced that everytime you successfully mined a node, you earned a skill point. <shaking head> Nevermind.
Doc Jones
12-01-2008, 08:08 PM
How odd. For some reason I was convinced that everytime you successfully mined a node, you earned a skill point. <shaking head> Nevermind.
Not to beat this dead horse...but you can get more than one point from a node. For apparently the same reason you can pickpocket the same creature.
There is an apparent personal per node/creature cooldown timer. I did a few tests when the server population was low and would only draw out ore on my first strike then move on. By the time I completed my cycle all the nodes I had left were still there and all gave me a point. And it remembered how many 'loots' it had left.
Same thing with pickpocketing did a cycle and was able to repeat the cycle after about 10min.
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