WoW 1.11 patch notes

I gave a quick look at the notes for the next patch 1.11. I guess we can expect this one to go live by the end of June if everything goes well. They'll need some time to test all that hardcore stuff if they don't want to repeat the mistakes of the previously released epic dungeons.

The 1.10 patch went live at the end of March. It looks like WoW definitely settled for three-months path cycles. On the positive side I have to admit that they are doing more than everyone else with the live patches and the detail with which they address the game problems and inconsistences. They are still doing a very good work from this perspective. In particular if you consider this insteresting point (from Tigole's interview at Gamespot):

The exact same team building the expansion is also building the live content updates.

What I strongly criticize is instead the direction of the whole game. The excecution continues to be excellent. And the decision to keep the team together instead of splitting it between live and expansions is another of those ideas that the mmorpg industry still has to learn.

Other two unrelated highlights from the same interview:

The flying mount can run on the ground faster than epic mount speed.

We know that sometime in WOW's lifetime, we're going to upgrade the graphics engine.

Let's continue with some highlights from the 1.11 patch notes:

The cost to unlearn talents will now decay over time.

A good, long overdue change.

After a disconnect from the server, it is now possible to log back in immediately, instead of receiving the message, "A character with that name already exists."

Asking this on every game since forever. I wish Mythic would copy them here (in DAoC you not only cannot log in if you lag out, but you need to restart the whole client after every attempt).

As a note: EQ2 is still superior here. I can disconnect and then quickly reconnect and the game would recuperate without even disconnecting.

- Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer hit stealthed or invisible units unless visible to the caster.

- Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets. In addition, Intimidating Shout now follows that player versus non-player distinction, while previously it did not.

- Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.

- Reflection: Effects which cause reflection will no longer reflect triggered effects separately from their base effects (eg. Impact, Improved Shadow Bolt, Aftermath, etc.)

Good bunch of consistence fixes. In other mmorpgs these would be just "working as intended" and ignored.

Optimization code known as "M2Faster" is now enabled by default. M2Faster can improve performance in crowded scenes when "Vertex Animation Shaders" is turned on.

I had this enabled when they introduced it a couple of patches ago. But on my Geforce 6800GT it barely made any differece.

To enable this manually you need to add the following line to your "config.wtf" file in the WTF directory of the game:
SET M2Faster "1"

Or type in the game chat: /console M2Faster 1
It should save the variable in the config file automatically.

Alterac Valley
Most of the NPC guard units have been removed.
Creatures that remain in Alterac Valley have had their hit points reduced.

Another long overdue change.

As I wrote a while ago: NPCs in PvP aren't a bad idea on its own, but only if the respawn timers are really long. This is not the case in WoW.

Overall it looks like a good patch from the game design perspective. Beside what I quoted the patch has:

- New catass raid instance (Naxxramas)
- Tier 3 armor sets for all classes
- Bunch of class changes that I won't comment
- Key rings
- Some changes to the cooldown timers on potions and items that seem to make sense
- Nature resist recipes with the Cenarion Circle rep for the catasses
- UI improvements to the raid interface (ported some standard features from CTRaid)
- Flight paths added
- Some PvP Honor armor sets upgraded
- Removal of bijous and coins in ZG (?)

This last one leaves me perplex after what Tigole said in the NY interview before the E3. As I highlighted there, he said that a token system + reputation don't work well together and they were thinking about changing it. I wrote that I was expecting this to be an intention only for the new content that will be added in the future but the changes in this patch refute my theory (which is good). At the same time I don't understand the logic behind the changes.

This is what Tigole said specifically about ZG:

ZG was supposed to be a stepping stone into raiding. So you take a guild that has little experience and they go into ZG and for a new group, it’s going to take them a few tries to down the first boss, Venoxis. And they finally kill Venoxis and what do they get? Probably one blue item and then this token item. But even using that token item might require Honored reputation, and so they feel like they’re not being rewarded.

I had that happen to me on one of my characters and I was like, “This is just broken.”

Here I underlined the part that Tigole explained not working really well. It looks like the problem is the reputation being a cockblock on the equipment (what a surprise), preventing you to get the loot even if you won the encounter. But what are they changing with this patch?

Armor quests now only require a Primal Hakkari piece and appropriate faction with Zandalar.

They removed the smaller tokens but not the faction.

About the PvP Honor armor sets, it is interesting to notice that they were upgraded, but not retroactively, nor it's possible for those who have the old armor sets to return them for new versions. You'll have to re-grind all the ranks all over again. FUN! FUN!!

Btw. I heard a rumor that with the 1.12 patch they are reworking how the groups for the PvP BGs are being made. If this patch will coincide with clustered servers then it's possible that they'll create two different queues for those who join as a group and those who are randomly picked up.

Guild Wars anticipated this since the very beginning.

Overall a good patch with a good execution. But it leaves untouched all the problems that plague this game: satisfactory and accessible endgame content, worthwhile alternatives to raiding and a PvP system that isn't completely fucked up.

Re: WoW 1.11 patch notes

actualy, epic armour sets will be retroactively upgraded. It's still now known if the new weapons will be able to be purchased by ex-rank 14 or just new ones.

as said here http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=8412113

Re: WoW 1.11 patch notes

Another gimmick is the blue zandalar rewards will now be made into purples, with NO significant stat improvement.

ie new hunter belt has 2 more agility and 4 mana per 5 seconds instead of +11 arcane damage.

Like tier .5, it gives players the prestige of having epics without providing increased pve or pvp adavantage.

Re: WoW 1.11 patch notes

I dunno, the Zandalar Madcap (Rogue) ones came pretty close to Nightslayer in performance.

Re: WoW 1.11 patch notes

+2 agi and 4 mana / second is hardly "NO significant stat improvement"...they're weak epics, but were you really expecting ZG gear to be better than 40-man stuff?

And as someone working on the last step of Tier 0.5, I must say that I've enjoyed those quests much more than MC / Onyxia (outside of the stupid grinding). Raiding, contrary to what many raiders say and what non-raiders might think, is easy - it takes coordination, but almost no player skill whatsoever. Running a 45 minute Baron isn't super difficult, but a lot of monkeys clearing MC can't manage it.

Re: WoW 1.11 patch notes

i'm a monkey that has mc/onxyia/bwl and aq40 to the emps on farm status. i'll disagree with you on that. it takes a lot more than just coordination to make it in end game raiding. Mc, yea, you can basically PUG that one. but i can guarentee you that below par skilled players will not only wipe a raid in bwl/aq40 but that they will be more of a detriment.

on the plus note, with blizzard finally recognizing that ctraid is being used more than their raiding proviso ever has been, they are making a nod in the right direction. once they realize how much most hard core raiding guilds rely on alerts and mods for their boss encounters (Huhuran anyone? Nefarion as well) then they will see that by limiting the amount of interaction that these mods have within the game, they are simply making it more annoying for raiders and thus hurting their client base.

i look forward to this patch as blizzard seems to be identifying problems and, for once (nevermind their craptastic servers), resolving them.

i don't really agree with the zg change. but once again, i'm not making the calls just dropping an opinion. after all, i firmly believe in people earning their loots, and the rep system in zg worked just fine for me. i'm exalted on two characters and don't really see the issue. but then again, my guild runs zg with alts usually since taking our mains in there is overkill. after all, most of us already have exalted on our mains.

so, to say once more, not any monkey can raid. you need skilled and dedicated players who will learn their role in every encounter and who also have good instincts. but if you want, feel free to grab a PUG and have at bwl/aq40.

Re: WoW 1.11 patch notes

I was mostly referring to non-BWL and AQ in my above comments - I've never even seen those instances, and unless they're a huge change from MC I don't think I'd care to. I definitely maintain that any monkey can raid MC (and Ony and ZG to lesser degrees) - we have plenty of monkeys in our raid group and we've been progressing just fine. Blizz' releases have been getting better as they've progressed, so maybe BWL and on really are more fun. I hope so.

I guess my point was this: I consider Tier 1 and Tier 0 about equally noobish, and find it galling when people denigrate Tier 0.5 - especially when a good chunk of them have Tier 1.

Aside, I fully support the ZG upgrades - the instance is currently only good for enchants and the occasional epic. I believe you still need high rep to get the rewards, so they're hardly going to be free.

Re: WoW 1.11 patch notes

Not any monkey can raid. But a lot of good raiders have problems when an instance limits what roles can be present. I agree places like bwl and aq40 arent going to see pugs do well.

ctRaid is the single best tool for WoW, followed closely by voice chat. The fact Blizzard kept trying to break ctRaidAssist just shows how stupid Blizzard can be at times.

This ignores a huge issue, what about people that dont or cant spend almost all their game time running the big raids with a good raiding guild?

Sure the argument can be made the the truly epic gear is the result of great struggle, but to this point there is nearly no great gear for the players in small non raiding guilds. These players are as much into the game as raiders or pvp'ers so why not have good gear for the players that dont see raiding as a fun thing to do?

And as for the 45 minute Baron run, it takes skill, and some raiders are great at their role, but i have seen groups tear through the run, where a group of raiders fumble through because they lost the skill to improvise when sh#t hits the fan. Imoh, the best group for the run, 2 priests, 2 mages, and a druid.

Re: WoW 1.11 patch notes

Slapping a purple label on something with a ridiculously low item level and saying "here is a casual/non-raider friendly epic!" seems to be Tigole's solution to what is laughingly called WoW's itemization.

Apparently he thinks that, much like with the 0.5/D2 sets, players will simply be blinded by the purple text.

Re: WoW 1.11 patch notes

Just an FYI to all the douchebags, remember that little fix that allowed people to lose rank and still *****USE***** their upper level items?

Guesswhat? You can *****PURCHASE***** any items off of the vendors that you'd like at any time. Sure, you're rank 0 but bought way too much goldfarmer cash... time to buy the top rank items and keep them secure in your bank.

Go outside and sniff the sunshine, because obviously it would only pertain to you if you had any clue as to how it works.

All it requires is rank 6 to be able to get into the officer's quarters. But of course people with no first hand experience will write tripe like "About the PvP Honor armor sets, it is interesting to notice that they were upgraded, but not retroactively, nor it's possible for those who have the old armor sets to return them for new versions. You'll have to re-grind all the ranks all over again. FUN! FUN!!"

Idiot.

Re: WoW 1.11 patch notes

Actually... no. "You don't have the required rank for that item"

You can't buy an item that you do not have the required rank for, that is why people have a problem with the new Grand Marshal weapons (the caster items look very nice, although the lack of a Feral Druid Attack Power mace is disapointing) and Blue PvP sets in the first place.

On the patch notes as a whole, there are a lot of "things that should have been changed a while ago" that I'm glad they're changing at all. Fixing small annoying things like that along with pushing out new content (still catass content, but content regardless) is still really appreciated.

And without getting into a "well back in my day" rant, do you really need all the flashing lights and alarms (I'm really glad they removed healing's auto-canceling since that dumbed down raid healing down to "trained monkey" levels) to tell you a big dragon is going to eat your face? Even mods like SpellAlert are borderline cheap.

Mods need to go up to the line of "getting rid of annoying things, or doing a repatitive task right 95% of the time, like selecting healing ranks", not to playing the game for us (CTRA Emergency Moniter I'm looking in your direction).

Re: WoW 1.11 patch notes

As far as ZG drops go, I think they are changing it for the better. Instead of dropping all of those bijou's and whatnot, they upped the drop rates for the bosses like Venoxis. If you compare Venoxis's drops in test and live on thottbot, you'll see that all of his drop percentages are about doubled. I think that means these bosses will drop 2 items now instead of just one (or maybe 2 blues + the one purple?)

That's better for people who are just starting on ZG. Instead of getting those weid hakkari pieces and banking them away for 3 months, they will get more blues and purples that are clear upgrades from scholo/ubrs/etc.

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