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Leviatan / Infos zu 2.1

Leviatan

Der Drache erwacht ... in einer weit, weit entfernten Galaxie

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#26 2007-04-11 11:20:43

Rakesch
Administrator
Registriert: 2007-02-19
Beiträge: 1860

Re: Infos zu 2.1

Komm mal mit nach Kara oder zu Gruul :p

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#27 2007-04-11 20:54:52

Doomed
Prinzessin Theradras
Registriert: 2007-02-20
Beiträge: 516

Re: Infos zu 2.1

Nethera schrieb:

In an upcoming patch we will be changing the way elixirs function, allowing a player to only have two elixirs on them at any one time. The change will allow you to use one offensive elixir, and one defensive elixir. All elixirs will be set into one of these two categories. This also means that although elixirs of the same type cannot be used at the same time, they will now stack with class buffs.

We’re making this change for a number of reasons.


    * By allowing players to use any number of elixirs it was necessary that we balance raid and dungeon encounters with the idea that all players in the group had the potential of having all available elixirs on them. In many cases this resulted in the spectrum of elixirs being necessary for dungeon and raid attempts as they were balanced to be more difficult. This put a large strain on guild alchemists and their need of materials for the elixirs they would then distribute throughout the guild. With fewer elixirs being allowed, fewer elixirs will be expected on raids, and less herb and material collection will be needed when attempting raid or dungeon encounters. In turn this change allows us to design and balance encounters around it, keeping the difficulty in line with a clearer limitation of what each group member has at their disposal.

    * Since the number of elixirs is now limited, we can also now allow them to stack with class buffs, so intellect elixirs will actually matter since they will now stack with arcane intellect. As mentioned previously we’ll be introducing some new recipes that would have simply been left unused before as they wouldn’t have been allowed to stack with class buffs.

    * We’ve seen many requests for new recipes, and to some extent it was necessary that we limit how and when we introduce new recipes as any new elixir added in-turn resulted in a potential power increase for every member of a raid or group. With the number of elixirs on any one player now limited we can add more recipes than we would have been able to in the past.

    * Flasks will work in this new system by taking up both the offensive and defensive elixir slots. We of course recognize this as a reduction of total effect of flasks, but as mentioned we will be balancing to take into account the use of a single flask on each player in an encounter.

    * Potions (rather than elixirs) will not be affected at all by this system.



This change will generally not impact solo players who currently already only use one or two elixirs at a time, but will certainly be a restriction for players who tend to use a lot of elixirs simultaneously. In the case of raid and small group parties the change is a clear benefit. The need for herbs and materials, and thus the strain on a guild or individual alchemist to collect these items is lowered substantially, in combination with the encounters being tuned with the limitation in mind. This change to elixirs and flasks also allows us to improve and expand the alchemy profession in new ways, and removes the need to design and balance encounters around the potential use of all possible elixirs. We’re currently planning to implement this change in a future patch and we’ll release further details as well as information on the new recipes as soon as we’re able.


Physics is like sex. Sure, it may give some practical results, but that's not why we do it. -Richard Feynman

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#28 2007-04-12 10:21:03

Thorsschmatt
Thermaplugg
Registriert: 2007-02-20
Beiträge: 420

Re: Infos zu 2.1

Hmm damit werden meiner Meinung nach die meisten Elixiere überflüssig, weil ich sehe nicht wie 1 off. und ein def. Elixier ein Flask wettmachen können, es sei denn einige der neuen Elixiere sind echt hammer. Damit sind die Leute die bisher einen Geistesblitz haben, recht fein raus...

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#29 2007-04-12 10:27:18

Petronella
Grüner Murloc
Registriert: 2007-02-23
Beiträge: 87

Re: Infos zu 2.1

Na super, hätten sie das nicht mal sagen können, bevor ich mich auf Elixiere spezialisiert hatte?!

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#30 2007-04-12 10:30:44

Dianea
Lavapack
Ort: suisse.. :P
Registriert: 2007-02-20
Beiträge: 950

Re: Infos zu 2.1

ihr habt ja immernoch den vorteil der fläschchen proccs..
oder hab ich was überlesen?


Elfen, pha!
Lieber zwei Sonnenschirme als solche Ohren!

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#31 2007-04-12 12:23:09

Barim
Administrator
Registriert: 2007-02-20
Beiträge: 674

Re: Infos zu 2.1

nein und auch weiterhin denke ich nicht das 25 leute 1 fläschchen schlucken werden,bin aber mal auf die einteilung zwischen offensiv und defensiv gespannt.
und vor allem ob ob adepten noch mit heilkraft stackt


Rakesch: noch 1 report und ich banne dich für 24 stunden.

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#32 2007-04-12 12:26:07

Rakesch
Administrator
Registriert: 2007-02-19
Beiträge: 1860

Re: Infos zu 2.1

Heilkraft = Offensiv

Da bin ich mir 100% sicher smile

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#33 2007-04-12 13:14:31

Petronella
Grüner Murloc
Registriert: 2007-02-23
Beiträge: 87

Re: Infos zu 2.1

Denke ich auch. Aber was ist mit Elixier des Meisters? Das könnten sie doch mal Defensiv machen.

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#34 2007-04-12 13:26:09

Doomed
Prinzessin Theradras
Registriert: 2007-02-20
Beiträge: 516

Re: Infos zu 2.1

Petronella schrieb:

Denke ich auch. Aber was ist mit Elixier des Meisters? Das könnten sie doch mal Defensiv machen.

Das ist halt die große Frage der Einteilung, viele Elixiere haben halt sowohl offensiv als auch Defensivcharakter

Bsp: Agitrank
- Bei nem Schurken oder Offkrieger ein Offensivelixier, bei nem Defkrieger aber ein Defensivelixier

Oder so Sachen wie Heilkraft: Ist Heilen jetzt offensiv oder Defensiv einzuordnen?


Physics is like sex. Sure, it may give some practical results, but that's not why we do it. -Richard Feynman

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#35 2007-04-12 14:26:30

Maccna
Grüner Murloc
Ort: Burscheid
Registriert: 2007-02-21
Beiträge: 69

Re: Infos zu 2.1

Also ich heile gern mal offensiv ... mit gefletschten Zähnen smile


FSK 12: Der Gute bekommt das Mädchen
FSK 16: Der Böse bekommt das Mädchen
FSK 18: Alle bekommen das Mädchen

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#36 2007-04-12 17:47:22

Doomed
Prinzessin Theradras
Registriert: 2007-02-20
Beiträge: 516

Re: Infos zu 2.1

schrieb:

* Jewelcrafting: The cooldown times on Earthstorm and Skyfire Diamond transmutes have been reduced to one day.

    * Herbalism: The chances to find a Fel Lotus while picking an herb have been increased.

    * Tailoring: The Spellfire and Shadoweave tunics have been changed to robes.

    * Primal Nethers may now be puchased from G'eras for Badges of Justice.



These changes will take place in the next patch, 2.1.0.

After the upcoming content patch you will have the chance to find additional Darkmoon cards (Lunacy, Storms, Furies and Blessings) on high level creatures in Outlands, which you can turn in to the Darkmoon Faire to make powerful new Darkmoon card trinkets.

- Flask powers have been GREATLY reduced.
- Reagent costs for flasks have been ****GREATLY**** reduced.
- Flasks take up both your offenseive AND defensive elixir slots. 1 Flask or 2 elixirs -- you choose.
- Raid DPS has gone up (Glancing Blow and Class Changes)
- Encounters where DPS was not a "flasking factor" (i.e. tuned around the HP flasks, elixir of mastery, defense etc). will be retuned.

Raiders will have access to easy-to-access flasks in SSC, TK, Hyjal and Black Temple. Dungeon goers will have easy access to potions in Coilfang and TK 5-mans.

For example, 1 Coilfang Armament = 1 super mana potion (zone specific) in the coilfangs.

Angeblich sollen 4 Badges = 1 Urnether sein

Beitrag geändert von Doomed (2007-04-13 01:29:55)


Physics is like sex. Sure, it may give some practical results, but that's not why we do it. -Richard Feynman

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#37 2007-04-12 23:27:37

Doomed
Prinzessin Theradras
Registriert: 2007-02-20
Beiträge: 516

Re: Infos zu 2.1

Tigole schrieb:

Because 2.1.0 is not yet on the PTR's (we're hoping by tomorrow or early next week), we're going to hotfix the base creature respawn in Serpentshrine and TK Raid to be 2 hours. We're also going to fix the bug that's causing the creatures to respawn after the boss for the corresponding section has been killed.

These aren't all of the changes that we have for 2.1.0, just two of the ones that we will be able to hotfix. There are more changes coming in 2.1.0 that include creature tuning, better loot etc...

Some examples:

Lots of the creatures have fewer hitpoints
Lots of the creatures are no longer immune to CC (The female naga in SSC can be poly'd, Skeletal Ushers in KZ can be shackled)
Lots of bug fixes

The hotfix isn't live. It will take a bit to go live. I'll notify when it does go live.


Physics is like sex. Sure, it may give some practical results, but that's not why we do it. -Richard Feynman

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#38 2007-04-13 01:16:02

Doomed
Prinzessin Theradras
Registriert: 2007-02-20
Beiträge: 516

Re: Infos zu 2.1

Nathaera schrieb:

Due to popular demand, we are revealing all of the current notes for professions in the upcoming content patch. Please remember, all notes may be subject to change.

Alchemy



The chance of a discovery occurring while making potions has been substantially increased.

Elixirs now stack in two categories, Battle (Offensive) and Guardian (Defensive) Elixirs. You can only have one of each type of Elixir up at a time. As a result Elixirs now stack with class abilities such as "Arcane Intellect."

Elixirs now stack to 20.

Four new defensive elixirs have been added. Two are on trainers, one is in Halaa and one is in Cenarion Expedition.

"Flask of Petrification" can no longer be turned off during its duration, but it now will clear all threat from all monsters for the duration of the effect. Though monsters may reacquire you after the effect ends.

Cooldown time on "Earthstorm" and "Skyfire Diamond" transmutes has been reduced to 1 day.

"Invulnerability" potions now stop the first 120 damage per hit for 8 seconds, rather than making the imbiber physically immune.

The major protection potions made by Alchemy now require more "Mana Thistle" and vials, but create 5 potions instead of just one.

"Fel Strength" elixirs now work correctly with elixir mastery.

"Elemental Absorption" potions now have a 2 minute duration rather than the 60 min duration they used to have.

Alchemy transmute of "Heart of Fire" to "Elemental Fire" changed to 15 minute cooldown.

Reagent costs and potency of all flasks has been reduced.

The cost of "Imbued Vials" has been reduced.

The chance to find a "Fel Lotus" while picking an herb has been increased.

"Juju Chill" and "Juju Ember" are now considered Guardian Elixirs and do not stack with other resistance buffs.

"Juju Flurry" is now considered a Battle Elixir and has been converted from haste to haste rating.

"Ground Scorpok Assay","Juju Might","Juju Power", "Lung Juice Cocktail", and R.O.I.D.S are now considered Battle Elixirs.

"Crystal Force", "Crystal Ward","Gizzard Gum", "Infallible Mind","Juju Escape", "Juju Guile", "Sheen of Zanza" and Swiftness of Zanza are all now considered Guardian Elixirs.

"Sheen of Zanza" is now considered a Guardian Elixir. Stamina and Spirit bonuses have been reduced to 25.

"Elixir of Fortitude" now correctly displays its name in its buff tooltip.

The "Alchemist's Stone" bonus now works on potions that restore both health and mana.


Enchanting



Enchant Bracer-Spellpower had its primal costs reduced slightly.

Enchanting recipes that increase spell damage now also increase healing as well.

The "Major Defense Bracer" enchantment has been moved from Ethereum Researchers to Ethereum Nullifiers.


Engineering



11 new epic goggles have been introduced at 350 engineering skill and are available from the trainer. They range from cloth to plate, and have a variety of stats to appeal to most talent specs.

A recipe for "Frost Grenades" and the "Icy Blasting Primers" needed to make them are now on engineering trainers.

Engineering recipes can now be placed in engineering bags, as can engineer made fireworks.

Many engineering recipes will now give skillups for longer than the previously did.

An engineering recipe to make "Fused Wiring" can be found in both Everlook and Shattrath.

Engineering Skill required to make the "Felsteel Stabilizer", "Hardened Adamantite Tube" and "Khorium Power Core" have been reduced slightly.

"Adamantite Shells" now require less adamantite and do slightly more damage.

The recipe for "Elemental Blasting Powder" now gives 4 powder when creating it, though it now requires an additional mote of earth.

Engineers now make 3 "Smoke Flares" instead of just one when they create them. Also "Smoke Flares" now have a buy/sell price.

"Seaforium" now opens locked chests as well as locked doors.

The Consortium Vendor Karaaz now sells the engineering recipe for an "Elemental Seaforium Charge" if you are revered with them.

The "Poultryizer" has a smaller chance of getting malfunction effects and is now a superior quality item.

The "Nigh Invulnerability Belt" now has a smaller chance of failure.

"Healing Potion Injectors" and "Mana Potion Injectors" created by engineers now have new icons.

"Goblin Rocket Launcher" now has a 2 minute cooldown, and had its casting time reduced to 3.5 sec.


Fishing



The fishing timer has been reduced from 30 to 20 seconds and it now takes less time to fish.

The fishing timer can no longer run through its duration without a fish biting.

Fishing has been removed from Arathi Basin and Alterac Valley.

You can now fish in Underbog.


Jewelcrafting



The jewelcrafting UI now has gems split up by color so it is easier to find gems of a specific color to create.

A new set of more powerful gems can be found by raiding Hyjal and Black Temple. Their stats exceed those of previous gems that could be found.

A number new gem cuts to existing gems have been added to the game. Included among them are a spell hit gem and more multi-stat gems that have attack power on them.

Jewelcrafters can make two new melee oriented meta gems. One is found randomly as a world drop and the other sold by the reputation vendor.

Thorium Setting only requires 2 thorium bars now

Many Jewelcrafting recipes that required 200-280 skill to learn now have changed/reduced materials required to make them

Mithril filigree has a slightly reduced range that it gives skillups.

A number of jewelcrafting gems now give skill increases for slightly longer than they used to.

"Pendant of Blasting" and "Necklace of Battle" will now grant their click effects to players correctly, previously they only worked on characters higher than level 47.

Jewelcrafting Onslaught ring thorium cost reduced

The vendor value for the raw green gems have been reduced. This will also make these gems cheaper to put up on the auction house (Blood Garnet, Golden Draenite, etc...)

Prospecting now always yields at least 1 gem.

Grand Master Jewelcrafters Hamanar (Shattrath City), Jazdalaad (The Stormspire), Kalaen (Thrallmar) and Tatiana (Honor Hold) may teach all levels of Jewelcrafting.

The recipe for "Figurine - Golden Hare" no longer requires a "Cut Citrine". It now requires copper bars.


Leatherworking



"Knothide Armor" kits now require less leather to make and give skill increases for longer.

Leatherworking made primalstrike set now has an attack power set bonus rather than a strength set bonus.

Additional snakes that drop cobra scales are in the highlands of nagrand as well as in shadowmoon valley.

Leatherworker made "Drums of Restoration" had their health/mana effects reduced slightly.

"Nethercobra Leg Armor" and "Nethercleft Leg Armor" have been slightly improved.

"Heavy Clefthoof Boots", "Heavy Clefthoof Leggings",and "Heavy Clefthoof Vest" have had their armor increased at the expense of some stamina and defense rating.


Additional Profession Changes



Skinning higher level creatures will give more leather; you will no longer get a single leather scrap.

Gathering skills no longer fail when you have reached the maximum skill possible.

The "Stoneforged Claymore" model has been updated.

"Fel Iron Bars" now have an icon unique from "Felsteel Bars".

"Felsteel Bars" are now good quality (green items).

The Tailoring recipe "Ebon Shadowbag" no longer drops on Spirit Walkers.

Profession recipes that had 24 hour or longer cooldowns, have had their cooldowns reduced by 1 hour.

Added Warped Flesh to high level warpstalkers.

Alliance Cooks can now purchase the "Mok'Nathal Shortrib" and "Crunchy Serpent" recipes at Toshley's Station.

Monsters will now attack players who are mining mineral nodes near to them, even if they didn't notice them previously.

Golden Spellthread and Runic Spellthread have been slightly improved.

Enchant Weapon- "Major Spellpower" enchant has been stolen from the Razaani spell thieves by the Bash'ir spell thieves. The Bash'ir are more likely to have the recipe than the Razaani previously did, however.

"Imbued Netherweave Tunic" and robe recipes are vendor purchased so are now white instead of blue.

"Nightmare Seed" found with herbalism now requires level 60 to use.

The location of many of the Outland mineral nodes have been adjusted both to put them in locations that are more traveled and to make them more likely to be near creatures.

Essences (Earth, Fire, Air, Water, Living) have had their drop rates significantly increased. Also Outland creatures that dropped motes will now have a chance of dropping essences as well.

Materials required to make the Blacksmithing Adamantite plate armor have been reduced.

The Epic bind on equip Blacksmith weapon recipes now require more materials to make.

Hab weiter oben auch Infos hinzugefügt

Beitrag geändert von Doomed (2007-04-13 01:32:43)


Physics is like sex. Sure, it may give some practical results, but that's not why we do it. -Richard Feynman

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#39 2007-04-13 02:04:26

Gulek
Administrator
Registriert: 2007-02-20
Beiträge: 831

Re: Infos zu 2.1

Doomed schrieb:

Angeblich sollen 4 Badges = 1 Urnether sein

eine goldquelle weniger, schade.


[dcg] I love how someone links a picture of a woman with a penis and it turns into a discussion about monitor resolution

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#40 2007-04-13 07:01:13

Halmir
Ragnaros
Ort: aut
Registriert: 2007-02-20
Beiträge: 1086

Re: Infos zu 2.1

"Leatherworker made "Drums of Restoration" had their health/mana effects reduced slightly."    schade....

"Nethercobra Leg Armor" and "Nethercleft Leg Armor" have been slightly improved.     wurde zeit !


inoffizielles Raidmaskottchen a.D. i.R.

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#41 2007-04-13 07:43:08

Thorsschmatt
Thermaplugg
Registriert: 2007-02-20
Beiträge: 420

Re: Infos zu 2.1

¨"Essences (Earth, Fire, Air, Water, Living) have had their drop rates significantly increased. Also Outland creatures that dropped motes will now have a chance of dropping essences as well."


!

Könnte nicht besser kommen... muss "nur" 36 Wasser und 36 Feuer farmen für Pala, und nochmal einiges für Mage :p

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#42 2007-04-13 07:47:46

Rakesch
Administrator
Registriert: 2007-02-19
Beiträge: 1860

Re: Infos zu 2.1

http://forums.wow-europe.com/thread.htm … &sid=3 Juhu Patchinformationen.

Rest gelöscht. Bringt nix.

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#43 2007-04-13 08:46:35

Picapica
Hogger
Registriert: 2007-02-20
Beiträge: 205

Re: Infos zu 2.1

guten Morgen, Rakesch...O_o


Rakesch, du kannst als Shadowpriest  entweder viel Schaden machen oder aus der Form gehen und (relativ gut) heilen - das muss beim Balancing mit in Betracht gezogen werden. Insofern ist ein direkter Vergleich mit Mages & Hexern IMHO nicht statthaft.
Dass Disziplin-Aggrooreduce auch auf Schatten wirkte, war zwar nett, aber auch Hexer und (afaik) Mages haben ihre Talentbaum-spezifischen Punkte für die Aggro-Reduktion. So what?



z.Th.

- Monsters will now attack players who are mining mineral nodes near to them, even if they didn't notice them previously.

- The location of many of the Outland mineral nodes have been adjusted both to put them in locations that are more traveled and to make them more likely to be near creatures.


Huzzah;-( - hm, gilt das auch (schon?) für Kräuter?

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#44 2007-04-13 09:14:52

Rakesch
Administrator
Registriert: 2007-02-19
Beiträge: 1860

Re: Infos zu 2.1

Thorsschmatt schrieb:

¨"Essences (Earth, Fire, Air, Water, Living) have had their drop rates significantly increased. Also Outland creatures that dropped motes will now have a chance of dropping essences as well."


!

Könnte nicht besser kommen... muss "nur" 36 Wasser und 36 Feuer farmen für Pala, und nochmal einiges für Mage :p

Essenzen sind keine Ur-Dinger. Damit meinen sie die alten Essenzen. Denke ich mal.

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#45 2007-04-13 10:27:04

Barim
Administrator
Registriert: 2007-02-20
Beiträge: 674

Re: Infos zu 2.1

hm sehr interessante sachen:

-Heroic difficulty instances end bosses will now always drop an epic item, in addition all bosses in Heroic difficulty instances will have a chance to drop an epic gem!

wie soll ich das verstehen?es gibt immer 1 item und dann vllt noch nen gem?oder können auch 2 gems drin sein?

-"Vengeance" (Retribution) now increases Holy and Physical damage by 1/2/3/4/5% for 15 seconds following a critical hit, but the effect now stacks up to 3 times.

hm sprich critluck palas können auf 15% wieder kommen.frage ist ob der timer dann resettet wird.sprich man kann sich in dauerrache befinden wenn man innerhalb von 15sek immer einen crit hat?

-"Shadow Word: Death": Cooldown increased to 12 sec.

haha raki big_smile

-"Flurry" (Fury) now increases attack speed by 5/10/15/20/25%, reduced from 10/15/20/25/30.

hmpf blizz kann einfach nicht balancen,aber das ist bekannt.der fury wird immer generft.aber er ist auch übel stark


UND WARUM SCHEISS VERFI***ES Schneesturm WARUM DER BESCHISSENE illumination nerf.das die größte frechheit die es gibt

Beitrag geändert von Barim (2007-04-13 10:35:00)


Rakesch: noch 1 report und ich banne dich für 24 stunden.

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#46 2007-04-13 10:34:50

Rakesch
Administrator
Registriert: 2007-02-19
Beiträge: 1860

Re: Infos zu 2.1

Deine 100% zu 50% Critmana auch gelesen?

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#47 2007-04-13 10:39:08

Dianea
Lavapack
Ort: suisse.. :P
Registriert: 2007-02-20
Beiträge: 950

Re: Infos zu 2.1

Rakesch schrieb:

Deine 100% zu 50% Critmana auch gelesen?

*hust* endlich was sinnvolles *Hust*
der sw:d cd zu erhöhen is scheisse.. armer raki.. hmm


Elfen, pha!
Lieber zwei Sonnenschirme als solche Ohren!

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#48 2007-04-13 10:41:04

Barim
Administrator
Registriert: 2007-02-20
Beiträge: 674

Re: Infos zu 2.1

leck mich,grad gesehen


Rakesch: noch 1 report und ich banne dich für 24 stunden.

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#49 2007-04-13 10:41:25

Barim
Administrator
Registriert: 2007-02-20
Beiträge: 674

Re: Infos zu 2.1

das die absolut größte frechheit das talent so zu nerfen.

es ist das haupttalent des holy palas beim heilen.

es ist die grundlage mana zu sparen.warum ballert blizz erst so unmengen an crit auf die items um es 1 patch später derart unnütz zu machen.
die haben so dermassen den arsch offen.das ist unglaublich.nun wird man bald die palas wieder rumlaufen sehen in stoff klamotten,auf den viel mp5 drauf ist.weil einfach crit nix mehr wert sein wird.

Beitrag geändert von Barim (2007-04-13 10:44:31)


Rakesch: noch 1 report und ich banne dich für 24 stunden.

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#50 2007-04-13 10:42:59

Rakesch
Administrator
Registriert: 2007-02-19
Beiträge: 1860

Re: Infos zu 2.1

Lachst mich noch aus?

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