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The Real 1.11 patch notes
Hey, Eyonix and everyone, I guess I am a step ahead of all of y'all.
The Following is a direct translation of the actual patch notes from the official Chinese World of Warcraft website; if you do not believe me, get someone who can read Chinese and get them to translate it. The link is below:
http://wow.17173.com/content/2006-04-11/20060411150257072.shtml
Here we go, (I am not going to translate all of it, only the parts of it that I deem important. I will also include my own opinions and comments. Keep in mind that sometimes I will translate the meaning but not literally)
1.11 patch (Not responsible leaked version, as in if it's fake, then too bad.)
All new 40-men instance
In EPL…after Baron Rivendare in Strat Dead Side is the gate into Naxx, which is the floating necropolis.
Description: Four areas, which are Hate Area, Necromancer Area, Deathknight Area and Spider Area. In the end, you will face Kel' Thuzad. There are 18 bosses, be ready for some frost damage.
All new class sets: Higher than any from before, gotta finish a series of quests, and you will get 8 epics. All classes have their own.
…… (Skip boring general changes)
PvP
Battleground winning and losing honor points reward has been decreased a lot. Every time you cap flags, the honor points reward has been increased. If before battle starts, one side didn't have enough people, this match would not give any rep and honor.
Druids-
Cure poison- mana cost decreased, but can not cure poison higher than level 50.
Destruction?- fixed the bug where if it was parried, dodged or resist, the skill would still hit (I could not find which skill this was talking about)
Hunters-
Feign Death- fixed that if you had a DOT on the target, you could not get out of combat by using feign death.
Distracting Shot- Will have a taunt effect instead of causing huge amount of threat like before.
Serpent Sting- now correctly deal more damage due to certain spell damage buffs.
Multi-shot- now correctly deal more damage due to certain spell damage buffs.
Scatter shot- now all hunters can train this skill at level 30, replaced the talent (OMFGWTFBBQ, thank you Blizzard, I will never forget your mercy to stop nerfing hunters)
New talent- Stabilize- replace scatter shot, when used, can end the cooldown on aim shot, multi-shot, and arcane shot. The cooldown of this skill is 10 minues.
Mages-
Talent re-spent due to talent changes, and all talent respec costs has been reduced.
Evocation- all mages can learn this skill at level 20. (Buff)
Arcane explosion- instant cast no matter what, the talent has been removed. (Buff)
Mana shield- redesign, lowers all damage input, 30 charges. When mana shield is on, mages will not be affected by burning and drain mana effects, but burning and mana draining effects can destroy the shield really fast.
Frost magic will now receive a 15 second diminishing return effect, and they will now correctly receive curse of elements' effects.
Polymorph- lower ranks will not sheep higher level targets.
Counter-spell- decrease cooldown.
Flamestrike- direct damage increased, DOT decreased, the overall damage isn't changed. (buff)
Arcane Power- cause a cooldown when used on some trinkets, can not be used with trinkets to wtfpwn people (I added the last part)
Dampen Magic- redesign, now a percentage of spell damage and heals will be decreased.
Amp Magic- redesign, now a percentage of spell damage and heals will be increased.
Detect magic- longer duration.
Frost armor- redesign, decrease all physical damage on mage, increase frost resistance, lowers all frost spells used on mage. When having frost armor, the frosting slowing effects used on the mage will be on a diminishing return. Also, all melee attacker's attack speed and movement speed are decreased. (small buff)
Mage Armor- redesign, lowers all magic damage on the mage, all school resist are increased. When mage armor is on, there's a small chance to reflect magic back. Can not be purged, dispelled, and cleansed. (small buff)
Fire ward- absorbs more fire damage. When on, will not be affected by fire stunning effects and flame shock's effects. ( I guess this is taking about that new debuff flame shock gets)
Frost bolt- slowing effects decrease in effect, but increase in duration
Frostbite- lower rank frost spells will not proc this as often, and frost armor will not proc this ever again.
New spell- magic steal- when used (I guess a self buff), the next non-aoe spell can be stolen, canceling its effect. If the spell was resisted, you can not steal the spell. After stealing the spell, you can release this spell, which deals the same damage it would have dealt at the mage, but will not be affected by spell damage increase buffs and trinket effects, but can be increased by Arcane Power. Holy spells can not be stolen. (Wow, nice, very nice spell, skipped the example part) (Hardcore buff)
Um… the last skill, I did not know which spell it was, but it said that now it is fixed so you can correctly remove it, and now it can not be dispelled, purged, or cleansed.
This is my personal note: please, no more combustion, more decrease its cooldown. Please some good talent revamp…
Paladin-
Holy shock- effects increased, can not be resisted. (buff)
This spell I did not know what it was- it said it is fixed that it can be correctly removed, and it can not be dispelled, purged, or cleansed.
Judgment of crusader- now it doesn't just increase holy damage taken, it also increase the amount healed slightly. (wtf?)
Judgment- can not re-stealth after being judged (gg rogues…)
Redemption- can not used lower ranks after learning higher ranks.
Divine Intervention- can not be used on mind controlled targets.
Priests-
Touch of Weakness (Undead) - can not stack the different ranks.
Um… did not know which spell this was, it says the effects will now be 5/10/15% instead of the original 8/16/25%
Feedback (Human) - shadow damage increased.
Desperate Prayer (Human, Dwarfs) -- will now correctly be affected by talents and spell increasing effects.
Revive- can not use lower ranks after learning higher ranks.
Mind Control- if you deal damage to the target of mind control, the target have additional chance to get out of the effect.
Rogues-
Slice and Dice- fixed so this skill can not be blocked, dodged, parried, or missed. (??)
Sap- lightning shield will not get you out of stealth.
Blind- can be correctly resisted.
Adrenaline Rush- the energy recover method is now changed, but the recover speed did not change. (I guess its that Adrenaline rush will half the time it takes to get 20 energy, but not normal time with 40 energy.)
Shaman-
Talent re-spent due to talent change, and all talent repec costs has been lowered.
Now all totems will not create hate with neutral targets, but wont have any effects either.
All earth totems… didn't understand this one.
Stormstrike- (please buff this…) will not be affected by Lightning shield and windfury effects. (ha, no more 6 hits in a row :)
Mana spring totem- area of effect increased, mana recovered increased.
Healing spring toem- area of effect increased, health recovered increased.
Flurry- will be in effect for the next three landed hits. (buff)
Fire nova totem- damage increased, cooldown increased.
Magma totem- will now correctly be affected by fire damage increase effects.
Stoneskin- (please buff this…) area of effect increased, effect increased as well.
Flame Shock- redesign, after you get shocked, you get a DOT effect, and the next 4 fire spells and damage will be increased by 10%. (buff I guess)
This is my personal note, please have a good talent revamp, no more elemental mastery, or decrease its cooldown. And please, please, Please!! Let us have Bloodlust…
Warlock-
Summoning- if your target is too close, you may not summon.
Shadow burn- if the target took too much effect and the shadow burn's effect disappears, you will not get a soul shard. (kinda confused)
Soul-link- when the pet gets damage, you share the damage as well.
Warrior-
Flurry- only affects next three landed hits. (buff)
Two-hand specialization- you get 1/1/2/2/3% to improve hit, and you get 1/2/3/4/5% extra damage. (hardcore buff)
Enrage- redesigned, now when you get crit, you get 8/16/24/32/40% increase in melee damage, whenever you landed hit, this effect will decrease in 1/2/3/4/5%. Lasts for 12 seconds. (can be considered a buff base on the situation, if you get crit again in four afters going into enrage, it will be a buff. Also, Blizzard, mind changing this to be fair to dual wielders? We attack very face, and the hits will be wasted away, this will only benefit the two-hand users…)
Blood Craze- redesign, now after a crit, you get 2/4/6% of your health back. (I do not know if its instantly gain those points back, but if it is, then OMFGWTFBBQ, because if you have 5k health, which is easy to do, every time you get crit, you instantly get 300hp back.)
Dual-wield specialization- not only do you get offhand damage increase, you also get 1/2/3/4/5% improve chance to hit.
Charge- fixed a bug where you can charge too far. Now charge gets rid of all slowing effects.
Intercept- Fixed a bug where you can intercept too far. Now intercept gets rid of all slowing effects.
Berserker rage- you are immune to death coil, but still take damage.
Death Wish- you are immune to death coil, but still take damage.
Did not know which skill this was- you are immune to death coil, but still take damage.
Mortal Strike- now correctly decreases the effects of certain healing skills like vampric embrace. (I didn't want to look up the other skills)
(Didn't bother to translate the changes in items, quests, reputation, and dungeons, it is basically which boss got buff, whic got nerfed, etc)[ post edited by Broxull ]
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