comprehensive List of Changes in 3.2

Amazing. Never seen better news in twinking. I will now be leveling upper level characters for higher end twinking through BGs. This is amazing for everyone and especially those who play in higher brackets.
 
3.2 patchnotes, massive changes to pvp

SWEEPING CHANGES FOR 3.2



WoW -> Test Realm Patch Notes



"# Exorcism: Now has a 1.5 second cast time, but can once again be used on players."



oh and XP in BGs....



"# Battleground experience has arrived!



* Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).

* Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold.

* Disabling experience gains will prevent a player from gaining experience through any means available in the game.

* Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.

* Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were not turned off cannot be recovered."



win-possible lose situation. for 10g you can shut off xp and PvE as much as you want (no more death boss runs, for gear, baron mount XD, etc.) however you get put in a bracket only for people who also have xp off. so if your battlegrp has low pvp, ur effed. (a good time to mention my guild on gilneas, for people who wanna focus on vindication and have fun)

idk how much xp you'll get for doing objectives, but i doubt you'll be able to last long @ x9 if you have any interest in capping/returning flags, or bases, etc. basically blizz forces you to farm HKs or shut off xp and hope your BG has enough likeminded people to have ques.
 
3.2 side notes WALL-o-m-g-Text

Axe Specialization (Orc):

The weapon bonus from this effect now applies to fist weapons in addition to axes.



Block Value:

The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.



Mana Regeneration:

All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.



Resilience:

No longer reduces the amount of damage done by damage over time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.



Druid:

*Travel Form: Can now be learned at level 16.



*Druids will now be able to see their mana bars when shape-shifted.



*Rage potions can now be used by druids.



Hunter:

*Aspect of the Cheetah: Can now be learned at level 16.



*The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.



*Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.



Paladins:

*Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.



*Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.



Rogues:

*After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.



Shaman:

*A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.



*All Shocks now have a default range of 25 yards, up from 20 yards.



*Base health increased by approximately 7% to correct for shamans having lower health than other classes.



*Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.



*Macros and scripts will no longer be able to target totems by name.



Warriors:

*Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.



Professions



Alchemy:

*All potions that can, now stack to 20.



Herbalism:

*Lifeblood now scales slightly with maximum health. No longer affected by global cooldown.



Inscription:

*Added a new Glyph of Claw for young feral druids who haven't yet obtained Mangle. Inscribers can learn this glyph from the trainer.



Warlocks: Glyph of Lifetap: Duration of the buff from this glyph increased to 40 seconds.
 
huge changes inc

sorry if this was already posted, but i looked and didnt see it



MMO-Champion - World of Warcraft Guides and Raid Strategies





As it’s something that has been discussed at length for some time now within the community, where are we at with allowing for players to obtain experience through Player vs. Player (PvP) combat and Battlegrounds?



Cory Stockton: We plan to implement this in patch 3.2.0. We have wanted to allow players to earn experience through Battlegrounds for a long time now and it’s great to be able to finally deliver this feature to players. Experience will be granted based on honor gain from actions, not kills. For example, if you capture a flag in Warsong Hold, you would gain experience, but killing a player would not grant experience.



Do these players still have an avenue to remain at a level of their choosing while still being able to engage in PvP combat?



Cory Stockton: Yes, players will have access to a new option that will allow them to turn off experience gain in PVP. This option also ensures that you will only be matched against other players that have set the same switch. Players can activate this option by talking to new NPCs, Behsten and Slahtz, near the Battlemasters in Orgrimmar or Stormwind. This new ability will cost 10 gold to turn on or off each time.



If these players disable the ability to gain experience, will this apply to PvE content as well?



Cory Stockton: Yes, this option will apply to PvE content as well as PvP.









lots of other changes, like rogues can use axes, shamans can drop 4 totems at once, pets get resil, different cds on fire/nature/frost traps, travel form/cheetah at lvl 16, etc
 
Early Christmas

Community Team: Given that gaining experience through PvP game play is a rather substantial addition to the World of Warcraft leveling process, there is bound to be some concern among players that enjoy staying at a particular level to participate only in specific level brackets of the Battlegrounds, otherwise known as "twinking."



Do these players still have an avenue to remain at a level of their choosing while still being able to engage in PvP combat?



Cory Stockton: Yes, players will have access to a new option that will allow them to turn off experience gain in PVP. This option also ensures that you will only be matched against other players that have set the same switch. Players can activate this option by talking to new NPCs, Behsten and Slahtz, near the Battlemasters in Orgrimmar or Stormwind. This new ability will cost 10 gold to turn on or off each time.



If these players disable the ability to gain experience, will this apply to PvE content as well?



Cory Stockton: Yes, this option will apply to PvE content as well as PvP.



Well...what do you think ? ;)
 
Got a link? Handy one to keep bookmarked as a big STFU to the never ending stream of dribbling idiots screaming 'twinking is not a blizzard approved(tm) playstyle!'.
 
skniwtgnidnuf said:
20 min wsg means the end of epic games. I guess we'll be doing a lot more arena.



Which is really fine with me because of Epeen rated arenas. I personally could be more happier with the new patch!
 
Well, I personally approve 20 min WSG... I have always been eager to see that change, especially before the Debuff. In my opinion it really spices up WSG, because everyone will have to be more strategic due to the first flag.

I would go that far to say that I love that change...almost as much as I love XP-Blocker !

But still, the speed-buffs weigh heavily on BG-19, even though we rogues can wield funny axes now and warriors also graciously take the ap-bonus for armor.

A final statement on the notes needs more studies though :).
 
Tax said:
Well, I personally approve 20 min WSG... I have always been eager to see that change, especially before the Debuff. In my opinion it really spices up WSG, because everyone will have to be more strategic due to the first flag.

I would go that far to say that I love that change...almost as much as I love XP-Blocker !

But still, the speed-buffs weigh heavily on BG-19, even though we rogues can wield funny axes now and warriors also graciously take the ap-bonus for armor.

A final statement on the notes needs more studies though :).



How can ANY serious twinker think 20 min WSG's are a good idea?



The one situation where I think a 20min WSG would be acceptable is if your in a PuG, both teams have the flag, the other team is turtling and your team is either doing the same or messing around in midfield. You keep trying to kill the EFC but nobody else is helping you no matter how much you ask and it goes on forever. Thats the only situation.



Still a 20 min timer just to solve that? No way. Think of the other extreme when your fighting premade against premade, or simply a few good twinks against another few good twinks, the matches can go on for ages but they are so much fun, why are we twinking if not for BG's like those?



If the non-exp BG's in 3.2 go ahead and all goes well, then every BG will be almost like a premade as pretty much only twinks will bother spending the 10g to turn XP gains off, I can't see many levelers turning it off just for a few BG's then turning it back on again when it'll cost them 20g.



Would you really want BG's like that to be limited to just 20 minutes? I sure as hell wouldn't.
 
How can ANY serious twinker think 20 min WSG's are a good idea?



I don't like long games so much, that's why and I like pauses. A game can still be intense if it's short, maybe more so. A short Arena-match doesn't mean that it's no fun or without quality. Along with the speed changes in 19 for example WSG longs for strategic changes, which might also bring various new approaches in how to play a Battleground with a certain setup, since you can win with one flag. Slower classes might have to stick more to defense or stealthy offense respectively, the faster ones can be seen as offense for example, and the new shortened WSG might put more stress on the defense, thus giving the still strong slower classes some importance back.

It's new, it's different and I think it is a good idea.
 
Are we forgetting the big problem this will create? I don't know how things are in your battlegroups, but Bg's in the 29 bracket aren't that frequent. So what will happen is that there will be less battlegrounds available for both non-twinks and twinks.



So that might break down to wastless hous of running around waiting for a a battleground invite to pop up.



Sad, so sad



Nez
 
Spite said:
Warsong Gulch

There is a now a 20 minute timer on this battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.



Personally I LOVE this idea. Sure I like cutting a large swath through a line of Allies, but I hate the stalemates.



Like when the only two twinks in the B.G. (which rarely happens, I know) are F.C.s? Noone can take them down, and the game goes on and on and on and ... and I start pissing people off by telling them they're scrubs :D.



Even non-twink games, when people are too retarded to go after the flag, or defend the carrier, the game gets more annoying than enjoyable each minute.



I don't mind a long game so long as it's them outsmarting us, or us outsmarting them when it comes to moving the flag around, or healers being on top of their game and keeping people up, etc.



It's when you have 2 people trying to get a flag and everyone else fighting in the mid that I start pulling my hair out :eek:.
 
Ya I got tired of being an FC because I knew there was a good chance that I would be holding on to it for a good 20 minutes or so. The 20 min game is great. Should be interesting having mounts in the 29 bracket. And druids with travel form in the 19 bracket, hmmmm. I am thinking they will really rule as FCs.
 

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