Patch 4.2 Will Allow Players to Group With Friends Across Realms
One of the more interesting features that's been requested since Real ID was implemented has been a way to actually group with your Real ID friends. It seems that Blizzard intends to make this possible fairly soon as it will be available on the PTR for testing this patch. It's worth noting that some features of the system will require what Blizzard vaguely refers to as a "premium" service, indicating a fee of some sort.
With this feature on the way, you have to wonder if they'll make cross factions available with cross server groups. Right now, the answer seems to a resounding no; the feature will only support same faction groups. So unfortunately, if your friends are Horde and you're Alliance, it will be largely worthless. Of course, with instances like the WotLK faction specific ones, it's probably quite a headache to code and it's development time better spent elsewhere. Still, I'd love to run a ZG/ZA with Perculia for once!
With the continued popularity of the Dungeon Finder, many players have been asking for a way to group up with real-life friends who play on other realms to take on instances together. Today, we wanted to give you a head
News Roundup: Latest Cataclysm Hotfixes, Dungeon Finder Change and more!
It's FRIDAY. Yet another day of awesome Patch 4.2 previews from Blizzard, including x and y, and a handful of new blue posts as well! Today's posts include the lateest Cataclysm hotfixes, a retrospective on the quality of Trial of the Crusader and a bit of input from Zarhym on just how "friggin' epic" Firelands is going to be. Who cares if there's "only" seven bosses, if those seven bosses and their encounters are
, right?In addition to this reassurance, we've also a few posts about a few 4.1 changes that needed just a bit more clarification. Check 'em out!
Latest Cataclysm Hotfixes (April 28-29)
Some interrupts were still incorrectly missing targets. Wind Shear, Spell Lock, Counterspell, Mind Freeze, and hunter pet abilities Nether Shock and Serenity Dust should no longer miss.
Characters who mount up with a pet bar active should no longer lose control of the pet if they dismount while under the effects of any crowd control.
Divine Aegis will no longer produce a shield if the full heal that should cause it is a
Patch 4.1 Dungeon Finder: Call to Arms - Goodie Bags From Heroics!
Blizzard has just released
details about the latest changes to the Dungeon Finder coming in Patch 4.1! The Dungeon Finder will now detect which roles are in demand (*cough*tanks and healers*cough*) based on queue times. When certain queue times have been reached, a Call to Arms will go out for the desired role and players who queue and successfully complete a dungeon as that role will be rewarded with a special goodie bag (each time)! This goodie bag can contain:
Non-Combat Pet (Including cross faction pets!)
Rare Mounts (Including rare dungeon drop mounts!)
So what do you think? Will this help the Dungeon Finder queue problems? Will this cause more players to utilize dual specs to play their other roles and help out the queue timers? Or will we just end up with healers who can't heal (or won't heal) and tanks who don't have tanking gear? What do you think?
In patch 4.1 we'll be introducing
Dungeon Finder: Call to Arms
, a new system intended to lower queue times. Call to Arms will automatically detect which class role is curr
Changes to Valor Points and "Heroic Dailies" in Patch 4.1
Blizzard poster Lylirra has just revealed some details about the upcoming changes to the "daily" dungeon system and documents the new procedures for earning Valor Points this way. You can check out the full Blizzard posts after the break, but the basic rundown is:
You can earn
980 VP per week from random Heroic dungeons.
Of that 980 VP, only 490 VP can be earned from tier 1 Cataclysm Heroics. The remaining 490 VP must be earned by running Rise of the Zandalari Heroics (tier 2).
Alternatively, you can reach the 980 VP cap exclusively by running tier 2 Heroics.
The 980 VP you can earn from running tier 1 and tier 2 random Heroic dungeons will count towards your weekly overall cap of 1250 VP.
And, as stated before, if you want to maximize your VP gains, you can still reach the overall weekly cap of 1250 by defeating raid level content.
What do you think? Personally, I'll enjoy being able to run all of my Heroics on a day that I can dedicate the time rather than sitting in queues every day, but how do you think this will affect Dungeon Finder queue dura
Upcoming Changes to Dungeon Finder and Vote Kick
Tonight, Blizzard has posted some upcoming changes being made to the Dungeon Finder and Vote Kick in-game features.
These changes, which will most likely be implemented with next week's maintenance, offer more severe penalty to players abusing the Dungeon Finder's Vote Kick functionality when queueing with friends or guildies.
What do you think?
We’re making a number of hotfixes to address use of the Dungeon Finder and vote kick tools. The following hotfixes will require realm restarts to implement, which are likely to be next Tuesday’s weekly maintenance.
Players who are outside a dungeon for more than 3 minutes are now immediately able to be kicked.
If queuing as a group with a tank or healer, and the tank or healer drops group (or is kicked) soon after joining, those that queued with them will also be removed from the dungeon.
If three or more players group queue with each other it will require an additional vote for them to kick anyone they did not group queue with.
If a group queue of 4 kicks the one person that they did not group queue with they will each receive a mor
Dungeon Finder's Luck of the Draw Buff Increased up to 15% in 4.0.6
Blizzard is taking another step towards improving the quality of random pickup groups and hopes to increase their success rate in Heroic dungeons with their latest plan to increase the effect of the
buff. Apparently, this buff (which is applied whenever you have a random player in your Dungeon Finder group) wasn't even working properly in Cataclysm dungeons, which caused some encounters and dungeons to be harder than intended for pickup groups. This has been corrected, and the buff will now increase 5% per random player up to a maximum of a 15% increase in damage, healing and health.
Of course, this increase is by no means a way to "fix bad" and some groups will still experience issues, however hopefully this buff, combined with the plethora of dungeon and encounter changes coming with the patch, will make the random dungeon experience more enjoyable (or at least bearable).
What do you think? Is this a step in the right direction?
Check out Ghostcrawler's detailed blog on the subject after the break!