I'm still playing, really enjoying Ulduar with my semi casual guild, although we haven't killed Vezax or Yogg yet. Not sure when 3.2 is coming out, but it seems quite quick?
I'm still playing, really enjoying Ulduar with my semi casual guild, although we haven't killed Vezax or Yogg yet. Not sure when 3.2 is coming out, but it seems quite quick?
Well I've given up for a while - just don't have 3 hours to dedicate to a raid.
Time for a break and I'll await Starcraft and Diablo II
Still Plodding on Dragonblight, levelling My DK - though only really get 1 night a week so it's a long process!!
kinda sick of playing so my warrior/priest are kinda inactive started new toon on ghostland called listy mate moved his toons there and so did mrs not 100% sure if im going to add more game time come run out
Ive just started again from a year or so break. Found the love again i think!
Tarren Mill server add dudds. All my friends from before have done the off i think
I got talked into it by friends who still play.
Started a DK and it was good. Leveling through the new content over in the North was good.
I've hit 80 though, done a couple raids. Enough to know that I never want to start raiding again.
I find now I'm logging on for a short while, standing around a bit and then logging. Just don't have the incentive. Need to grind more money for the fast flying and thats about it.
PVP has not changed. It's still the grind and with so many poor groups that seem to be around more annoying than ever.
So I'd prob say don't bother. But it was good
I've been in the same boat. So i've been levelling new toons. Currently have a Rogue at 52 but just can't seem to get excited about my DK. Was never going to have one but decided to have a look, seems a lot of noise over nothing really, i much prefer my Priest and kitty cat tbh.
But my raiding days are over now. I have no inclination to waste 3-5 hours on a raid.
i enabled my account again not too long ago. theres just nothing else i can play and enjoy for an hour or so every now and again. i dont raid, just pvp in battlegrounds and wintersgrasp really.
disc priests ftw :-)
Strangely enough the game got really good for me after going mega-casual about a year and 3/4 ago. I've gone from someone who raided every evening to someone who can barely find the time to raid once a fortnight. And it's great! I've still got my great guild of which I'm close friends with quite a few as well as made new friends with university friends on other servers and complete randoms!
I just enjoy it for the general things, the bizzare achievements like trying to get 100 pets as well as going back to kalimdor to get a further 450 quests complete xD. I can imagine most would think this is incredibly boring but it's really quite enjoyable! And I do find the time for the occasional raid with the guildies or even a PuG.
Social raiding is the way forward. We visit Ulduar twice a week with no pressure on anyone to sign up if they dont fancy it. After 5 weeks we have 10 bosses cleared and making healthy progress.
There is no stress involved at all, comedy wipes get laughed at and we generally just have a really good giggle.
It might be because we go strictly over 18's on our members and are very selective about who passes a trial but i couldnt ask for a better bunch of people to play with.
If it was just the grind there for me im sure i would lose interest in it, but its all about the people you play with imo.
Eh... not at the moment. My gf eats too much of my time. XD But yeah.. considering going back for a bit once I'm done building my new PC, old one uses a crap GeForce 6200 and a Celeron D processor... 256 RAM to boot LOL!.. But yeah, going back with my new pc might make me appreciate the zones more. Everything was on low before, this time I'll be able to max everything, may relevel a char.. My warrior is just getting dust atm though, hit 31k unbuffed tanking and then I just lost interest. Ulduar didn't do too much for me either if I'm honest.
You're a good example of why some animals eat their young
Even though I'm not playing this game at the moment, I like keep up to date with it's development.
Could some kind person please post the patch notes?
Patch 3.2.0
Call of the Crusade
* Since the opening of the Argent Tournament in northeastern Icecrown, adventurers have journeyed from across Azeroth and beyond to prove their worth in the heart of the Lich King's domain. Under thundering skies the tournament's participants hone the arts of war and face off in bone-shattering jousting matches to earn the right to be called champions. Yet these heroes have yet to face the greatest challenge of all: the Crusaders' Coliseum. Formidable Horde and Alliance champions, ferocious beasts, and Scourge lieutenants are just some of the opponents awaiting adventurers in this gladiatorial arena. Few will survive the coliseum's perils, but the Argent Crusade is confident that the worthy heroes who do emerge victorious will be ready to join the offensive against Icecrown Citadel and end the Lich King's reign of terror.
Isle of Conquest
* Off the coast of Northrend, Horde and Alliance forces are locked in an epic struggle for a tiny island rich in resources. Known as the Isle of Conquest, this rocky battleground's proximity to Icecrown makes it a highly prized base in the war against the Lich King. Both factions have deployed devastating weapons to drive each other from this strategic location. Day and night the ground trembles under lumbering siege vehicles while monstrous airships pummel enemy positions with fiery cannons. The bloody conflict spreads to every corner of the island as new heroes arrive to aid their factions. It remains to be seen whose banner will wave triumphantly over the Isle of Conquest and at what cost victory will be achieved.
General
* Construction of the Crusaders' Coliseum is complete. New raid normal and Heroic modes for the Crusaders' Coliseum can be toggled using the Dungeon Difficulty setting. This applies to 10 and 25-player versions. 10-player (normal), 25-player (normal), 10-player (Heroic) and 25-player (Heroic) all share separate raid lockout timers.
o Trial of the Champion
+ 5-player (normal and Heroic mode) dungeon.
+ Daily quest added to the Heroic daily dungeon quest giver.
o Trial of the Crusader
+ 10 and 25-player (normal mode) raid dungeon.
o Trial of the Grand Crusader
+ 10 and 25-player (Heroic mode) raid dungeon.
+ Crusaders' Tribute: Active on Heroic difficulty only, the tribute system will limit players on the number of attempts the raid is allotted each week. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.
* Head to the new 40 vs. 40-player siege-style Battleground, the Isle of Conquest, to vie for control of a strategic location with a host of resources sought by the Horde and Alliance.
o Two level brackets are available: 71-79 and 80.
o Defend the walls of your keep and protect your general by killing enemy players and destroying their siege vehicles.
o Capture the Docks, Gunship Hangar, or Siege Workshop for access to destructive siege vehicles or strategic attacks on your enemy's base.
o Capture the Refinery or Quarry for their resources to garner reinforcements, a steady flow of bonus honor and a 15% increase to siege vehicle damage for each of these capture points your team controls.
o To claim victory, bust through the enemy's keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted.
* The Argent Tournament Expands
o All new Argent Crusader daily quests and rewards have been added for players with the Crusader title. Rewards include a new Argent Crusader banner and tabard (which can port players to the tournament grounds), a mounted squire (can periodically run bank, mail or vendor errands for the player), a paladin-exclusive Argent Crusader Charger mount and new heirloom items.
o All new Silver Covenant and Sunreaver daily quests and rewards have been added for players exalted with these factions. Rewards include tabards, new ground and flying mounts and a new pet.
o Just when you thought you had seen the last of the Black Knight, he makes his astonishing return to the tournament. Wait, didn't you kill him?
* New Dungeon Loot Feature
o Players will now be able to trade soulbound items with other raid or group members that were eligible for the loot. This system will work like the Item Buy Back system and allow 2 hours for players to trade an item after it has been looted. Players who choose to enchant or add gems to the item will get one last confirmation before losing the ability to trade the item.
* New druid art for Cat Form and Bear Form has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one's cat and bear forms.
PvP
* Arenas
o Beginning with season 7, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply).
o Dalaran Sewers
+ The entire Arena has increased in size by 25%.
+ Mounts can now be used in this Arena.
+ The position and collision of the crates on the central platform has been modified.
o Ring of Valor
+ The flame wall has been removed.
o Ruins of Lordaeron
+ Alcoves have been removed from the starting chambers.
+ The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often.
* Battlegrounds
o 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 enabled cannot be recovered.
o Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends.
o When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest.
o Arathi Basin
+ The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.
+ The game now ends when one team reaches 1600 victory points, down from 2000.
o Eye of the Storm
+ The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
+ The game now ends when one team reaches 1600 victory points, down from 2000.
o Strand of the Ancients
+ The faction starting on attack/defense will now be randomized at the start of each match.
o 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.
* Wintergrasp
o Against the Odds: This achievement has been removed and converted to a Feat of Strength.
o Industrial Warfare: This achievement has been removed.
o To provide players with a more transparent notification of when Wintergrasp battles occur, as well as better control zone population and stability, several changes have been made.
+ Players now have the option to queue for Wintergrasp from a Wintergrasp Battlemaster in any capital city or by simply entering the Wintergrasp zone.
+ Queuing will begin 15 minutes before each battle. If chosen, you will automatically be teleported to the zone. Any players in the zone who have not been chosen from the queue will be teleported out when the battle begins.
+ The queue system remains active for the entire battle. As soon as a player leaves, a new one will be chosen from the queue.
+ Trying to enter Wintergrasp during an active battle for which you have not been chosen will teleport you out. Please note that, as you are now able to fly over Wintergrasp, you will only be teleported out if you try to land and join the battle.
+ Level 80 players get higher priority in the queue than lower level players. In addition, a random selection of queued players will be taken from both the Battlemasters and the zone itself.
+ The queue will accept up to 120 players from each faction, resulting in a maximum battle of 240 players at a time.
o Wintergrasp factories can no longer be damaged or destroyed.
Dungeons and Raids
* Dungeon and Raid ID Extensions
o In order to allow for parties and raids to progress through instances at their own pace, players can now extend an instance ID on an individual basis.
o Existing or recently expired IDs can be extended via the Social tab under Raid by clicking on Raid Info.
o The ID of any instance to which a player is saved can be extended. Doing so will extend the instance lock period by the same amount of time as the original lock (i.e. extending an Ulduar instance ID will add 7 days, a Heroic: Halls of Lightning instance ID will add 24 hours, and a Zul'Gurub instance ID will add 3 days to the instance lock time).
o An ID can be extended more than once.
o An extension can be reversed on an individual basis provided the player does not do anything in the instance during the extended instance lock period that would save that player to the instance.
* Emblem System Changes
o Both the 10 and 25-player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
o Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
o The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Conquest.
o New achievements have been added to collect various amounts of any combination of emblems.
* 25-player raids will no longer be referred to as Heroic versions of a raid, as there is a new distinction between normal and Heroic modes for both 10 and 25 player versions of the Crusaders' Coliseum.
* The Nexus: The Oculus & The Eye of Eternity
o Drakes used by players in these instances will now scale in health and damage according to the rider's average item level.
* Ulduar
o Players can now use Blink, Shadowstep, and Demonic Teleport while participating in the illusion events in the Yogg-Saron encounter.
o Ominous Clouds in the Yogg-Saron encounter are now more vocal about touching players and should no longer sometimes appear to be in the wrong place for certain players.
o An Immortal Guardian targeted for Empowering Shadows in the Yogg-Saron encounter will now become a 'Marked Immortal Guardian' while targeted.
o Crusher Tentacles in the Yogg-Saron encounter spawn a little slower in 25-player mode allowing a bit more time for players to clear out the Illusion room.
o Empowering Shadows in the Yogg-Saron encounter now targets a maximum of three Immortal Guardians in 25-player mode.
o Yogg-Saron's health has been reduced by 20% in the final stage of his 25-player mode.
o Winter Jormungars will no longer put everyone in the zone in combat when they emerge from a Snow Mound. Additionally, Snow Mounds will now disappear when all their jormungars have emerged.
Races: General
* Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes.
* Tauren now have the option of changing skin tone by visiting the barber shop.
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