[Update 2/23/2010: Just my luck, right after I posted this there was an update. All updated information since my initial post, as well as comments will be colored blue to show they are updates.]
[Update 3/2/2010: We have another revision. Updated information for this one will show in Orange.]
[Updates 3/9 and 3/11: More revisions continue to come. Rather than tying them into the whole patch notes below, I am going to start adding revised updates to the top of the info.]
No, that picture doesn’t really have anything at all to do with this post here (well, he has three claws, and it’s Patch 3.3.3, so maybe that’s something), it’s just a nod to a special friend. He knows who he is, and he knows what it’s for.
Moving right along, it’s time to discuss the latest and greatest patch coming up: Patch 3.3.3
You can find all of the non-PvP patch notes as of this post’s publish date here in this post. I will have the PvP patch notes listed on my Fiery Weapons blog if you would like to know about the upcoming changes on those.
The information in blockquotes are the patch notes themselves, where text outside of the quotes will have any comments I wish to share on the section above, or perhaps below.
Heart of the Phoenix: Cooldown reduced to 8 minutes, down from 10 minutes.
Thunderclap: This ability now counts as a ranged attack, granting it double damage on critical strikes instead of 150% and ranged miss chance, and still cannot be dodged or parried.
Bladestorm: Warriors can now be Disarmed while under the effects of this ability.
Glyph of Focus: Now increases the damage done by Starfall by 10%, down from 20%.
Nothing wrong with being able to bring your pet back to life sooner, so grats to the hunters that take HotP for their pets.
The Warrior T-Clap change seems like a buff to me, but with my lack of Warrior knowledge it could be a backdoor nerf as well. Bladestorm allowing you to be Disarmed in the middle of it certainly seems like a PvP nerf to me, but again I know little about Warriors so maybe there’s another reason. I sort of doubt it for this one though.
Reducing the Starfall damage for Druids is a bit odd to me. From talking to Balance druids I know, they weren’t too impressed with the 20% buff to begin with, so I don’t think that reducing it is going to do anything. I guess Starfall became overpowered in trash pulls or something, I really don’t know. I want to level a Balance Druid, but I haven’t gotten around to getting one over level 38 yet.
Clarified: PvP Honor Changes
The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. This change will effectively double the amount of Honor received from Honorable Kills, or for completing Battleground and Wintergrasp objectives; however, the amount of experience gained from completing Battleground objectives and the amount of Honor rewarded for completing each Wintergrasp quest remain unchanged.
Dungeons and Raids
The Culling of Stratholme
Players may now skip the initial introduction dialog to this dungeon once they have completed it at least once.
I absolutely love this change. This thing was such a horrible waste of time, I can’t wait for this change in particular to come to pass. My inner lore nerd loved it the first time, but seriously, once was (more than) enough.
Several raid buffs have had their ranges increased to 100 yards, up from 45 yards, to prevent select buffs from repeatedly getting applied and removed during highly mobile encounters. Some buffs, such as paladin auras, totems, shouts and Blood Pact are intentionally meant to have shorter ranges and remain unchanged.
Umm…yay? Maybe my lack of 25-man raiding leaves me behind on this one. Extra range is good, I just don’t know how much it really matters.
Chains of Ice: The ability now innately applies Frost Fever to a target.
Icy Touch: This ability now causes a very high amount of threat while the death knight is in Frost Presence.
Rune of Razorice: Now stacks 5 stacks of 2% Frost Vulnerability instead of 10 stacks of 1% Frost
Vulnerability. Proc chance changed to 100%.
Abomination’s Might: This effect is now passive instead of being a proc on certain strikes. Rank 1 is 5% attack power and Rank 2 is 10% attack power. The self strength buff remains unchanged.
Will of the Necropolis: There is no longer a cooldown on the frequency at which this talent can be activated. In addition, this ability can now also be triggered by damage which deals less than 5% of your health.
Endless Winter: No longer causes Frost Fever to be applied by Chains of Ice, but instead grants 2/4% strength. The previous functionality of this talent can now be attained via the Glyph of Chains of Ice.
Improved Icy Talons: This effect is now passive instead of being a proc. The self haste buff remains unchanged.
Nerves of Cold Steel: Now increases off-hand damage by 8/16/25%, up from 5/10/15%.
Unbreakable Armor: The amount of strength granted is now 20%, up from 10%.
Scourge Strike: Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight’s diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.
If you have taken a look at my recent posts on Death Knights, you will know that I have some interest in this class now where before I would not have even bothered looking at this section.
I have no familiarity with Blood, but the changes seem to be buffs rather than nerfs, so I think Blood Knights will enjoy those to some extent at least.
I like all of the changes to Frost here. Endless Winter now has some potential for my Frost Tank since I have no use for Chains of Ice outside of PvP, but can always use more Strength. ICT being a passive buff is good news as I’ve considered adding it to my spec here recently. I haven’t delved into NoCS yet since I’m just now getting into the dual wielding side of the class, but I will gladly take an increase in my damage. And the buff to Unbreakable Armor sounds great since Strength contributes to one of our primary forms of defense.
Nature’s Grasp: Now has 3 charges, up from 1.
Starfall: The damage done by this spell has been significantly increased.
Typhoon: Mana cost reduced to 25%, down from 32%.
Mangle: The debuff from this talent now lasts 60 seconds, up from 12 seconds.
I must say that I LOVE the change to Nature’s Grasp. I’m loving it for PvP and I’m loving it for PvE.
I haven’t played around much with Starfall, but “significantly increased” sounds like a pretty good idea to me.
And reducing the mana cost of Typhoon sounds like a step in the right direction, though it doesn’t solve the low DPS my guildie Boomkins have mentioned lately. I haven’t got a boomkin up high enough to comment from experience, but more mana is more mana, and that’s always a good thing.
My experience with Feral doesn’t go far enough to comment on this one from experience, but I do know that this is one of the key abilities used by feral tanks in particular, so I would imagine a 500% increase in debuff uptime would be a welcome addition.
Ferocious Inspiration: This ability is now an aura and provides 1/2/3% damage to all party or raid members within 100 yards and boosts the damage of Steady Shot by 3/6/9%.
Switching buffs like this to an aura seems like an excellent change to me. It’s one more thing helping to establish what a particular class/spec has to offer a raiding environment, that does not require luck with the dice. I’m pretty new to the hunter scene, so that’s about all I can say about this one right now.
I’m still fairly new to the Hunter (so new that I haven’t seen Steady Shot yet), so I’m not sure just how good this buff is. I do know from reading hunter blogs though that this one is mentioned a lot, so I’ll assume this is a pretty big deal.
Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.
Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.
Incanter’s Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage’s health on the spell power buff has been removed.
Burning Soul: Threat reduction is now 10/20%, up from 5/10%.
Combustion: The cooldown on this spell is now 2 minutes, down from 3 minutes.
Empowered Fire: This talent now also applies to Pyroblast damage.
Torment the Weak: This talent now also applies to Pyroblast damage.
Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.
Increased damage from Frostbolt is something that Frost has needed for a long time. With all of the recent buffs to Frost I’m more than half tempted to hit that up as my dual spec and actually give it a shot.
Arcane gets a nice buff with the passive aura thing that we’re seeing in other classes, which is nice. Incanter’s Absorption is still sort of up in the air. It has had its uses in certain fights up to this point, but I’m not sure what this is going to do to it. I don’t use it myself, so not much from me on this one, but we’ll see where it goes.
Fire is a hard hitting spec, so more threat reduction is always welcome. Reducing the cooldown of one of Fire’s primary buffs is a tasty little buff as well. I was always hesitant to use this one when it wasn’t necessary for the sake of saving it, so maybe an extra minute off the cooldown will make it more widely used.
Pyroblast has been one of my favorite spells for a very long time. Seeing this one get buffed makes my little inner pyromancer squee with maniacal glee.
I love the fact that Brain Freeze is now going to allow Frostfire Bolt as well. I’ve always wanted to at least try to make use of it in a Frost build, and this makes it much more viable than previous Frost-based FFB builds.
Renewed Hope: now has a 60-second duration, up from 20 seconds, but a 20-second cooldown.
I’m not a priest, so I don’t have much to say on this one. Longer durations are good, longer cooldowns can be bad. I assume it’s good? /FailAtPriests
Rupture: The damage-over-time component of this ability can now produce critical strikes.
Filthy Tricks: Now Reduces the cooldown by 5/10 seconds and energy cost by 5/10 of Tricks of the Trade, Distract and Shadowstep abilities, and reduces the cooldown of Preparation by 1.5/3 minutes.
Ghostly Strike: If the rogue has a dagger equipped, this ability now deals 180% weapon damage instead of 125%.
Hemorrhage: If the rogue has a dagger equipped, this ability now deals 160% weapon damage instead of 110%.
Serrated Blades: This talent now allows the rogue to ignore up to 3/6/9% of the target’s armor, rather than a fixed amount of armor ignored per level of the rogue.
Slaughter from the Shadows: Now adds 1/2/3/4/5% damage to all attacks in addition to its current effects.
Waylay: The debuff from this talent can now be caused by Backstab in addition to Ambush.
Allowing Rupture to crit is going to appeal to a lot of rogues out there. I have played around with rogues quite a bit, but I haven’t gotten all that high in level, so some of these I’m not too familiar with. However, I do know from playing a Sub Rogue that these changes look great to me. I know Sub has been sort of slacking here for a while, so increased damage and being able to use a debuff at any time rather than only when stealthed looks like a big step in the right direction.
Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
Elemental Oath: This ability is now always on as a passive aura.
Unleashed Rage: This ability is now always on as a passive aura.
Allowing Flame Shock to crit when it tics makes my many Shamans smile. I know from raiding with my wife’s Enhancement Shaman that she’s often disappointed with her DPS in comparison to others in the raid with lower gear scores. I don’t know that these changes are going to completely fix that, but it will be a step in the right direction at least.
Elemental Oath and Unleashed Rage both becoming passive auras rather than procs is great. It was never extremely hard getting the buffs up and keeping them there, but wasted downtime is wasted downtime no matter how you look at it. Fixing that looks like a great way to improve on one of the Shaman’s core traits of buffing their groups.
Immolate: The damage-over-time component of this spell can now produce critical strikes.
Life Tap: This spell no longer scales with spirit, and instead scales with spell power.
Dark Pact: This ability no longer requires line-of-sight with the summoned demon, and the range has been increased from 30 yards to 100 yards.
Demonic Pact: This effect now has a 45-second duration, up from 12 seconds, and a 20-second internal cooldown.
I have always played a Warlock as either Affliction or Demonology, both of which don’t bother with Immolate after lower levels. I would imagine Destruction locks would get more use out of it while leveling, before they switch to other spells (just guessing here), but at the least it will help you clear through all of those mobs while you’re working through your lower levels.
I really like the change to Dark Pact from a leveling perspective. So many times my stupid demon ends up stealing agro and hiding behind a wall or something while I’m drain tanking half the map. Life Tap isn’t always the best option when you’re below level 60, and that’s where Dark Pact needs to come in and fill in that gap. Better range and removing LoS sound like a world of good to me.
I’ll have to leave the change to Life Tap up to another, more skilled Warlock. Scaling with SP rather than Spirit seems like a lot of potential for strong tapping, the question is just how much?
Revenge: Damage done by this ability (base and scaling) increased by 50%.
Trauma: The debuff from this talent now lasts 60 seconds, up from 15 seconds.
Rampage: This effect is now passive instead of being a proc from critical strikes.
Vitality: Now boosts Stamina by 3/6/9%, up from 2/4/6%. Strength and expertise benefits have not changed.
Improved Revenge: This talent can no longer trigger a stun, and instead causes Revenge to strike an additional target for 50/100% of Revenge’s damage.
The Warrior is another class I’m not too familiar with simply because I find them boring beyond belief. Increased damage on Revenge is nice for those that use it, and Rampage being made a passive aura like those of other classes is of course a good thing since you’re no longer having to rely on crits to proc the buff.
As for Vitality, every Tank loves to have more stamina, and this looks like a wonderful way for them to get it. It’s interesting to see DKs and Warriors both getting health buffs while Paladins get a nerf. It’s something I haven’t seen a reasonably explanation of just yet in my experience.
Frozo the Renowned has moved into the Dalaran Magus Commerce Exchange and will be trading your Frozen Orb for various other trade goods.
Glyph of Disease: When this glyph causes Frost Fever to be refreshed, it will now also trigger a refresh of Icy Talons.
Glyph of Mangle: This glyph now provides 10% increased damage done by Mangle instead of increasing the duration of the debuff.
Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.
Mechanostriders: Summoning any of these mounts is now perfectly mechanical-sounding!
Priest Tier-10 4-Piece Healing Set Bonus: Redesigned. This bonus now increases the effectiveness of the caster’s Power Word: Shield and Renew spells by 5%.
Shaman Tier-10 4-Piece Elemental set Bonus: This bonus has been slightly adjusted to account for the fact that haste now modifies Flame Shock’s periodic damage ticks. The bonus now makes the shaman’s Lava Burst cause Flame Shock to tick at least two additional times before expiring.
I think Frozo is a great idea. Running random heroics over and over as I did on my Mage, I found quite a supply of Frozen Orbs and nothing at all to do with them. Sure they are used for crafting certain items, but there’s only so many of those that anyone needs and then they just stack up or you sell them on the AH for a fairly cheap price given the large supply that’s available right now.
The DK glyph will be good for some, not so much for others. I don’t see any need for it on my Frost Tank, but others might enjoy it. Since I’ve only recently joined the DK Fanclub after being a leader of the DK’s Suck Club, I don’t have a lot to contribute on that one.
Since Druids have been using Mangle in its current form for a while, I expect that this glyph might become a pretty hot item. Increased duration is all fine and good, but when you’re already used to the duration I would expect an increase in damage output to be the more attractive of the two options.
The Mage glyph is a bit odd to me. Maybe I just haven’t played Fire in so long that I don’t fully understand it’s purpose? Reducing the casting time by 0.15 seconds seems a bit odd since the vast majority of time-reducing glyphs do so in increments of 0.1 seconds. I’ll leave it to the Fire Mages out there to put a value on this one, but from my previous experience with Fire I’d say this one isn’t worth my time.
Runed Orb: Recipes which require this item have had their material requirements significantly reduced.
The Pet Bombling and Lil’ Smoky non-combat pets are no longer Bind-on-Pickup.
The “Monsterbelly Appetite” daily fishing quest has changed so it now takes place outside the The Violet Hold in Dalaran. The quest still requires a Severed Arm and has been renamed to “Disarmed!”
Most recipes that required 2 inks now only require 1.
Titansteel Bar: Creating this item no longer results in a cooldown.
Glacial Bag: Creating this item now invokes a 7-day cooldown.
The cooldown and location requirements have been removed from creating Moonshroud, Spellweave and Ebonweave.
Reducing material requirements is always good for the crafter from a leveling and personal money making standpoint, though it may reduce the income from selling that service to others. I personally see it as a good thing, but we’ll see on that one.
I’m sort of saddened by the engineering pets no longer being BoP, but it doesn’t say that they can be used by non-engineers, so I’m wondering if this is just a way to give other engineers easier access to the pets, or if they’re really taking away another one of the things that makes us so special.
I hate fishing, and this change isn’t going to do anything to change that for me. For those of you who do like fishing though, I hear this is a pretty big change in the right direction as it was pretty annoying and out of the way in the past.
Inscriptionists (I don’t give a crap what you want to call them, I took the profession the day it was released and was one of the first to get it to 450 on my server so I’ll call myself what I want) will like not having to burn through quite so many herbs to get their crafting done, especially during the leveling process. I think in the long run the biggest change is going to be even more people trying to take over the glyph market on the AH. I’d like to say it’s good, but I think we will have to wait and see the actual results on this one.
I love the fact that the Titansteel cooldown is going away so that I don’t have to keep all those mats sitting in my bank so that I can use them once a day. The downside is that there will be no more selling of your titansteel cooldowns, but the upside is that you won’t have to buy them. Since I haven’t sold a cooldown in weeks, I can’t say that the downside really bothers me much in the least.
Removing the cooldown from Tailoring cloths is equally is cool as it was for the Titansteel, with the same benefits and drawbacks to go with it. I know back when I actually had a tailor I would have loved this, though now I’m not sure how much I would care. The massive cooldown on the bags is sort of boring to me. If people want full 22 slots, then they’ll go buy full 22 slots. I don’t see that the cooldown on the bag is necessary, but it’s not one that I care about either way since 2 extra slots means nothing to me and I’m not a tailor.
Many quests which require vehicles have had their vehicle mechanics updated and improved in the interest of fun.
I know my wife absolutely hates vehicles, particularly those that involve flying. This might get her and people like her to enjoy them a bit more; but with so little detail who’s to say? I already like them myself, so if they’re more fun then by all means, proceed Blizz.
All Alert pop-ups now have new and fresh Alert icons.
New and fresh icons….yippy?
If the Auction House on a realm is unavailable for any reason, an alert will pop up informing players who attempt to access it.
Players can now Right-Click to place an item in the Auction frame.
Entire stacks of a specific item type can be placed in the Auction frame and several options have been added for choosing how to list auctions.
Stack Size: If a stack of items has been added to the Auction frame, players can select the size of the stack they wish to sell. If an invalid stack size is entered (i.e. a stack of 21 Saronite Ore), the Create Auction button will be grayed out.
Number of Stacks: In addition to selecting the size of a stack, players can select how many stacks of an item they wish to sell (i.e. if a player has a total of 43 Saronite Ore in the Auction frame, they can choose to list 2 stacks of 20, 4 stacks of 10, 8 stacks of 5, 43 stacks of 1, etc. If the number and amount of stacks listed results in a remainder, the left-over items will be placed back in the player’s bags automatically).
Stack Size and Number of Stacks are linked mathematically so that altering the variables of one may automatically calculate the amount of the other (i.e. if a player puts 20 in the Stack Size field and 43 Saronite Ore are in the Auction frame, the Number of Stacks field will change to 2 by default. If a player only wishes to sell one stack of 20 Saronite Ore, the Number of Stacks field can be manually changed to 1).
Price: Players can now choose to input the price of an item Per Stack or Per Item by selecting either option from a pull-down. If Per Item is selected and a player is selling a stack of that item, the Auction House will multiply the selected Per Item price by the amount of that item in the stack. If Per Stack is selected, the player can enter the total price he or she wishes to charge for each stack of that item being listed.
Auction Post Completion Bar: If multiple items or stacks of items are being listed at once by a player, a Posting completion bar will appear showing the total progress of each individual auction being listed once the Create Auction button is selected. The greater the number of individual listings being made in a single press of the Create Auction button, the longer this process will take. Players can still browse the Auction House while the Posting completion bar is in progress, but moving around will interrupt the progress, similar to moving while attempting to create multiple bandages with First Aid. Just as with creating bandages, auctions that were completed prior to the character moving or otherwise canceling the actions will successfully be listed.
Knowing that the AH is down is good I suppose. If I have trouble accessing it I just leave, personally. But I guess getting a notification will save me a bit of time. /shrug
Most of the other changes are simply making the default Auction interface work like most of the auction addons right now. They all sound good to me, but I don’t think they do enough to make me give up my addons. They are moving in the right direction though, so props to Blizzard for the sake of progress if nothing else.
The Auction Post Completion Bar isn’t bad I suppose, I know from setting up Auctions last night that this feature is already built into the latest version of Auctioneer as it threw me off at first as to what in the world was going on. Not bad, I guess, but not great either.
The Deserter debuff given to players who leave a dungeon prematurely when queuing via the Random Dungeon option has been increased to 30 minutes, up from 15 minutes. The cooldown for using the Random Dungeon option remains 15 minutes.
The Random Dungeon cooldown is no longer displayed as a debuff. Instead, players will see the cooldown time remaining displayed in the Dungeon Finder window when Random Dungeon or Random Heroic Dungeon is selected from the pull-down.
If a player in your party has the Deserter debuff, or is on cooldown from the Random Dungeon option, his or her character name will be displayed in the Dungeon Finder window listed as “On Cooldown,” preventing the group from queuing.
Anyone in a dungeon party can now re-queue their group for a dungeon, as players will still be prompted whether or not to accept their chosen role.
People who drop group for stupid reasons, or no reason at all, really bug me, so doubling the timer is a great idea in my opinion. (Not that I think it will solve the problem in any way.)
Allowing anybody in the group to re-queue is a cool idea. I’ve had a few groups now where the group leader dropped group or got kicked, and then the person who got leadership after them wasn’t aware of it and didn’t requeue us. Most of the reasons why it would be needed are sort of negated by the times that it would become useful, so who knows on this one. I like the sound of it, though.
The other parts mentioned here aren’t a big deal to me.
Players who use the Vote Kick option will now be prompted to provide a reason for kicking a party member. This reason will be presented to everyone in the party except for the person voted to be kicked.
When joining as a group, more generous level requirements will be used instead of Random Dungeon level requirements so that players of different levels joining together will be eligible for a greater number of dungeons.
World Event Bosses
Holiday bosses (such as Ahune for the Fire Festival) will now be accessible through the Dungeon Finder.
Players must use the Dungeon Finder or speak to special holiday NPCs in the world to queue up and access these bosses.
Upon accepting a queue for any holiday boss, the party will be ported directly to the necessary area for confronting that boss.
The previous summoning criteria for these bosses have been removed. Players can queue up for and fight each World Event boss as many times as they want for any standard loot that they may drop.
All rare holiday items (such as The Horseman’s Reins) will have a chance of being found in holiday-themed loot troves which will drop once for each player in the party no more than once per day, in the same manner that doing the Random Dungeon daily quest will provide a specific reward the first time it is completed in a day.
Parties randomly created via the Dungeon Finder will always be arranged in the party interface from top to bottom in the following order: tank, healer, damage, damage, damage.
If a random party is created via the Dungeon Finder and a player cannot roll Need on an item, a reason will now be provided.
I like the reason why being added to the Vote Kick option. So many people see something pop up and just immediately click ok, and it’s lead to more than one group completely falling apart because someone was just being a dick. It might help, it might not, but I’m staying optimistic on this one for now.
I really like the change to level requirements when joining as a group. I have a lot of guildies that are just far enough ahead of me, or behind me, that we can’t queue together for much of anything, so I like the sound of this one.
Being able to queue for world events is a great idea, grats to Blizz on that one for sure. The updated info on the world bosses makes this one even better. While I’m still not going to bother with holiday achievements and such in general, I’m definitely going to go kill those bosses now.
The other changes are nice, but not especially deserving of comments. I will say though that I love that I won’t have to answer the question of “why can’t I roll need on the gloves?” ~ “Because you’re a freaking Warrior! You don’t need cloth gloves with spellpower on them!” (I should have SS that one and sent it to Gevlon.)
Authenticator Frame: If a player has a Battle.net Authenticator attached to his or her account and selects Remember Account Name at the login screen, the next time that player logs into World of Warcraft, a field to input the Authenticator code will be displayed below the password field.
The World Map will now provide an option to display different levels of a multi-layered dungeon, zone, or city (i.e. players can view the map of the Dalaran Sewers without having to be in that location).
The Authenticator Frame is nice for those of us that have them, making it a bit less bother to use them.
The map option is nice, I know I’ve wanted to use it a time or two myself so it could be pretty cool. I’d really like to see Blizzard step it up and give us maps to old world dungeons like they have with the ones in Wrath. That’s what I’m waiting on, Blizz. Hook me up!
Quest Tracking Feature
The Quest Tracking Objectives Frame can now be widened via the Interface Options menu.
The short description for a tracked quest is now displayed on the Map in the quest pane.
Quest items in a player’s inventory which begin quests now each have an exclamation point overlaid on their icons to make them more easily identifiable.
If a players selects Track Low Level Quests, the quest objectives will no longer appear dim on the Map, nor will the exclamation points appear dim over NPC heads or on the Mini-Map.
The Objectives Frame will now list the number of quests displayed at the top. In addition, players can now click on the word “Objectives” at the top of the Objectives Frame for a list of sorting and filtering options which will determine how quests are ordered. Any quests or achievements filtered or sorted out of the Objectives Frame are still being tracked and are simply hidden in this frame.
Sort by most difficult quests.
Sort by least difficult quests.
Sort by quests closest in proximity to the player (this will automatically update as players travel around).
Manual sorting: This allows players to Right-Click on each quest name in the Objectives Frame and determine in what order they should be placed.
Toggle achievement tracking.
Toggle completed quest tracking.
Toggle tracking quest objectives in other zones.
Players can now Shift + Click on a quest objective or check the Track Quest box on the Map to track a quest in the Objectives Frame.
The quest tracker changes sound good overall. Most of them don’t really do anything for me since I always do my quests in my own order anyway and sorting doesn’t matter to me. For new people or those who just happen to be more obsessed with organisation than I am, I’d say it’s pretty good.
The one thing I’d like to see them do with the tracker is to let me move the flipping thing. I don’t care about widening it, sorting, minimizing, et cetera – I just want to be able to move it.
Frame Rate: A maximum capacity of 200 frames per second has been added.
Since my average fps is about 65 and I rarely see over 100 fps, this means nothing to me. I’m sure other people out there have hardier computers than I do so it might impact them.
When speaking to an NPC for which a player has 2 or more quests and not all of them are complete, the incomplete quests will now correctly show as a gray question marks in the dialog box. In addition, repeatable quests will be properly colored as blue exclamation points or question marks in the dialog box for NPCs with multiple quests available, or for which the player has multiple quests in progress or completed.
This bug has annoyed the crap out of me here lately, so I’m glad they’re getting it fixed. Some people say they’ve been dealing with it for months and others haven’t seen it at all. I had a few problems with it sometime last year and then it cleared up until a few months ago.