World of Warcraft Client Patch 1.11.0 Notes

wowYou know full well that every new client patch comes with all too important notes. While some of you likes to know the what’s new in World of Warcraft as the  progresses, some would rather read what the developers have gladly laid out on the client patch notes. With the release of World of Warcraft Client Patch 1.11.0, we are bombarded with game enhancements, bug fixes, changes in PvP, and other modifications that may affect your gameplay. The new patch introduces Naxxramas, the new 40-man raid dungeon that will give even the most experienced players a challenge of epic proportion.

General updates:

  • The cost to unlearn talents will now decay over time. This cost will be reduced by a rate of 5 gold per month to a minimum of 10 gold.
  • Logging back in after a disconnect from the server has been greatly improved, and players should now rarely receive the message “A character with that name already exists.”
  • Temporary item buffs (e.g. poisons, sharpening stones and shaman weapon buffs) will persist through zoning or logging out.
  • Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets. In addition, Intimidating Shout now follows that player versus non-player distinction, while previously it did not.
  • Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.
  • Reflection: Effects which cause reflection will no longer reflect triggered effects separately from their base effects (e.g. Impact, Improved Shadow Bolt, Aftermath, etc.)
  • Spell and Item Auras with Charges: These auras will now correctly remember their number of charges when you enter or leave an instance, change continents, or log out.
  • All controlled units will now be titled based on the creature type. All beasts will be referred to as Pets, for example (no matter how they are controlled). Previously, there were several inconsistencies.
  • Beneficial spells and abilities that target multiple units will no longer consume resources (i.e. mana, rage etc…) if they fail to affect anyone.
  • Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer land if target cannot be seen by the caster due to stealth or invisibility.
  • Character model transparency has been modified to fix an issue where PC’s would appear to have a large hole in their model (be on the lookout!).

There’s more from where they came from. Druids, hunters, mages, paladins, priests, rogues, warlocks, shaman and warriors — everyone has gotten some love from WoW developers. Click on ‘Read’ for the full details.

wowYou know full well that every new client patch comes with all too important notes. While some of you likes to know the what’s new in World of Warcraft as the  progresses, some would rather read what the developers have gladly laid out on the client patch notes. With the release of World of Warcraft Client Patch 1.11.0, we are bombarded with game enhancements, bug fixes, changes in PvP, and other modifications that may affect your gameplay. The new patch introduces Naxxramas, the new 40-man raid dungeon that will give even the most experienced players a challenge of epic proportion.

General updates:

  • The cost to unlearn talents will now decay over time. This cost will be reduced by a rate of 5 gold per month to a minimum of 10 gold.
  • Logging back in after a disconnect from the server has been greatly improved, and players should now rarely receive the message “A character with that name already exists.”
  • Temporary item buffs (e.g. poisons, sharpening stones and shaman weapon buffs) will persist through zoning or logging out.
  • Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets. In addition, Intimidating Shout now follows that player versus non-player distinction, while previously it did not.
  • Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.
  • Reflection: Effects which cause reflection will no longer reflect triggered effects separately from their base effects (e.g. Impact, Improved Shadow Bolt, Aftermath, etc.)
  • Spell and Item Auras with Charges: These auras will now correctly remember their number of charges when you enter or leave an instance, change continents, or log out.
  • All controlled units will now be titled based on the creature type. All beasts will be referred to as Pets, for example (no matter how they are controlled). Previously, there were several inconsistencies.
  • Beneficial spells and abilities that target multiple units will no longer consume resources (i.e. mana, rage etc…) if they fail to affect anyone.
  • Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer land if target cannot be seen by the caster due to stealth or invisibility.
  • Character model transparency has been modified to fix an issue where PC’s would appear to have a large hole in their model (be on the lookout!).

There’s more from where they came from. Druids, hunters, mages, paladins, priests, rogues, warlocks, shaman and warriors — everyone has gotten some love from WoW developers. Click on ‘Read’ for the full details.

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