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Posts with tag Bug

Editorial: Thoughts on the Ensidia ban

Are you wondering what has caused all the ruckus in the raiding community the past few days? Have you been typing your fingers to the bone since Wednesday night, arguing for one side or the other in forums and chat channels? Whoever you are, or whatever side you're on, in the still-burning aftermath of Ensidia's ban, I feel some reflection is needed. Thus, I am going explain, to the best of my ability, what happened to cause such uproar in the raiding community this week. I am also going to, as the title implies, offer my speculations.

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Filed under: Analysis / Opinion, Cheats, Bugs, Guilds, Raiding, Wrath of the Lich King, Achievements

Icecrown Citadel: Crimson Halls hotfixes

Even though Crimson Halls has been open for about half a week, a series of hot fixes have been applied today. Most of the fixes posted by Bornakk are applied to Blood Queen Lana'thel. I have to admit though, the bug where the Kinetic Bomb could trigger Blood Queen Lana'thel during the Blood Prince Council encounter did make me chuckle. I'm glad that's been resolved as well.

  • Blood Queen Lana'thel will only be available after the Blood Prince Council is defeated.
  • Blood Queen Lana'thel's Essence has a longer duration.
  • Kinetic Bombs no longer aggro Blood Queen Lana'thel during the Blood Princes encounter.
  • Blood Queen Lanathel should no longer cast Vampiric Bite on pets.
In addition, Daelo posted another set of fixes for the Blood Princes encounter:
  • Prince Keleseth will no longer melee players. So if you get knocked into Keleseth or happen to move by him, he won't swipe in between his casts and kill a non-tank.
  • The first Shadow Resonance should appear earlier in the fight, which will allow the Keleseth tank to have more orbs on him or her if Keleseth is empowered second instead of third. We didn't want which Blood Prince was empowered second to be a major element of the difficulty in the fight.
  • We reduced the melee damage for the Princes by 10% for the 10 player difficulty. They were doing less damage than the 25 player before the hotfix, but this change lowers the damage further.
  • Empowered Flames will now run out of power after shooting fewer firebolts in the 10 player difficulty. We did not change the initial impact damage.
Valnoth states that the Essence duration was lengthened because the developers didn't like the idea of sacrificing a player to get through an encounter. As a healer, I'm inclined to agree. I hate it when I have to stop all heals on a player in order to progress through a counter. It just goes contrary to everything my character stands for.

Filed under: Blizzard, News items, Raiding

Elemental Shaman Tier 10 bug causes 7-day lockout

A nasty bug with the 2-piece Tier 10 bonus for Elemental Shamans reared its ugly head recently when a player attempted to use Elemental Mastery. The bonus, which is supposed to reduce the cooldown on Elemental Mastery by 2 seconds each time Lightning Bolt and Chain Lightning is used, instead puts the 31-point Elemental talent on a whopping seven day cooldown. This is akin to the bug found with the Hunter ability Call Stabled Pet, which puts the ability on an even more staggering 25-day cooldown.

Ghostcrawler immediately responded to the concern as raised on the official forums, stating that the problem happens only in cross-server instances and that raiding shouldn't be affected. Elemental Shamans sporting two pieces from the Frost Witch's Regalia would probably do well not to activate Elemental Mastery while in a dungeon using the Dungeon Finder until a fix is found. Ghostcrawler stated that Blizzard is working on the issue.

Filed under: Shaman, Bugs, Odds and ends

In-game fixes for December 15th

Another day, another round of in-game hotfixes. This time the most interesting one of the bunch is the increase in Battered Hilt drop rate (the Battered Hilt leads to the Quel'Delar). Of course it could mean that the hilt drop rate was increased from 0.001% to 0.01%, but hey, at least that's one whole decimal place! Please note however that we don't know what the actual drop rate was nor what it is now. All we know that it's very low.

In actuality, one could surmise that the drop rate was increased to combat some of the outrageous prices that we're seeing on the AH. 20,000 gold or more for a weapon that will be outdated in less than a year is a bit much.
  • Quel'Delar in now unique equip.
  • Naxxramas can now be cleared in any order for the Immortal and Undying achievements.
  • The drop rate for the Battered Hilt has been increased.
  • The Skeletal Slave in the Pit of Saron has had the ability to drop the Battered Hilt and other random drop epics removed.
The entire list of in-game hotfixes from the past seven days after the break.

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Filed under: Patches, Bugs, News items

Client bug allows you to swap character models


We've been sitting on this one for a few days now to let people have their fun before we draw a little too much attention to it, but there's a rather interesting bug in the patch 3.2.2 client: you can glitch out the model being loaded for your character upon login, and switch it with that of another character. We don't know how long it's been around or how long it will stay, but watch the video above (which is pretty large, our apologies) for a demonstration.

The WoW.com staff has confirmed it works, though the timing required is very precise. You need to be quick, but being too fast hitting one or the other is just as bad as being too slow. A few of us found that we had to slow down our fingers to do it properly, because "fast" to a hardcore FPS gamer is very different than "fast" to a casual MMO gamer. Click first, hit enter second. Not the other way around.

Whether this falls into exploit territory or not, we don't really know. What we do know is that the model 'swap' is only visible for you on your client, nobody else sees it, so nobody else should be impacted by it. It's also only graphical, no benefits carry over from one character to the next. You might see your epic iLevel 258 shield on your level 1 rogue, but you won't have the stats. You can't be a Horde draenei to anybody but yourself, so no screwing with people in battlegrounds. You can't be a unique snowflake like an undead paladin to anybody but yourself.

It's a whole lot of fun to see what a draenei rogue would look like, or a gnome druid. Check out the gallery below to see what came out of WoW.com's experimentation, and a few from our friends, too.

Filed under: Bugs, Humor

Vanish "change" coming in patch 3.3


Ghostcrawler (who decided to back off the forums, and then decided to back off that decision slightly) is now back on the forums with word of a change that Rogues will probably be intrigued by: he promises, in patch 3.3, a "change" to Vanish. That's about all we get, unfortunately -- some players assume that it's the Vanish fix they've been seeking for so long, but it sounds more to me like a reworking than a straight-out fix, considering that he points out that if Blizzard finds it's too much of a buff to Rogues (is he actually saying that Vanish working as intended is OP?) then they'll nerf it down.

Anyway, as for when we'll get to try it out, GC gives an official "soon (tm)," so look for a fix on a 3.3 PTR near you coming up quick. Hopefully they've come up with a solution that both keeps Rogues happy in terms of using Vanish the way it's intended, and also keeps the ability in line with other classes in the game.

Filed under: Rogue, Patches, Odds and ends, Blizzard, Classes

Patch 3.2.2: The clucking draenei (and the levitating tree)


I've talked here before about just how wacky Blizzard's coding is -- they are obviously great programmers (even with all of the 180,000 bugs), but man, when things go wrong in this game, they go wrong in the weirdest, strangest ways. Take the bug above, spotted in patch 3.2.2 by xella over on Livejournal: the female dreanei /train emote is bugged like crazy, but instead of not playing or playing a random sound like you might expect it to do as a software bug, it instead plays a cacophony of the strangest sounds, including a slice of the original sound and then a female blood elf /chicken noise instead. This will surely be fixed soon (and as a few people in the comments over there say, it's probably a bit of file corruption on Blizzard's part), but what a weird bug.

Fortunately, as granular and strange as Blizzard's bugs are, their fixes are just as minute: tree druids will be happy to see that, since patch 3.2, their treeform now actually moves correctly after Levitate is cast on it. It's a small change, sure, but every little bit helps with immersion. Maybe someday we'll see mounts do it, too.

Filed under: Druid, Patches, Analysis / Opinion, Fan stuff, Odds and ends, Blizzard, Humor

Patch 3.2.2: Priest changes and bugs


Attention all raiding healing Priests, this is a public service announcement.

There is a serious bug regarding the Power Word: Shield glyph at the moment which appears to be an unexpected consequence of patch 3.2.2. Stratfu has managed to confirm the bug listed on MMO Champion.

This bug could wipe your raid. I urge raid leaders and guild leaders to inform Priests the Priests in your guild so that they're aware of it

So how does it work and what does it do?

The screenshot above is a World of Logs analysis on damaging spells I've cast. You'll see the standard Priest DPS spells on the left. But the right side shows abilities like Shield-Breaker, Swipe and Fireball. Sorry guys, unfortunately we did not gain every spell or ability that every class has access to in the game.

It's best if you read on to find out more details.

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Filed under: Priest, Raiding

[Updated] No Wolpertinger and Pink Elekk quests for Europe

Blizzard has confirmed that the absence of the Catch the Wild Wolpertinger and Pink Elekks on Parade quests on European realms is not a bug. These "get drunk and see creatures" quests were removed to comply with "regional game rating requirements". We can surmise from this that at least one of the European countries is unwilling to allow virtual inebriation in a game partially targeted to teenagers.

We usually think that the U.S. is more prudish about these kinds of non-violent topics than Europe, but obviously that is not the case here. Personally, I think these quests are pretty innocuous and the near blindness you get when you get hammered in-game isn't exactly encouraging young drunkenness. But I do see how some would disagree with me.

We are researching this, but in the meantime, do you know which region(s) are causing the removal of these Brewfest quests from Europe?

Update: Wednesday morning before the restart, many people were able to do these quests. But after the restart, the quests disappeared again as intended. It looks as though those who did the quests were able to keep their tokens.

Filed under: Analysis / Opinion, Events, Blizzard

Argent Tournament gains will not transfer between factions


Just a heads up for you faction transfers, though you've probably already realized this if you have made a transfer: many of your faction reputations will transfer over just fine, but not so for any Argent Tournament progress you've made. Argent Tournament reputation and gains will not transfer over if you change factions. Kisirani says that Blizzard couldn't think of a way to do it technically, and so (as we understand it), anyone who transfers factions will lose all of their current Argent Tournament standing, and have to make their way back up through the ranks to Champion. Many other reputations have changed just fine, and you can find a list of all the changes as you cross over from one faction to another on the faction change FAQ. You will bring items over with you -- any seals earned on one side are still valid on the other. But if you want to grind out more, you'll have to go through the ranks again.

Seems like a bummer for faction changers (especially those who didn't know about the problem before they did the transfer), but on the other hand, I don't believe Blizzard would have let this go if they had any way to fix it. Short of just granting ranks to all players who transfer, assuming they have no way to track where players were at in terms of which cities they'd champion-ed for, I don't know what other solution there would be.

Update: A little more information: you also lose all of your Silver Covenant or Sunreavers rep as well, so you'll have to re-earn that from the beginning, too. As players have said in the thread below, it's not a huge loss, but it's an annoyance for sure.

Filed under: Horde, Alliance, Items, Odds and ends, Blizzard, Leveling, Factions

Patch 3.2 Known Issues


Dresorull has just released a list of known issues (unfixed bugs) in Patch 3.2. This patch has its fair share of bugs in it, however from personal experience I think it has a ways to go before it reaches the bugginess level of the patch 3.0.x branch.

This laundry list of issues comes after yesterday's first round of in-game hot fixes. Based on previous patches, I wouldn't be surprised to see another round of hot fixes released tonight.

Some of the more major bugs in patch 3.2 that are on Dresorull's list include:
  • People are getting stuck in the portals to the Argent Coliseum raids.
  • The Flying Carpet requires 410 tailoring to craft when only 375 is attainable at level 60.
  • A number of items are displaying different textures in 3.2.0 from how they looked in 3.1.3.
  • Master's Inscription of the Crag has not had its MP5 value increased.
  • Some Stormjewels are still unique-equip.
Again, these are just current bugs in the patch. These issues have not been fixed yet.

The full list of known issues after the break.

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Filed under: Patches, News items

Patch 3.2 In-Game fixes for Wednesday August 5th


Not that anyone should be surprised, but the first round of in-game bug fixes for patch 3.2 are out. These fixes were announced tonight, however they might not be completely active until the servers undergo maintenance tomorrow.

There are many, many bugs this patch. Some are more obvious than others, like XT not being doable for most folks. Others are more subtle, like Wintergrasp Commendations being able to be sent to alts, who then were able to take them into Battlegrounds and level like mad.

The full list of fixes announced today after the break. We'll continue to bring you these in-game fixes as Blizzard announces them over the next week (or longer, if things are really bad).

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Filed under: Patches, Bugs, News items

Faction restriction on PvP servers lifted [Updated]


Sometimes, big content patches bring some odd quirks (otherwise known as bugs) along with all their goodies. There's a strange one that came along with Patch 3.2 that's recently been pointed out to us - apparently, players on PvP servers are able to create characters of the opposing faction on the same realm. If you play on Normal or RP servers, this wouldn't be anything special. However, PvP servers have always had a particular restriction that prevents players from having characters from both factions on the same realm.

Is this an intended change? It doesn't appear on any patch notes or blue post, so we're not so sure. A change of this magnitude usually merits a Blizzard announcement of some sort. In this case, expect realms to undergo some form of downtime in the near future to address the issue. So if you've ever had words you wanted to share with players of the opposite faction - some invectives or even forbidden love - heck, this is your time to do it. If you want to participate in some arbitrage ala PvE realms, that might be possible, too. Though don't look at me when Blizzard shuts everything down and all your Gold disappears in Steamwheedle limbo.

However, there's also a good chance this is an intended feature - after all, they did announce faction changes, right? Disabling the restriction will allow players to switch factions on PvP realms without any problems. Since Blizzard has broken down traditional barriers in the past - from realm transfers to PvE-to-PvP restrictions - this change isn't out of the realm of possibility. Stay tuned as we learn more!

UPDATE: It's been CONFIRMED. The change is intended! There is no longer a faction restriction on PvP realms in preparation for the faction change service, according to Eyonix over at the official forums.

Thanks to Jon for the heads up!

WoW's Patch 3.2 ushers in the Crusaders' Coliseum, the Isle of Conquest, flying mounts at 60, and much more. WoW.com has all the patch information your Worgen obsessed mind can handle in WoW.com's Guide to Patch 3.2!

Filed under: Patches, Bugs, News items

Blizzard responds to extended maintenance and instance problems


Blizzard EU has released a long and detailed statement concerning the recent waves of extended maintenance and how it's connected to the problems associated with launching instances. For several months players have been plagued with the message "Additional instances cannot be launched." The message was being caused by overloaded instance servers, and for a long time there was seemingly nothing Blizzard could do about it.

Blizzard's statement today clearly informs us that all the extended maintenance we've been seeing is directly due Blizzard implementing fixes for the problems server-side. While the statement comes from an EU source, once can assume rather easily that it applies to the US as well.

While no timeframe is given as to exactly when this will be done for all realms, it is very good to know that stuff is getting done behind the scenes. And this look at exactly what Blizzard is doing to their servers represents a rare glimpse into their inner workings. Usually Blizzard is pretty tight lipped about what exactly is happening with their hardware.

The full statement after the break.

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Filed under: Realm News, Realm Status, Blizzard, News items, Instances

A video look at the new Shaman toolbar


Here's a great video from Arawn of CrusaderAura.com that offers up a first look at the new Shaman totem interface coming in patch 3.2. As expected, you'll soon be able to drop four totems all at the same time, as well as eventually (you'll need to be in the higher levels somewhere) have a few different sets of totems to drop whenever you want. As you can see, you have four slots, one for each type of totem, and then you can switch each of those on each of your Call of Air, Water, and Fire settings. Finally, the last button on the right is Call of Earth, which used to be called Totemic Recall, and will let you call all of the totems back, getting a little mana back for each.

It looks like it works great (save for, of course, the small bug with no cooldown on the elemental totems, but we're sure Shamans won't have a problem with that, right?). The bottom line is that Shamans will only need one button and one cooldown to smack their totems down wherever they want -- you can still light up totems on their own by pressing their buttons, but if you just hit the Call button, then you'll get them all, in the same cooldown with the usual mana cost. It'll be interesting to see what kinds of UI hooks are in this thing as well, and how it might work with addons. But that's for the future -- for now, it looks like Blizzard has done a great thing for Shamans here.
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

Filed under: Shaman, Analysis / Opinion, Blizzard, Talents, Buffs

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