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Thursday, September 18, 2014

ArcheAge Launch Update: Capacities, Communication, and Where to Find Info

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Hi everyone, we'd like to thank you all for being a part of this absolutely massive launch of ArcheAge, Huge archeage gold sale at mmobays.co.

We've heard from a lot of you that ArcheAge has stirred up excitement for an MMO in a way that many of you haven't felt in a long time. When people are in and playing, we hear a lot that the game's the great, exciting experience they were waiting for.

While it's been great for many, it's been uneven for others, most notably if you're stuck waiting. (We know, we wait in the same queues you do.)

Know that we haven't been, and won't be, resting until the experience is great for everyone. We've been talking to you a lot about "patience - which has been extreme in some cases for sure.

I'd like to talk about what we're doing to make sure that all of you can have that same kind of experience.

SERVER CAPACITIES AND YOU

In an ideal world, we have all the hardware we need to host the ideal number of servers, in a way that works best for everyone. We'd strike the perfect balance between launch popularity, when everyone wants to be online 100% of the time, and the settled population of more normal play patterns that will naturally come over time.

In reality, we have to plan capacity months ahead of time, based on things like web site signups, numbers of people who play in alphas and betas, how long they play, and so on. There's a fair amount of science that goes into it, and in general it's pretty accurate. We then include extra for overflow, just in case we need more.

In this case, so many entirely new people showed up that we opened not just all of our launch hardware on the first day, but the overflow hardware soon after as well. Since Head Start, we've expanded both the number of servers and the capacity of all servers steadily. We try to let you know this both on the forums and on Twitter (@ArcheAge]) whenever this occurs.

Inside the business you'll hear people call this "problems of success," but make no mistake - since it negatively affects you, we remain obsessively focused on the "problem" part, not the "success" part. We treat these as high priority problems that we need to solve, as rapidly as possible.

GREAT, THANKS. THAT'S SUPER. WHAT ARE YOU DOING NOW?

Right. There are things going on both in and out of game to make things better:

1) Yes, more hardware is on its way to helping you! We're still aiming to strike the balance between short and long term and we know with certainty that more hardware is needed for both. We've heard both the "more servers" and "no more servers" crowds, and are certain we need to take steps toward more. I'm happy to share that the next round of hardware landed with our team in Texas this morning.

While I do wish that we could violate the laws of space and time to transport physical servers instantly, and help both NA and EU simultaneously, because of the way hardware is shipped out, and factors like "customs," there will be some delay between helping out the two regions. Do note that we're doing everything we can to make sure that delay is as minimal as possible. (We are aiming for days, not weeks, between.)

We'll be talking more about the details here over the coming days, in our Launch FAQ thread.

2) Note that we've been more aggressively sweeping AFKers, even manually when needed. For example, while we had said during beta that we were tentatively tolerant of AFK mount riding, we'd be keeping an eye out to see if it became a problem. Well, it's officially a problem when actual players who will be playing can't get in.

If you're not actively playing, please do be aware that you might not be there when you get back. Of course, while we do appreciate creative justifications such as "I am merely celebrating the excitement of launch by exercising my steed in a circular pattern for an extended period of time," those will still earn a quick trip to desktop.

We're also going to be setting up a more aggressive AFK timer as is suited to an over-popular launch, and ensuring that there are fewer ways to get around it. Again, this is all to create the greatest opportunity to get active human beings into the game.

3) As with any launch where you get massive numbers of new players, we need great people helping out with the typical things that happen as services scale up, which is why I wanted to talk Customer Service. You have wanted to talk with them. You've wanted to talk with them a lot. And they really do want to help.

Trion's CS team has already been expanded pretty massively, with scores of new people coming on board in the weeks leading up to ArcheAge's launch. There's a veritable dedicated army of people wanting to help. We're also happy to announce that we're ramping that up even more. As with all of our CS in the past, we're continuing down the path of natively fluent CS reps in each language we service.

4) Communication is critical during launches - We do get that. I've personally tweeted more during this launch than I think I have since Twitter existed. We're going to be redoubling our efforts, most notably on our forums, with even more people pitching in.

We had been trying to focus our updates into specific known locations, but that's not having the effect that we had hoped. We need to be in more places and threads that you're already discussing, so you can expect more of that beginning today, and in a more visibly 24/7 fashion than it might have appeared previously. We've been continuously working like crazy knocking down the types of launch issues one might expect, but if you don't see evidence of it, then it's not as helpful to you. We get that too.

Sunday, July 13, 2014

What You Must Know To Buy Wow Gold - Mmomi.com

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Friday, July 11, 2014

Guy4game.co The golden age of hybrids

Talent possibilities exploded during The Burning Crusade. Ten more levels granted players ten more points to assign. Players could now combine abilities in ways that vanilla's trees had never allowed, opening up exciting new gameplay paths. Buy cheap wow gold & items from guy4game.co. Players didn't choose a specialization like they do today. Instead, they assigned points to three different "trees." Each tree represented a spec, but each also had talents that helped the other two specs as well. So players could pick and choose just how far down they wanted to go in a given tree, and thus how much to commit their character to one spec. "Hybrid" builds were not ideal from a min/max perspective, but they were popular. And TBC was the golden age of such builds. For example, paladins could combine some of retribution's DPS talents with the holy tree's Holy Shock to create a "Shockadin" build. (cheap wow gold sale The build allowed a ranged DPS spec for paladins. It wasn't great for endgame dungeons or raiding, but it was fun to play for questing and PvP. "Swift Moonkins" could opt for a more resto-heavy build that gave them access to Nature's Swiftness for instant nukes and more healing capabilities, at the cost of their Force of Nature summon spell. To create such a build, you had to sacrifice acquiring the top-end talents, which were most often powerful new spells. In many cases, however, those 41-point talents were not so amazing that you couldn't live without them. The versatility often made up for the lack of a spec's ultimate spell. Article Source: www.guy4game.co Email:sales@guy4game.co

Wednesday, June 25, 2014

UK charts: FIFA 14 on top again, a look back at a momentous year

2013 began with FIFA 13 leading the UK charts, and it ends with FIFA 14 crowned No. 1 for the second week in a row. The smart money is on EA Sports' MVP making it a hat-trick next week; the opening week's charts for each of the last three years has had a FIFA at the top. Rather than focusing on a top ten that's so static you'd think it'd just stuffed its face with Christmas dinner, let's look back through the rear view mirror of statistics at what's been a momentous year of UK charts-ery. We've had two console launches in the space of two weeks, an absolute ton of games, and as ever plenty of Call of FIFA in the charts. 24 different games topped the UK charts in 2013, including one-week wonders like Ni no Kuni, Resident Evil: Revelations, Aliens: Colonial Marines, and Payday 2.fifa15guide.com The Last of Us spent the most time at the UK's peak, earning six successive weeks as the numero uno in the summer. Pats on the back to FIFA 14 and Call of Duty: Ghosts for each racking five weeks in total, and to four-in-a-row hit Saints Row 4. Talking of successive No. 1s, six games kept top spot for three weeks running or more: BioShock Infinite, Dead Island: Riptide, The Last of Us, Minecraft: Xbox 360 Edition, Saints Row 4, and Call of Duty: Ghosts. While Minecraft: Xbox 360 Edition did eventually rack up a run at No. 1, it took a good long while to get there. 4J Studios' port spent four weeks in The Last of Us' shadow, before finally taking over the No. 1 spot in its fifth week at retail. Grand Theft Auto 5 became the UK's fastest-selling game ever when it launched in September, running off with a staggering 2.25 million sales or so in its first week. No surprises that FIFA 13 stayed in the top ten the longest: It dropped out just before FIFA 14 arrived, making it 37 successive weeks in the top ten across 2013, and 51 in total since its release in September 2012. Special mentions go to Tomb Raider, which departed the top ten after an impressive 25 weeks, and to Minecraft: Xbox 360 Edition, which was only pushed out on the week the Xbox One launched, some 22 weeks after release. Some things will never change: Between them, the Call of Duty and FIFA series led the UK charts for a quarter of 2013, including 8 weeks at the end of the year. Keep on shooting and kicking stuff, UK! fifaservice.net Top 10 UK Software Sales (All Formats); week ending December 28 FIFA 14 Call of Duty: Ghosts Assassin's Creed 4: Black Flag Battlefield 4 Grand Theft Auto 5 Need for Speed: Rivals Lego Marvel Super Heroes Just Dance 2014 Minecraft: Xbox 360 Edition Gran Turismo 6

FIFA 14 review: FIFA 14 revolve

Apparently following an "if it ain't broke, don't fix it" methodology, the FIFA team hasn't introduced any large, game-changing features this year. Heading into the next console generation, this is very much a "tune-up" year in regards to FIFA 14, and for good reason: It's pretty hard to top EA Canada's efforts with the FIFA series in recent years. Each iteration of the soccer sim has gradually tapered off its impactful improvements, with the introduction of physics in FIFA 12 and then First Touch Control in FIFA 13.fifaservice.net Continuing the trend, the biggest on-field changes in FIFA 14 revolve around one of the first things players will notice: The game feels a bit slower. The fact is, the game's actual speed may not be any slower than before, but the continual tweaking of passing and dribbling mechanics has lead to FIFA 14 becoming a much more methodical game than before. Your team's progressions seem to take a little longer since the defense plays your attackers tighter, resulting in passing lanes that are a tad harder to find. The dribbling mechanics added in FIFA 13 have been altered – no longer requiring players to hold the left trigger – and effectively performing some of the fun combinations from last year is more difficult and confusing now. FIFA 14 (6/6/13)guy4game.org The left trigger is now used mostly for protecting the ball from defenders. Holding the trigger causes your player to shield the ball, a strategy that seems especially effective along the wings, yet otherwise ineffective against even a mediocre defense. Still, it causes your player to slow down and wait for teammates to better position themselves to receive a pass, which also happened much slower than I would like. When sprinting, the ball gets knocked a little further away than it did a year ago, lending more vulnerability to faster styles of play, especially when considering tweaks made to First Touch Control. fifa14service.com Introduced last year, First Touch Control causes more unpredictability in the ball's movements, and this year it's more sensitive to less skillful athletes. This causes a much clearer differentiation in how teams play and how players effectively move the ball around the pitch. While I can't necessarily say that Lionel Messi or Christiano Ronaldo feel different from one another, they certainly perform better than a no-name player from some two-star Chilean club. The former two superstars might be able to get away with sprinting around the field a little and still avoid confrontation, but with the majority of teams you'll need to employ a slower, more tactical strategy, as less skilled athletes are more likely to lose control of the ball. gameusd.net If EA Canada's goal is to eradicate the arguably cheap "sprint and through pass" tactic employed by some in the past, they've done an admirable job in doing so with the game's AI alone. In the mid-to-high difficulty levels, the opposition snuffs out passes and makes tackles with ease, and then knocks the ball around your challenges when on the attack. It seemed as if opponents, regardless of their supposed skill level, navigated the field and the openings in my defense much easier than my team could. Additionally, don't bother trying to tackle a CPU-controlled player that is sprinting along the sideline while shielding the ball; it seems downright impossible to get the ball away from them until they're already in the box and approaching the net. The saving grace here is that slide tackling is more viable this year and no longer a guaranteed penalty, thanks in part to a slightly cleaned-up physics engine that doesn't have players falling over one other as much.

Monday, February 10, 2014

Windwalker PvP Gear at 90

PvP Vs PvE gear? See this post for a longer discussion. Basically, in a PvP scenario (BGs, Arena) PvP gear is superior since high level PvE gear is greatly downrated. PvP gear has a lot of PvP Power which makes up for PvE gear maybe being a few item levels higher. In world ganking (er…. World PvP) there is no downrating of gear. If your PvE set is 40 ievels higher than your PvP set, then use it.

Not yet 90? Get as much honor as you can on the way to 90. The goal is to earn 7,500 honor for the season by the time you hit 90. Spend the first 4k on other stuff, such as mounts, then buy the PvP weapons (with the remaining 3,500 points) when you ding 90. (Go here to get to 90 faster.)

Thursday, February 6, 2014

5.4 Patch Information


Here you'll find a list of hotfixes that address various issues related to the recently released World of Warcraft patch 5.4: Siege of Orgrimmar. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below take effect the moment they were implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. We will continue to update this list as additional hotfixes are applied.

5.4.2 hotfixes have been listed by the date they've been implemented or as a compiled list by category.


5.4 Patch Information

    Siege of Orgrimmar: Feature Overview
    5.4 Patch Notes
    5.4 and 5.4.1 Hotfixes
    5.4 Known Issues
    Technical Support & Troubleshooting
    

By Date
By Category
5.4.2 Patch Notes

February 5

Creatures

    Huolon's spawn point has been moved to the ground.
    [Requires a realm restart.] Ordos can no longer get stuck channeling Eternal Agony indefinitely.

Timeless Isle

    Players under the effects of the Censer of Eternal Agony no longer gain Bloody Coins for defeating players in their party or raid.
    

February 4
Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        Galakras
            Resolved an issue where players that perform a soft-reset on the raid instance after defeating Galakras would incorrectly zone into the raid at Norushen.
        Kor'kron Dark Shaman
            Resolved an issue where Earthbreaker Haromm and Wavebinder Kardris could potentially path underneath the world.
    Icecrown Citadel: Fixed an issue where defeating The Lich King too quickly could prevent players from receiving loot.
    

January 29

Creatures

    Resolved an issue that could cause Ordos to be stuck in evade. For targets that Ordos cannot reach, he will now summon them to him.

Quests

    Family Tree: Resolved an issue where Pandaren characters were unable to see their ancestors after lighting the Incense Bundle.
    

January 28
Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        Immerseus
            Immerseus' Swelling Corruption ability should no longer be incorrectly triggering from Balance Druid's Starfall and the Hunter talent, A Murder of Crows on Heroic difficulty.
        General Nazgrim
            General Nazgrim should no longer incorrectly be gaining Rage while in Defensive Stance from Balance Druid's Starfall and the Hunter talent, A Murder of Crows.
        Malkorok
            Living Corruption's Languish effect should no longer be incorrectly reapplied to players that were under the effect of a Mage's Alter Time spell on Heroic difficulty.

Items

    Figurine - Khorium Boar should no longer incorrectly summon more than one Khorium Boar.
    

January 23
Lunar Festival

    Elune's Blessing no longer increases Stamina and no longer stacks with similar player-cast buffs.

Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        Kor'kron Dark Shaman
            Removed Lunar Festival decorations from the Valley of Strength. Garrosh has decided that his Horde has no need for such things.
        General Nazgrim
            General Nazgrim's Kor'kron Banner now has less health on Raid Finder difficulty.
            General Nazgrim's Ravager no longer generates Rage when it strikes a player and deals 50% less damage on Raid Finder difficulty.
            Kor'kron Warshaman's Healing Tide Totem now heals for 1% (down from 2%) on Raid Finder difficulty.
            Kor'kron Warshaman's Empowered Chain Heal now heals for 1% (down from 4%) on Raid Finder difficulty.

Items

    [Requires a realm restart.] Anglers Fishing Raft and Bipsi's Bobbing Berg can no longer be used at the same time. Bipsi's Bobbing Berg should now also allow players to increase their speed just like an Anglers Fishing Raft.
    

January 21
Classes

    Resolved an issue for the following abilities that resulted in damage being calculated incorrectly when used against targets with a greater than 75% reduction to damage from armor.
        Guardian Druids with greater than 75% damage reduction from Armor were getting less than the intended amount of Vengeance. Now they will gain the correct amount.
        Beast Cleave (Beast Mastery Hunter)
        Storm, Earth, and Fire (Windwalker Monk)
        Blade Flurry (Combat Rogue)
        Sweeping Strikes (Arms Warrior)
        Warrior Tier-16 2 piece set bonus
    Druid
        Talents
            Soul of the Forest (Restoration) should no longer incorrectly grant a haste effect from failed attempts to cast Swiftmend on targets that are under a Cenarion Ward's healing effect.

Quests

    The Trident of Naz'jan: Resolved an issue that caused Ragnar Drakkarlund to not respawn correctly in certain situations.

Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        For an in-depth explanation of recent changes please see the forum thread from Watcher, Lead Encounter Designer titled: Upcoming Siege of Orgrimmar Changes.
        Galakras
            Reduced health on various ranking officials (High Enforcer Thranok and Korgra the Snake) and foot soldiers (Dragonmaw Bonecrusher, Dragonmaw Flagbearer, and Dragonmaw Tidal Shaman) by about 15% on Flexible and 10-player Normal difficulties.
        Thok the Bloodthirsty
            Thok the Bloodthirsty's Defeaning Screech now deals 10% less damage on Flexible, 10-player Normal, and 10-player Heroic difficulties.
            Thok the Bloodthirsty's Shock Blast now deals 10% less damage on Flexible, 10-player Normal, and 10-player Heroic difficulties.
        Siegecrafter Blackfuse
            Automated Shredders' health has been reduced by 10%, and its Overload ability now deals 10% less damage on Heroic difficulty.
            Crawler Mines now have 20% less health on 10-player Heroic difficulty.
            Disassembled Crawler Mines, Deactivated Electromagnets, Deactivated Laser Turrets, and Deactivated Missle Turrets now have 20% less health on Heroic difficulty.
            Electromagnet's Magnetic Crush ability now deals 15% less damage on Heroic difficulty.
            Laser Turret's Superheated damage-over-time effect now deals 25% less damage on Heroic difficulty.
        Paragons of the Klaxxi
            Hisek the Swarmkeeper's Multi-Shot ability now deals 20% less damage on Heroic difficulty.
            Iyyokuk the Lucid's Insane Calculation: Fiery Edge now deals roughly 10% less damage on Heroic difficulty.
            

January 14
Classes

    Hunter
        General
            Snake Trap now uses the same version of Mind-Numbing Poison debuff as Rogues; reducing the target's casting speed on player targets by 10% (down from 25%).

Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        Paragons of the Klaxxi
            [Requires a realm restart.] Resolved an issue that could cause tanks to be unable to interact with a fallen Paragon.
            

January 10
Classes

    Death Knight
        General
            Necrotic Strike now reduces the target's casting speed on player targets by 10% (down from 25%).
    Hunter
        Hunter Pets
            Core Hound: Lava Breath now reduces the target's casting speed on player targets by 10% (down from 25%).
            Fox: Tailspin now reduces the target's casting speed on player targets by 10% (down from 25%).
            Goat: Trample now reduces the target's casting speed on player targets by 10% (down from 25%).
            Sporebat: Spore Cloud now reduces the target's casting speed on player targets by 10% (down from 25%).
    Mage
        Arcane
            Slow now reduces the target's casting speed on player targets by 10% (down from 25%).
    Rogue
        General
            Mind-numbing Poison now reduces the target's casting speed on player targets by 10% (down from 25%).
    Warlock
        General
            Curse of Enfeeblement now reduces the target's casting speed on player targets by 10% (down from 25%).
        Demonology
            Aura of Enfeeblement now reduces the target's casting speed on player targets by 10% (down from 25%).

Quests

    [Requires a realm restart.] Winterfin Commerce: Resolved an issue that could cause players to be unable to collect Winterfin Clams.
    

January 8
Classes

    Druid
        Balance
            Astral Communion is now immune to interrupts. The ability still cannot be cast while Silenced, this will be corrected in a future patch.
            Moonkin Form now increases the Druid's armor by 100% (up from 60%).
    Priest
        Shadow
            Shadowform now increases the Priest's armor by 100% (up from 60%).

Raids, Dungeons, and Scenarios

    Dragon Soul
        Resolved a situation where the Claw of Go'rath was causing players to fall underneath the world.
        

January 6
Classes

    Death Knight
        Frost
            Icy Talons now increases melee attack speed by 45% (up from 30%).
        Unholy
            Unholy Might now increases Strength by 35% (up from 25%).
    Hunter
        General
            Aspect of the Hawk now increases ranged attack power by 35% (up from 25%).
        Talents
            Aspect of the Iron Hawk now increases ranged attack power by 35% (up from 25%).
    Shaman
        Elemental
            Elemental Focus now increases spell damage done by 20% (up from 15%).
            

January 3
Creatures

    Trade Prince Donais now has stats befitting of his position in the Bilgewater Cartel.

Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        Kor'Kron Barracks/Underhold Nexus
            Kor'kron Iron Sentinel, Kor'kron Shredder, and Kor'kron Skullsplitter now deal less damage on Raid Finder difficulty.
            

December 20
Items

    Rotten Helper Box’s drop rate has increased slightly.
    

December 19
Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        Paragons of the Klaxxi
            Ka'roz the Locust's Hurl Amber ability will now form a pool of Caustic Amber at the target's feet 3 seconds after targeting them. The timing was less predictable previously and varied based on the targeted player's distance from Ka'roz.
            [Requires a realm restart.] Effects transforming a player's appearance should no longer prevent them from being able to interact with a defeated Paragon.
            

December 17

Classes

    Priest
        Discipline
            Resolved an issue that caused Power Word: Barrier's damage reduction effect to not apply properly to players under various conditions.

Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        Paragons of the Klaxxi
            Melee damage from the Paragons should now be more consistent and less likely to spike.
            Ka'roz the Locust's Hurl Amber ability should no longer target players that have mutated into an Amber Scorpion.
            Resolved an issue where Xaril the Poisoned Mind was not using Toxic Injection on the raid as soon as he joins the fight.
    Terrace of Endless Spring
        Terrace of Endless Spring now only has an item level requirement of 470 to be eligible to queue on Raid Finder difficulty. The additional requirement for a character to have completed Heart of Fear first had been removed.
        

December 16

Classes

    Priest
        Talents
            Resolved an issue where From Darkness Comes Light was not activating correctly from Smite.

Creatures

    [Requires a realm restart.] Resolved an issue that caused Dragonmaw and Wildhammer NPCs in Twilight Highlands to be non-attackable.

Raids, Dungeons, and Scenarios

    To help smooth difficulty scaling as players are added or removed from a Flexible raid, several raid boss abilities that target additional players as the size of a Flexible raid increases will use weighted randomization rather than strict breakpoints. For more information on the change, check out this thread on the Dungeons, Raids and Scenarios forum.
    Siege of Orgrimmar
        Cross-Realm raid browser (located in the Social Pane under Other Raids on the Raid tab) now has a minimum item level requirement for players attempting to list for Siege of Orgrimmar on Flexible raid difficulty.
            Vale of Eternal Sorrows requires a minimum item level of 510.
            Gates of Retribution requires a minimum item level of 517.
            The Underhold requires a minimum item level of 524.
            Downfall requires a minimum item level of 531.

Battlegrounds and Arenas

    Legendary Metagem effects (Capacitive Primal Diamond, Courageous Primal Diamond, Indomitable Primal Diamond, and Sinister Primal Diamond) should no longer have a chance to activate while in an Arena, Battleground, or Rated Battleground.

Timeless Isle

    Resolved an issue where rocks from a cave-in blocking the entrance to the Mysterious Den did not have proper collision detection.
    

December 11

Classes

    Hunter
        General
            Deterrence modified by the talent Crouching Tiger, Hidden Chimera should now correctly provide immunity to physical interrupt effects.
            Revive Pet now has a casting time of 2 seconds (down from 4 seconds).
        Talents
            Resolved an issue where Battle Pets were incorrectly receiving the Spirit Bond talent.

Raids, Dungeons, and Scenarios

    Siege of Orgrimmar
        Paragons of the Klaxxi
            Hisek the Swarmkeeper will no longer hit players with Fire if the channel effect of Aim is broken.
            Korven the Prime will now always apply Vicious Assault's bleed effect to the target of his Shield Bash, and will pull the tank towards them during Vicious Assault if they're over 12 yards away.
            Skeer the Bloodseeker will now only pull the tank towards them if they're over 13 yards away (up from 12 yards away).
    Throne of Thunder
        Durumu the Forgotten
            Resolved an issue where a cone of light would not target another player if the targeted Holy Priest dies with Spirit of Redemption.

Battlegrounds and Arenas

    Arenas
        Arena matches should correctly have a maximum duration of 20 minutes again.
        Hunter aspects and Trap Launcher effect should no longer be removed at the start of an arena match.
        Mage armor buffs should no longer be removed at the start of an arena match.
        Paladin seals should no longer be removed at the start of an arena match.
        Priest's Inner Fire, and Inner Will should no longer be removed at the start of an arena match.