<font size="3" style="line-height: 1.3em;"><b>The Brood Mother Returns</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Zarhym (<a href="http://blue.mmo-champion.com/1/19110028331-the-brood-mother-returns.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">She has lurked in her lair and done battle with the many brave adventurers who travelled to that familiar location over the years. Now, in honor of the World of Warcraft 5-year anniversary, the dreaded brood mother Onyxia is being revamped to make a return to the forefront of Azeroth, as part of our big plans for the upcoming 3.2.2 content patch.<br /><br />This permanent update to Onyxia will convert the dungeon into 10- and 25-player modes. We will be adding new items to Onyxia’s loot table that have the same model as some of the classic loot from this dungeon, like Tier 2 helms, with stats updated to match the current level of content. There will be a special new item too: a normal drake-sized 310% speed flying mount modeled after Onyxia herself called an Onyxia Broodling. We will also be updating the encounter mechanics to be more fitting for modern raiding, but we can guarantee players will get to experience the frightening horror of deep breaths once again.<br /><br />Then for a limited time, after the 5-year anniversary event officially begins in November, anybody who logs in will receive an Onyxia Brood Whelpling pet.<br /><br />We’re very excited to bring this classic encounter back to provide a fun new experience for both new and veteran players. Further details will be available in the near future, and we will be setting up the Public Test Realms soon to help test out this fight along with all the new content we have planned for the patch. Keep an eye on the forums for updates! </div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>Arena Matchmaking Changes</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Kalgan (<a href="http://blue.mmo-champion.com/11/19110414974-feeback-new-q--mmr-system-post-32.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">There is currently a 2-minute queue time addition to play against a team you just played against (so, 2 minutes plus normal queue time to be matched against them). This time value was 5 minutes when 3.2 was first released, but was lowered to 2 minutes in a hotfix last Friday.<br /><br />The purpose of the time addition is to make it less likely that an average team doing arena games for a night isn't likely to run across the same team in many of their games for the session. We'll continue to tune the system to make sure that it doesn't feel like too much of a nuisance when there simply aren't other teams within a reasonable rating range to play against. </div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>3k Arena Rating Cap Removed</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Kalgan (<a href="http://blue.mmo-champion.com/1/19110418277-the-arena-community-would-like-a-confirmation.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">In the case of a tie, all tied teams are awarded. However, the rating cap was removed in patch 3.2, so the 3k cap shouldn't be an issue for the end of the season. </div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>Design Intent of /castrandom Macros</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Bornakk (<a href="http://forums.worldofwarcraft.com/thread.html?topicId=19110028260&pageNo=1#0" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">We allow players to use macros for convenience, especially when automating tasks that they do often. Where macros cross the line is when they are making the decision instead of the player. In the old-days, there were addons that would essentially target a player with a debuff and cure it. That crossed the line for us – the mod was playing the game instead of the player.<br /><br />In the /castrandom case, players were sometimes using these macros to cast the ability that wasn’t on cooldown without having to recognize this fact or hit the right button. Players using this system had an unfair advantage against players that weren’t. Instead of having to cope with the complexity built into the class, players could just spam one key and have the game “do the right thing.”<br /><br />We recognize that in some cases, certain classes are probably over complex or else the default WoW UI doesn’t provide the information you need in a form where you can quickly notice that say an ability has proc’d or another is on cooldown. In these cases, we would like to fix the class or UI problem, not require all of our players to use macros to get around the limitation. You can help us identify those situations where you feel overly-dependent on a /castrandom macro so we can start to address those problems.<br /><br />We also recognize that players sometimes used /castrandom for options that were truly random and with no gameplay consequence, such as picking a random polymorph animal, companion or mount. In these situations, we want to give you specific commands you can use to get the desired functionality. We have no problem with you rolling the dice in this manner. </div><span class="corners-bottom"><span></span></span></div></div><br />
Fonte