Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.1. Hotfixes are updates made on our end without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require the realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.
Hotfixes have been listed by the date they’ve been implemented. Also available, hotfixes compiled by category for those wanting a quick summary of all hotfixes that have been applied since the start of World of Warcraft Patch 6.1.
Tags may be added to some hotfixes to denote a special condition.
[Requires a realm restart] means the hotfix will not take effect until after a scheduled rolling restart or maintenance.
[Hotfix in testing] means the hotfix is in early stages of testing and may not be implemented just yet. However, the change is important and is posted to provide as much advanced notice as possible.
Dash should no longer continue to provide an increase to movement speed if the Druid shapeshifts out of Cat Form.
Mage
Fire
Mastery: Ignite modified by Glyph of Ignite should now correctly apply its snare effect when Ignite is spread by Inferno Blast.
Monk
Talents
Charging Ox Wave should now be correctly categorized as a Stun effect for diminishing returns.
Paladin
General
Fixed an issue where Glyph of Flash of Light’s effect could be incorrectly consumed by other Paladin’s casting Flash of Light on the target.
Talents
Saved by the Light (Holy) should now be able to trigger its effect without requiring line-of-sight with the casting Paladin.
Rogue
General
Fixed an issue where macros intended to work while Shadow Dance (Subtlety) was active would stop working when the effects of Subterfuge (Talent) ended.
[Requires a realm restart] Fixed an issue where Rogues were incorrectly being affected by crowd control abilities while in the middle of Death from Above (Talent).
Shaman
Elemental
Ascendance for Elemental Shaman should now correctly have its cooldown reset at the end of a raid encounter.
Garrisons, Followers, and Outposts
Garrison Missions
Level 95-99 Garrison Missions should now repopulate more quickly.
Level 90-99 Treasure Hunter Missions (Inn, Level 3) now award less gold. Gold awarded from Level 100 Treasure Hunter Missions remains unchanged.
Level 95 Mission: Shreddercide, Level 97 Mission: Curiosity Killed Them, and Level 99 Mission: Raider Danger now awards Bonus Follower XP instead of Garrison Resources.
Completing Patrol Missions should now correctly contribute credit towards completing the “Patrolling Draenor” achievement.
Quests
Legendary Ring Quest Line
An Inside Job: Resolved an issue that prevented a cinematic from playing upon completion of the quest.
Frostfire Ridge
The Iron Wolf: Players that have upgraded to a Tier 3 Garrison without completing Thunderlord Invasion! are now able to obtain this quest.
Environment and World Events
[Requires a realm restart] Players that have already obtained Voidtalon of the Dark Star are no longer able to interact with or enter Edge of Reality Portals.
Battlegrounds and Arenas
Queueing for an Arena Skirmish now allows everyone in the party (instead of only the party leader) to select roles other than Damage Dealing.
Coming soon to an Azeroth near you: the WoW Token, a new in-game item that allows players to simply and securely exchange gold and game time between each other.
Players will be able to purchase a WoW Token through the in-game Shop for real money, and then sell it on the Auction House for gold at the current market price. When a player buys a WoW Token from the Auction House for gold, the Token becomes Soulbound, and the player can then redeem it for 30 days of game time.
Want to buy a WoW Token for gold? Had to the new Game Time tab in the Auction House, and purchase one immediately for the current gold buyout price—there’s no bidding involved.
When you put a WoW Token up for sale, you’ll be quoted the amount of gold you’ll receive once someone buys it—you’re guaranteed to get that amount no matter how the market moves.
The WoW Token was created to give players with lots of extra gold the option to use it to help cover their subscription cost, and give those who want to purchase gold a way to do so from fellow players through a secure, easy-to-use system. The Token will be making its debut in an upcoming patch—in the meantime, check out the FAQ below for details on how it works.
FAQ
THE BASICS
Q: How do I buy a WoW Token for real money? A: WoW Tokens will be available for purchase for real money through the World of Warcraft in-game Shop. You can access the Shop through the row of feature buttons next to your character’s bags.
Q: I need gold! How do I sell a WoW Token to another player? A: You’ll be able to sell WoW Tokens through a dedicated Token exchange in the Auction House, located in a new Game Time section. WoW Tokens cannot be traded or sold any other way.
Q: How much gold will I receive when I sell a WoW Token? A: The gold value of a Token will be determined dynamically based on supply and demand. When you put a Token up for sale, you’ll be quoted the amount of gold you’ll receive upon a successful sale. If you then decide to place the Token up for sale, that amount is locked in, and the gold will be sent to your mailbox after another player purchases your Token.
Q: I need game time! How do I buy a WoW Token from the Auction House? A: When you visit the Auction House, you’ll be presented with the current market price for a WoW Token in your game region—there’s no bidding involved, and all Tokens in a game region are priced the same at any given moment. If you decide to purchase one, you’ll receive it in your mailbox, and can then immediately redeem it for game time.
Q: How much game time do I get by redeeming a WoW Token? A: You’ll receive 30 days of game time when you redeem a WoW Token.
Q: Can I resell a WoW Token after I’ve purchased it for gold? A: No, each WoW Token can only be sold once. After you purchase a Token for gold, it becomes Soulbound. At that point, it can only be redeemed for game time.
THE DETAILS
Q: How much will a WoW Token cost on the Shop? A: Pricing details will be announced at a later date.
Q: Why are you introducing the WoW Token feature? A: We’ve heard feedback from players that they’d be interested in a secure, legitimate way to acquire gold that doesn’t involve the use of unauthorized third-party gold-selling services—one of the primary sources of account compromises. We also know players who’ve amassed large amounts of gold through regular play would be interested in the ability to trade some to other players in exchange for game time, helping cover their subscription costs. The WoW Token feature gives players on both sides of the equation a secure and straightforward way to make that exchange. It opens up a new kind of payment option for World of Warcraft players, and we hope that it will also help lead to fewer account compromises and a better game experience overall.
Q: How is acquiring gold by selling a WoW Token different from buying gold from third-party services? A: Buying gold from third-party services negatively impacts the game experience for everyone. The overwhelming majority of the gold these services provide comes from stolen player accounts, halting the victims’ ability to play the game and contribute to their guilds. On top of this, gold selling companies often farm resources using hack programs, sell fake product codes as a scam, and spam entire realms with ads to buy gold, disrupting the game in very real ways.
The WoW Token allows players to exchange real money for gold in a secure and sanctioned way—together with the ongoing efforts of our developers, support staff, and anti-hack teams to stop the exploits these companies use and help players who have become victims of their operations, we hope the Token can help make World of Warcraft a safer and more enjoyable game for all of our players.
Q: Why can’t players set their own prices for the WoW Token? A: The WoW Token feature is designed to facilitate the exchange of gold and game time between players in as secure, convenient, and fair a way as possible, and without making players feel like they’re playing a game with their hard-earned money. Having a set current market price and a straightforward exchange system is the best way to achieve that—you don’t need to worry about whether your Token will sell or not due to being undercut or the market shifting, and everyone receives exactly the amount of gold they were quoted.
Q: What happens if the price quoted to me is different from what the Token actually sells for? A: You will always receive the gold amount quoted to you at the time you place a Token up for sale, regardless of what the current price is when the item actually sells.
Q: How long should I expect to receive my gold after putting a Token up for sale? How does the game determine whose Token to sell? A: The amount of time it takes to receive your gold after putting a Token up for sale depends on a variety of factors, including the current supply and demand. When you list a Token, you’ll be quoted an estimated time based on the current Token supply and the rate of recent transactions, but the actual amount of time it takes to sell is likely to vary (note that Tokens do not expire). In most cases, Tokens are sold in the order in which they were put up for sale; however, there are some exceptions to this, such as when a Token purchase is undergoing verification.
Q: If I buy a WoW Token from the Auction House, how long does it take to receive the Token? A: Just like a standard Auction House purchase, it will normally arrive in your mailbox nearly instantaneously.
Q: If I’m buying a WoW Token for real money from the in-game Shop, how long does it take to receive it? A: Once you successfully complete a purchase, your Token should arrive in your inventory (or mailbox, if your inventory is full) almost immediately.
Q: Do Tokens expire? What happens if I accidentally delete one? A: No, Tokens do not expire. They also can’t be deleted, so no need to fear accidentally trashing them.
Q: Can I stop my auction or receive a refund after it was purchased (for gold or real money)? A: All transactions are considered final and auctions cannot be cancelled, so make sure you’re certain you want to proceed before listing or buying a Token. To help prevent unintentional transactions, you will be prompted to confirm your purchase or sale before it’s finalized.
Q: Is there a deposit? Does the Auction House take a cut of the Token seller’s gold? A: There’s no deposit, and the Auction House does not take a cut of the gold for WoW Token sales. The standard deposit is designed to dissuade players from spamming the auction house with items that aren’t selling, and the standard cut is designed to dissuade players from buying and reselling items for minuscule markups. These issues don’t apply to the WoW Token, so there’s no need for a deposit or cut.
Q: Will each game region have its own WoW Token exchange? Will everyone in a game region have access to it? A: Each game region—Americas (including ANZ realms), Europe, Taiwan, Korea, and China—will have its own shared WoW Token exchange. We’ll share additional details at a later date.
The Raids and Dungeons Live Developer Q&A will be starting soon. We’ll be liveblogging the Q&A in this post!
Realm first titles are not likely to come back. Realm first achievements moved away from personal achievements and went over to guild achievements.
Gear progression is a core factor in progression, over time it will allow you to continue to progress if you’re stuck.
There’s no troll dungeon in the next patch. There are no trolls in Draenor, they are all Azerothian.
They’re going to stick to needing 2 tanks in general for raiding. Sometimes you’ll need 3 on mythic. If they would increase the number of required tanks then guilds would have to recruit for them right away, just so that they can raid again.
They do not feel BRF normal/heroic is not overtuned for smaller size raids.
There is nothing specific to announce for new quests from the inn from your garrison.
They’ve struggled to define the use of Heroic Dungeons, gearing up past 630 ilvl gear is very easy without even doing dungeons. They realize it’s a valid concern. You can still do challenge modes. The gear the daily CM quest rewards was updated in 6.1 to stay relevant.
Tuning 3 different difficulties has turned out well for the development team. In Highmaul the progression curve felt good on the different difficulties. Heroic progression focused guilds did not do normal Highmaul for long.
There are many changes to CMs this season: The reality is that the lack of collision before 6.1 were bugs. Players were not supposed to be able to skip content like they did. They’re still evaluating what to do with the CM ranks and whether or not the collision should be removed again.
The representation of tanks within raiding has become more stable. In high-end guilds tanks tend to reroll to min-max their composition, but the guilds still vary in their tank class usage.
In mythic mode there are a couple of encounters that are designed around having 3 tanks. Due to having the possibility with offspecs and gear working for multiple specs it makes it a lot more reasonable to design such encounters.
They moved away from just recoloring raid gear on different levels so that there was a differentiation between the difficulties and their rewards. It also gives players an incentive to try harder level content.
LFR gives better loot than heroic dungeons due to multiple factors: The one per week lockout and time commitment are two examples. They also still want to reward players for participating in LFR. By adding the reward more players are also interested in running LFR. Without it, the queue times could be longer.
They design raid bosses around heroic difficulty. After testing and tuning it they start thinking about how they can increase the difficulty for mythic, and reduce it for normal raiding. Sometimes after designing a fight they realize they designed a mythic fight and then reduce the difficulty for heroic and then for normal difficulty.
Their goal is diversity, not perfect balance on every encounter. If they would go for perfect balance they would have to remove certain class abilities and make encounters more boring. However they feel that for the overwhelming majority of players it does feel balanced. On average over the entire raid zone the classes and specs are equal. When it feels like it makes it a whole lot harder to do a fight without a certain spec for regular guilds, that’s the point they take another look at the fight or spec.
The goal of garrison missions and the gear they offer is to always offer useful gear for the type of content that you play. This means that if you’ve killed heroic bosses and you get a few mythic pieces of gear, it’s ok.
They are very happy with how the LFG tool has been used. They are going to continue to look at improving the system. (More filter options were asked about)
They are happy with how the encounters have turned out in Blackrock Foundry.
The kick player system is something they are looking at. A lot of the rules were added when the dungeon LFG system first went in patch 3.x. Since then a lot of changes have happened within the system. Now that loot is personal and there is no reason to kick someone during the fight (to steal loot), they can revise such rules.
There is no reason not to use personal loot right now, it is as equally rewarding as group loot/master looting. They are looking at improving the way personal loot feels and plays.
A community created raid would be interesting… but definitely not likely. They take pride in putting blizzard values into the design of their raids.
Their goal is to reduce the time between the final raid tier and the next expansion. Whatever the number of final raid tiers is, is determined by that goal.
The point of warforged gear, just like bonus sockets and tertiary stats remains the same. It’s an extra bonus, so even if you’re farming bosses you wouldn’t normally need loot from, you might get extra bonuses from rekilling bosses that otherwise would not provide any more useful loot.
They might make alternatives to just elevators in dungeons/raids.
They will work on providing meaningful loot tables in LFR.
The timewalking feature is something they are working on. They might be able to talk about it more in the not too distant future.
They don’t think raid cooldowns are too strong. They are not seeing guilds stacking certain classes for cooldowns.
They are keeping an eye on success rates on different types of groups in BRF. But players have to keep in mind that normal BRF fights are tuned around having normal HM gear.
Blizzard enjoys the current community driven race for world first. They would like to leave it as is.
Mythic dungeons are still an interesting idea. They have nothing concrete but they still are looking for a way to make dungeons interesting later in an expansion.
Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.1. Hotfixes are updates made on our end without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require the realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.
Hotfixes have been listed by the date they’ve been implemented. Also available, hotfixes compiled by category for those wanting a quick summary of all hotfixes that have been applied since the start of World of Warcraft Patch 6.1.
Tags may be added to some hotfixes to denote a special condition.
[Requires a realm restart] means the hotfix will not take effect until after a scheduled rolling restart or maintenance.
[Hotfix in testing] means the hotfix is in early stages of testing and may not be implemented just yet. However, the change is important and is posted to provide as much advanced notice as possible.
Tanking Specializations no longer generate threat from heals.
Fixed an issue where threat dropping abilities were sometimes incorrectly removing crowd-control effects.
Fixed an issue where images summoned by Spectral Guise (Priest Talent) or Mirror Image (Mage) would incorrectly retain threat when resummoned.
Druid
General
Shifting in-and-out of Cat Form should now correctly reapply Cat Form’s speed bonus while Dash or Stampeding Roar is active.
Fixed an issue where various item effects that provides a buff based on the player’s highest stat sometimes picked the wrong stat for Balance and Restoration Druids that were shapeshifted into Bear Form or Cat Form.
Fixed an issue where Ferocious Bite may consume more Energy than intended when the ability Multistrikes.
Talents
Bloodtalons (Feral) should no longer incorrectly consume a charge if the attack misses, is dodged, or parried.
Mage
Talents
Prismatic Crystal should no longer be incorrectly affected by friendly auras that reduces damage taken.
Monk
General
Tiger Strikes should no longer incorrectly activate on unsuccessful autoattacks, but will be able to activate from successful Multistrikes. Fixing this will result in an overall damage gain for all Monks, so there are a couple of additional adjustments (see below). Additionally, Tiger Strikes should now correctly provide the full 10% chance to trigger for Mistweavers in Crane Stance while equipping one-handed items in conjunction with off-hand items. For more details of this change, please visit the forum thread: Upcoming Tiger Strikes Hotfix.
Keg Smash (Brewmaster) now deals 20% less damage.
Rising Sun Kick (Windwalker, Mistweaver) now causes enemies to take 20% increased damage from the Monk’s abilities (up from 10%).
The tooltip for Tiger Strikes is incorrectly stating that the chance for it to activate is 6.25% while dual-wielding. The actual chance is 5% (and has been since Warlords of Draenor released). The tooltip will be corrected in a future patch.
Talents
Fixed an issue with Chi Torpedo that caused it to deal no damage unless the Glyph of Water Roll was applied.
Paladin
Glyphs
Glyph of Holy Shock now decreases the healing of Holy Shock by 25% and increases its damage by 25% (down from a 50% decrease to healing and 50% increase to damage).
Priest
Talents
Saving Grace (Discipline, Holy) should now correctly reduce absorbs done (was incorrectly reducing absorption taken).
Armor Sets
PvP 2-piece set bonus effect for Shadow Priests is now removed at the beginning of a boss encounter. The set bonus will still work during the encounter.
Rogue
Armor Sets
PvP 4-piece set bonus for Combat Rogues should now provide the correct set bonus for Cold Blood. Note that the tooltip will incorrectly display text for the old set bonus and will be fixed in a future client-side patch.
Bug Fixes
Fixed an issue that could allow the effects of Master of Subtlety to persist longer than intended.
Attacking targets immediately after Vanish transitions to Stealth should now correctly remove Stealth and trigger Subterfuge.
Shaman
Enhancement
Fire Nova should now work correctly with Flurry. Additionally, Fire Nova should have its global cooldown reduced by haste.
Armor Sets
PvP 2-piece set bonus for Elemental Shaman should now correctly provide immunity to silence and interrupt effects while Ascendance is active.
Garrisons, Followers, and Outposts
Garrison Campaign Quests
Bringing the Bass: Lumbering Ancient can now be tapped by multiple players. Loot from the creature has been temporarily removed.
New Goods (Alliance version): Fixed an issue where Lieutenant Thorn was not offering this quest to eligible players.
Garrison Buildings
Mine, Level 2 (Horde): Fixed an issue where some of the ore nodes were spawning in the air.
Quests
Frostfire Ridge
The Battle of Thunder Pass: Fixed an issue where players dying during the battle may sometimes be unable to complete the quest.
Nagrand
Shields Down!: Players should now receive credit for interacting with the Arkonite Crystal and be able to complete the quest.
Raids and Dungeons
Blackrock Foundry
General
Ogron Hauler no longer hits targets while casting Overhead Smash and Overhead Smash now increase Physical damage taken by 100% (down from a 200% increase) on Raid Finder difficulty.
Slagshop Brute now pauses for 2-seconds after using Lumbering Strength.
The Blast Furnace
Phase 1
Adds in the encounter should now be more immediately responsive to threat generation upon jumping into the encounter space.
Furnace Engineer’s Repair ability now heals Heat Regulators’ health every 1.5 seconds (up from every 1 second). Additionally, Furnace Engineers should no longer instantly cast Repair if they’re in the middle of casting Electrocution or Bomb.
Phase 2
Firecaller’s Volatile Fire now hits up to a maximum of 2 targets on Raid Finder difficulty, and 3 targets on Normal and Heroic difficulty.
Slag Elemental’s nameplates now go away when they are Dormant.
Multiple Slag Elementals should no longer Fixate on the same player.
Flamebender Ka’graz
The fight should now reset when a Cinder Wolf is moved outside the encounter area.
Flamebender Ka’graz’s Charring Breath and Lava Slash should now be correctly removed after an encounter reset.
Kromog
Players under the effects of Rune of the Grasping Hand should no longer take damage or stunned by Rune of Crushing Earth.
Beastlord Darmac
Beastlord Darmac’s Pin Down ability should now deal damage in a radius of 25 yards around the spear impacts rather than around Darmac. Additionally, visuals for the attack should no longer be sometimes hidden by the floor.
Visuals for Spirit of the Rylak’s Superheated Shrapnel and Dreadwing’s Inferno Breath should now more accurately display the abilities’ area of effect.
Operator Thogar
Fixed an issue where the door leading to Operator Thogar may fail to open if the raid wipes shortly after starting the encounter.
Blackhand
Blackhand should now correctly create a Slag Crater beneath the target of his Massive Shattering Smash.
Visuals for Blackhand’s Shattering Smash and Massive Shattering Smash should now be visible with Projected Textures disabled.
Legacy
Throne of the Four Winds, Conclave of Wind: Fixed an issue where players may be unable to receive loot if their pet lands the killing blow on Conclave of Wind.
PvP
Ashran
Gleaming Ashmaul Strongbox no longer contains Primal Aspirant’s gear (item level 600). Gleaming Ashmaul Strongbox now contains only Primal Combatant’s gear (item level 620) with a small chance for Primal Gladiator’s gear (item level 660) and Flask of Conquest.
Battlegrounds and Arenas
Battlegrounds
Warsong Gulch: Fixed an issue where players entering a match that’s in-progress will cause the character to have 1 health and be displayed as dead.
Arenas
Fixed an issue where players were incorrectly awarded two Steel Lockboxes for completing a 3v3 and 5v5 skirmish.
Items
Blackrock Ham’s well fed bonus should now correctly provide a buff to Critical Strike.
Dread Pirate Ring should correctly provide a bonus to Stamina, Critical Strike, and Haste once more (was incorrectly set to Intelligence, Stamina, and Critical Strike).
S.E.L.F.I.E. Cameras should now use the correct animation for Human Male and Female models.
Savage Feast’s well fed bonus should now work correctly with the Pandaren Epicurean racial ability.
Bug Fixes
General
Resolved an issue where players that attempt to teleport back from a dungeon after having recently upgraded their Garrisons may receive an “Instance not found” error.
Fixed a server crash during the daily quest reset.
Items
Fixed an issue where Alliance players were unable to purchase the Battle Pet, Clock’em.
Harrison Jones Change
Getting Harrison Jones as a follower has just gotten easier! You will just need the 6 quests from Harrison Jones to get him as a follower now.
“Exploration Mission Master” removed from “Don’t Call Me Junior” meta achievement. UI not updated until a client patch. #HarrisonJones
We understand there is a lot of confusion about the removal of conquest points from Grand Marshal Tremblade and High Warlord Volrath, so we’d like to explain the reasoning behind it.
Our primary goal with Ashran was to create a zone where two factions were competing against each other throughout the zone. The average visitor in Ashran has two motivations: earn 200 conquest to fulfill the Ashran bonus portion of their conquest cap, and kill the faction boss for their daily chance at loot from the Gleaming Ashmaul Strongbox. Prior to 6.1, players could earn that conquest by either killing the faction boss or by doing events. We were allowing the same reward to be earned at two different places at the same time.
This setup does not encourage competition. It encourages collusion. As a result, an implicit truce had emerged between the factions, where the Alliance claimed victory in the Road of Glory while Horde wandered the event areas unopposed for conquest. Both sides earned their reward in an efficient manner without any fighting. But Ashran is not a place for truces. Ashran is a place for killing. We removed conquest from the bosses knowing full well this meant the Alliance would be forced to compete against the Horde in events for conquest. Furthermore, we knew that facing new opposition at events, the Horde would once again engage in the central road.
Of course, we acknowledge that killing a faction boss only to receive Aspirant gear isn’t very motivating. As a result, we’ll be removing Aspirant gear from the Gleaming Ashmaul Strongbox. That means it will always award either Combatant (ilevel 620/675) or Gladiator (ilevel 660/690) gear.
We are already seeing increased competition between the two factions in both events and the main road. In every Ashran instance, the population of both factions is tightly controlled to maintain equal numbers. Your faction has the opportunity to compete, but it is up to you to earn victory. Good luck and have fun!
This friday Lead Game Designer Ion “Watcher” Hazzikostas will be answering questions about dungeons and raids on twitch! Check out the announcement below to find out how you can ask questions.
This Friday, I’ll join Lead Game Designer Ion “Watcher” Hazzikostas to answer your questions live on Twitch. We’ll be focusing on the topic of Raids and Dungeons in Warlords of Draenor — from Bloodmaul Slag Mines to Blackrock Foundry, and beyond!
When: Friday, February 27, 11:00 AM to 12:00 PM Pacific Standard Time (check here to convert that into your local time!) Where: The World of Warcraft channel on Twitch.tv/WoW
You can submit your questions via Twitter by using the hashtag #WarlordsQA, or simply by replying to this forum thread. As we’d like to get to as many questions as possible, we’ll only consider forum questions that use 40 words or less, and all questions must be submitted before 12:01 AM PST on Friday, February 27. Keep in mind that we’re focusing on Raids and Dungeons for this Q&A session — questions on other topics will not be answered.
Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft patch 6.0.3. 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.
Hotfixes have been listed by the date they’ve been implemented.
Refreshing or expiring Ruptures, Garrotes, Crimson Tempest, and Hemorrhages should no longer incorrectly remove other Rogues’ Sanguinary Veins.
Raids, Dungeons, and Scenarios
Blackrock Foundry
Oregorger
Oregorger’s health has been reduced by 10% on Normal difficulty.
Oregorger’s Rolling Fury ability now deals less damage on Normal difficulty (135,000 damage) and on Heroic difficulty (200,000 damage).
The Blast Furnace
Heart of the Mountain should no longer spam raid warnings for Blast whenever it reaches 100 Energy.
Mind Controlled Firecallers should no longer be able to cast Reactive Earth Shield on injured Primal Elementalists.
Kromog
Kromog’s Reverberations should now be easier to dodge with a 3-second delay before the ability starts dealing damage (up from 1.75 seconds) and the effect’s radius has been decreased.
Beastlord Darmac
Beastlord Darmac’s Call the Pack now has an increased cooldown of 40 seconds (up from 30 seconds) on Normal difficulty.
Fixed an issue where the doors to Beastlord Darmac may not always reopen after the encounter has been reset.
Operator Thogar
Enrage mechanic for the encounter is now more lethal.
Iron Maidens
Admiral Gar’an: Dominator Turret’s Dominator Blast no longer deals damage to player pets, minions or guardians.
Enforcer Sorka’s Convulsive and Lingering Shadows are no longer incorrectly removed when the targeted player dies.
Marak the Blooded’s Blood Ritual still only targets a player within 45 yards but the damage cone now has a range of 100 yards.
Fixed an issue where Iron Maidens not on the Dreadnaught may instantly cast their spells and abilities at the end of the boat phase.
Fixed an issue where Marak the Blooded was incorrectly gaining Sanguine Strikes at 75 Iron Fury on Mythic difficulty.
Blackhand
Rubble Piles should no longer appear after the transition to stage two.
Fixed an issue where a player may not be correctly protected from Blackhand’s Impaling Throw when multiple players were taking cover behind the same Rubble Pile.