Is there a bug that makes talents useless?

 


From Karsten Scholz
In the official forum of WoW, a player had reported a few days ago that various “Resist” talents in the PvP of WoW: Burning Crusade Classic currently do not work correctly. Now Blizzard has commented on this.

A few days ago, the player Steezo took the time to report in the official WoW forum about a bug that he and other affected people claim to have discovered in Burning Crusade Classic. This bug affects the spell resistances of characters in PvP and the different talents that can normally be used to make spells hit the mark with a higher chance.

In summary, the player claims that since the start of Phase 2, the following talents are not correctly factored into PvP when determining whether spells hit the intended target or are resisted:

The result of the bug: targeted characters resist spells much more often than was the case in the original TBC. In fact, the above talents are currently said to be completely useless in PvP, which also means that classes and specializations that don’t need or can’t use such talents in PvP are at an advantage.

What does Blizzard say about this?

Meanwhile, Community Manager Kaivax has commented extensively on the bug report in the official forums. These are the findings:

  • During the development of patch 2.5.2 for TBC Classic, the developers had found a bug that caused resistance effects of talents like Indomitable Will or Safe stand did not work correctly in combination with Magic School-based resistances. That is, the resist rates in Phase 1 of TBC Classic were slightly different from those in the original 2.4.3 patch that serves as the basis for TBC Classic.
  • In the course of fixing this bug, the developers also examined how the calculation of “resists” had changed between patch 1.12 and 2.4.3, and they discovered that there were other differences from the formula used in Phase 1.
  • So with Phase 2, several fixes came into play, thanks to which the formula should now very accurately reflect what was in patch 2.4.3 at the time.

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So the player mentioned at the beginning was right with his observation: There are more resists in phase 2 than in phase 1. However, phase 1 was the problem and not the status quo.

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