Now is the time to get your teammates together and get registered for the biggest online Arena competition World of Warcraft has to offer.
Participants will be battling up the ladder to test their mettle against the best arena players World of Warcraft has to offer. Players that register for the Arena Pass will also be eligible to earn "Murkimus", the Armored Murloc in-game pet simply by playing! Also, the top 1000 teams will be given an exclusive title for their live characters as well.
If you have any questions or would like more details, please read the FAQ, and remember to check back here for more updates.
From strictly a design perspective, why does every class need a viable dps spec?
It doesn't. You could design the game without. Overall we reacted to feedback from the community that they want viable DPS specs. (Source)
But you could say e.g. priests are just healers or you could have buffer or support classes with low DPS. Just a different design. (Source)
Interesting, thanks! Followup: could you see WoW as ever having a class with a role other than tank/heal/dps in the future?
Yes, but it would be a big change. Another challenge for the blogs and forums out there to discuss. (Source)
I think GC has hinted previously that he thinks hunter specs should be more different
Yup. Hunter and rogue specs play too similarly in our opinions. (Don't expect massive overhauls.) (Source)
what would make a raid leader chose a rogue over all those classes? not mentioning they are the only melee single role
I don't know that you *need* a rogue or any class. We don't see rogues being sat though. Plenty of every class raiding. (Source)
WW monks need healing to be less of a dps loss?!? How about spriests? (just read icy veins interview)
Our thought was that Shadow has a lot of other utility for a group. Healing is one of Windwalker's main contributions. (Source)
Healing WAS shadow's main contribution. Nerfed to the ground for the sake of PvP.
It's not fair for them to have healing, mana, dispels and things like life grip on top of great damage and survivability. (Source)
I think Homogenization is good for core things like interrupts, but is bad for more iconic abilities.
That's actually what we aim for. We don't always nail it 100%. (Source)
(I will mail you one of my summer reading recommendations if you address that one and clarify the Icy Veins response.)Neina was right. It was energy capping during AR. Low GCD helps burn energy, but not a solution we will use often. (Source)
We are a bit defensive about GCD. Players always want less, because fast, responsive combat is fun. (Source)
And while WoW combat is responsive (hint one of the secrets of our success) we are a server game and can't do Street Fighter. (Source)
How do you balance CC that breaks on DMG when moves such as Howling Blast AE's everything and is apart of main rotation
Don't use HB if you absolutely can't afford to break the CC? (Source)
Reputation / Questing
Questing is designed for dps specs?
That was more true in Vanilla or BC. You can quest with just about any spec these days. (Source)
Even if you can't kill things as fast as DPS, you don't spend 100% of your time in combat and Ts and Hs have other perks. (Source)
I guess the officers in your guild don't mind if someone doesn't gem, enchant and reforge their gear as well?
That is expected because it is much less work and meaningfully impacts performance. Getting a belt slower does not. (Source)
Problem with caps: They make it feel like you need to meet them. If I get 500 VP one week, that's 500 VP gone forever.
Totally. And they aren't there as a target. They are there to discourage dude with too much time from grinding 10k a week. (Source)
Because the next thing we'd hear is: How am *I* supposed to grind 10K a week?! (Source)
do you find lesser->elder charm system worked well? And have you thought making Valor similar? (i.e limit SPENT, not GAIN)
Yes and yes. (Source)
Really enjoying the 5.3 Barrens questing. Weekly VP quest, random escorts, commanders, epic item drops are all fun!
Cool! If feedback is good, we'll certainly do more of it. Not all outdoor adventuring needs to be blue bangs. (Source)
Many players hate dailies - are you absolutely sure, game needs them?
No, but the game does need something to get players out of queuing for instances from Org /SW. (Source)
I'm tired of doing dailies?We are all tired of doing this.we play game to have fun,not tired.
So don't do them? What is the specific reward that you feel requires you to run so many dailies? (Source)
Honestly dailies are the quickest way to get lesser charms, I know there are other ways, but rng on those, dailies are boring
I'm not sure that's true. Last week I got my charms by making a group and farming Barrens bosses. (Source)
GC seems to be missing the point, what is the difference between farming barrens and dailies? Same thing.
If you never want to leave instances, just understand you're going to have a lot less content than other players. (Source)
There was nothing wrong with the rep tabard system. You changed it to dailies and dont like the fallout. GG
I've explained before why we didn't like the tabard rep system, but once again: (Source)
1) It removed the world from WoW by letting instances provide all rewards in the most efficient way. (Source)
2) It made you manage a bunch of tabards in your UI. "Oops. Left the one I wanted in my bank." (Source)
The champion system lets you get some rep from dungeons without item management. We like it better. (Source)
Also making you get rep with GL before SP was silly. If you didnt want ppl to be overwhelmed. Make GL have 5 not 12 a day.
It hasn't been that way in some time though. If you're still worried about GL rep, you might be missing out on a lot of content. (Source)
We're gonna be in 7.0 and people will still be crying about GL/dailies being mandatory
Just remember this tweet in a couple of weeks. (Source)
I don't find dailies fun and don't find coming in lower on the DPS chart than I should because I didn't do them fun either.
How is your DPS lower because you didn't do dailies? (Source)
Very much this!
rofl, great excuse for being lazy
I am not sure I follow your logic, so it could be great if you would elaborate on why or how you think we are being lazy :-)
To me it is anything but lazy to properly adapt the game for each platform it is released on, with things like specifically developed user interfaces, cameras, and controls optimised for delivering the best gameplay experience possible no matter if you are sitting on a couch playing in front of a TV using a controller, or sitting on an office chair playing in front of a monitor using a mouse and keyboard.
Had we just been porting the game copy-paste style without paying any attention to the fact that different platforms are in fact different, then I would agree with you that we were being lazy.
My guess would be that it was about the comment being too simple, rather than the idea.
If that is what he meant, then in retrospect I can certainly agree that I could have posted a more elaborate comment.
The expansion pack for Diablo 3 hasn't even been announced yet and you're only releasing like one minor patch every second or third month. I don't think you're lazy but I think you take way too long to make decisions for your games. If you're not so creative to come up with something new that will keep the game fun for your community then you should hire some more devs, there has been so many great threads on these forums with suggestions and none of them as been added to the game, only Kripparrians "Champion Levels" aka Paragon Levels. Waiting almost 2 years just for an announcement for a expansion pack to such a short game like Diablo 3 that didn't deliver up to it's hype and promises is really bad for a big company like Blizzard. I understand you want the game to be as close to perfect as possible but waiting so much time for those small extra improvements are just not worth it. I love the game and the effort you putted into it although a lot of things went wrong it's still a good game... disappointing, but good. The game has been improved since it's launch but it's still far from the Diablo game I thought I was buying and I know I'm not the only Diablo fan with this opinion, everyone I know IRL has the same thoughts. I'm almost Paragon 100 and I honestly can't see any reason to keep playing after this, and I've just been taking a long 6 months break from the game so I really don't want to quit again already. I'm not writing this to bash you, but because I love Diablo so much it's just painful to wait so long, especially when you know that the expansion pack might not even be what I'm looking for. I know I've been negative in some of my posts on these forums but it has all been because I have a lot of passion for the game and I really want it to be great, and I think you're the only game development company out there who can come up with a quality Action-RPG title.
There is not much I can say to this, except that I totally hear you. We know it can be frustrating that we aren't releasing patches at a faster rate, but we do not want to rush things as we want to make sure that Diablo III will be the game that you guys deserve. I want you to know that we truly appreciate your passion, and we are happy to see you and others express that passion in ways that helps us to better understand what you like and don't like about the game.
Yes, you will be able to play with up to 4 players on the same console, and same screen. You'll also be able to quickly jump in and out of a game that's currently in session, just like you can for PC.
How will a player be able to port to town? Four ppl sitting on a couch, one ports to town...how does that work on the screen? Do I drag everyone with me to town?
That's a good question, and I hunted down an answer for you! If someone cast town portal while you're in a multiplayer game on a single console, then everyone in the local coop party goes back to town. If you're playing a multiplayer game online, however, town portal will just send the caster back.
Pretty close...how about what was advertised? Two players on the couch add two randoms from online, so a party of 4. I read your answer as...major grief...in a fight with big pack, my buddy on the couch opens a portal and me, sitting next to him, and the buddy go back to town leaving the two to fight alone.
Or how about 3 on the couch...1 poor soul online. Wow..he's screwed.
I edited my original post after reading your comment to clarify how town portal works in situations where local coop is combined with online multiplayer. You're correct on how it works, regarding the local coop players porting back to town while leaving the others in the field. There is some griefing potential there, but we think the usefulness of this feature outweighs the risk.
Blossoming Ancient peta za giveaway preko našeg sajta!
- Možete osvojiti samo jednog.
- Da bi ušli u takmičenje, jednostavno odgovorite na ovaj forum post!
- Kodovi rade na EU regionu.
- Giveaway biće zatvoren 30 Juna u 23:59 časova, a pobednici će biti izvučeni random /roll na WoW Serveru.
- Pobednike ćemo objaviti preko vesti, i uredno ćemo ih obavestiti preko PM na forumu.
- Poisoned Branch - Instantly deals 12 Elemental damage and Poisons the target for 5 additional Elemental damage per round for 4 rounds.
- Autumn Breeze - Calls forth a cool autumn breeze, which restores 12 health to all allies and reduces the enemy team's hit chance by 25% for 2 rounds.
- Stun Seed - Plants a seed in the enemy. After rounds, the seed blooms, causing the current enemy pet to take 30 Elemental damage and be stunned for 1 round.
- Ironbark - Deals 15 Elemental damage and reduces up to 5 damage from each attack against you for 1 round.
- Photosynthesis - Restores 6 healing every round. Lasts 5 rounds. Twice as effective in sunny weather.
- Sunlight - A Solar Beam strikes all enemies, dealing 10 Elemental damage and transforms the weather into a sunny day for 9 rounds. During a sunny day, the maximum health of all pets is increased by 50%. and healing done is increased by 25%.
As each new season begins, this traveling tree changes, bringing new life to its surroundings. Go to the Blizzard Store now to adopt one of these spirited saplings.
Once activated, this in-game pet key applies to all present and future World of Warcraft® characters on a single Battle.net® account.
Ove nedelje predvidjeno je održavanje Diablo III servera.
Before this discussion gets too far, though, I did want to bring your attention to the following discussions that Wyatt and Travis had with Archon earlier on this very topic. You can find the full chat here: http://us.battle.net...izard-5-23-2013
What are the chances of us seeing a self-found mode sometime in the future?
Wyatt: That's a good question. I am playing self-found hardcore myself right now; I may take a short break from it to level Paragon this week. We think that it's a fun way to play for some people, but not everyone likes playing that way.
So I think, obviously people can play self-found kind of right now. I think the main challenge is that it would be nice to have a little bit of recognition for it, some sort of indication and validation from the server that your character is self-found. But we also don't want to do it in a way that complicates the UI. I know that our solution to this in the past has always been a little bit inelegant when we introduce things with checkbox options. People complain a lot about Elective Mode, that's a big one, or Advanced Tool Tips, or most recently Monster Power. We've sort of used options as a little bit of a crutch, to hide things from beginners, while still allowing expert players access to these things that we really want. On the character creation screen, do we really want to put another self-found checkbox on the front? I guess, maybe. To make a long story short: I think self-found is pretty cool, but we don't want it to get in the way of people who aren't interested in it. I know we use non-committal language a lot; because design is super-iterative. So it is a matter of trying some stuff out, and we like some stuff, and we don't like others, and we hate promising things only to try it internally and realize we're not happy with it. So, again, lots of non-committal disclaimers.
We've talked about maybe marking your character automatically as having been self-found until you trade. So the moment you equip something that you didn't find yourself -- maybe if I just pull up your battle.net page, then on the web page it says this character has used the Auction House, or hasn't used the Auction House. So that's definitely a soft way to maybe do something like that. The other challenge for me when I play self-found is my gold. I hate having to remember how much gold I had, to not go below the amount I started at. That's kind of annoying, it would be nice if the game just said, "This is how much gold this character has". Then if I wanted, I could opt in to having shared gold with the rest of my account. I consider it great that my gold is shared across my account, most of the time. It saves me from having to transfer gold between all my characters, which is why we did it. But it definitely does make self-found a little bit of a pain. So maybe a little option, or something. Like I said, I'm not a big fan of options, I think it complicates the UI. But I like self-found, so if we can do something to help support and promote it, that would be great.
Any thoughts on self-found mode?
Travis: Wyatt's a big fan of self-found mode, we debate that internally. Not the validity of self-found style, but whether or not we try to support that as a gameplay style. Because at some point, yeah it's cool, but at the same time we don't need to support every style of behavior that emerges in the game, as a full playstyle within the game. We don't need hardcore, softcore, self-found, XYZ because someone liked them. I will say, I think people find self-found to be so enjoyable because honestly, the game is more fun when you pull the Auction House out of the equation. When you feel like the things that you have on your character are something you can be proud of, and not just something everyone assumes you purchased, I think you have a better sense of accomplishment. So I think there is a really strong psychological draw to self-found. I've thought about doing it before, because yeah, I can buy anything I want, my characters are Paragon 60, 70-something, I forget. But there is something really compelling about the idea of just finding things on my own. Especially because it just gets back to the heart of what made D2 items fun. You got excited when you found things on the ground, and that doesn't really happen anymore.
Generally the Auction House, or the items your friends give you, whatever the case: whatever the items you're getting, usually they're coming from somewhere else, and they're usually so powerful that you know everything you ever find is going to be bad by comparison. That really does take away a lot from the gameplay experience, instead it puts the focus on the xp bar moving up which is great, but that's a very rhythmic sort of thing. It's not like sometimes your xp bar decides it's going to give you three levels, for no reason, and you get really excited! Your xp bar just sort of slowly moves along, and you make progress. But finding the cool item or the good legendary is what really mixes up your gameplay experience. I think that's really important, and I think for a lot of players that's lost. I won't say all because a lot of players don't use the Auction House, a lot of players play the game through story mode and then they're done, they play it like any console game. That's fine, too. But what's important to us is that you have fun. That's something that players want something from our game that we're not currently delivering, for some of them. And they try to find their own fun. So I think there's something there that we've talked about and it comes up a lot, and we may pursue something like that one day, it's hard to say. But it's totally a legitimate play style, and it's cool, and I think anyone who hasn't tried it should give it a whirl and make a guy and commit to: I'm only going to wear things I find on my own, and see how they feel.
I think you should try it.
Travis: I've considered it as well.
Since I've tried it, it's pretty much the only way I play right now. For right now I think the game works better in self-found, but it sounds maybe like your theory is, we can address those issues and maybe not have the need for so many players to play self-found?
Travis: I guess what I'm getting at is, I think self-found is very cool. I personally feel like the game does feel better when... TLDR: the heart of the issue is that people who play self-found, what they're really doing is saying to themselves, "I want the reward game to matter, I want to get excited about things I find on the ground." We would say yes - we want the game to always to feel like that for everybody, right now it doesn't and it needs work. What that ends up meaning I can't say, I don't know, we're still working it all out. But what players are doing when they opt into self-found, is basically they're playing the game the way they want the game to be played. They want that to be the right way to play, you want to get excited about finding items, and we want you to. But right now the Auction House sort of sets the bar for what a good item is so high, that 99% of players will never find something better than what they bought for 100,000 gold on the Auction House. That becomes a crappy feeling, so I'm saying I want to get the self-found feeling for everyone, ultimately. And I don't know what that means, I don't know how we do that, necessarily. We want items to feel exciting, we want you to get excited about loot on the ground. That's why I'm putting a lot of my time, trying to think of legendary things that are mind-blowingly awesome, because we want you to have those things in the game. It's just gonna take time.
I agree with you, that it would be better if everyone got the reward that you get from playing self-found without having to add a new sector of the game so to speak. I would probably switch back to playing regularly if I did feel like I was earning most of my gear, and to improve most I would have to find it myself.
Transcript courtesy of Diablo Somepage: http://diablo.somepage.com/news/1555-candid-chats-with-wyatt-cheng-and-travis-day
Ghostcrawler objasnio je koji item level ima da vidimo u Patch 5.4 Loot!
Ažuriran Garrosh Model
Ghostcrawler je odgovorio nA pitanja povodom novog modela Garrosha.
Patch 5.4 Class Izmene
The simple fact is that the constant, passive ability to perform a complete DPS rotation while moving was never intended to be a core feature of the Warlock class. Those who remember the early days of Patch 5.0 will recall that, initially, Kil’Jaeden’s Cunning actually increased cast time whenever it was triggered. In those days, that extra cast time made the talent so unattractive that very few players actually took it. We decided to try it as only a snare instead, but that has had the opposite effect: in Patch 5.3, virtually all Affliction Warlocks are using Kil'Jaeden’s Cunning. Remember, we want talents to be meaningful choices. If one talent is far and away superior to its neighbors, there’s a problem. There were also some very strange side effects (such as the ability to cast something like Fear while ducking in and out of line of sight).
Now, as I mentioned, the ability to always cast on the move wasn’t intended as a core Warlock feature (otherwise, it wouldn’t have been a talent). However, that doesn’t mean we want Warlock DPS to plummet every time there’s a fire on the ground. One thing that may have gone under the radar is the fact that the new version of KJC is not on the global cooldown, and can be cast while another cast is already in process. So, for example, you won’t have to interrupt a Chaos Bolt to activate KJC should you need to react to something in a hurry.
Furthermore, it’s a change that we’re certainly going to balance around. Remember, we’re very early in what is likely to be a lengthy PTR cycle. There’s plenty of time to tweak and tinker with it. In fact, a recent change made internally allows Haunt to be cast while moving by default. The goal is most certainly not that Warlocks lose out on a ton of DPS or lose viability in raid encounters. We do encourage you to hop on the PTR, experiment with it, and tell us what think once you’ve gotten some hands-on time!
I dont know if this is an issue with implementation on the PTR or bad information, I tried the new KJC on the ptr and it was on the GCD and it did interrupt a current spell cast.
If it's acting that way on the PTR currently, it's just an outdated implementation of the spell. Again, we're very early in the PTR cycle. (Source)
Patch 5.4 PTR Class Changes
"Moonkin Form no longer reduces all damage taken by 15%"
This is huge nerf for PvP... You need to compensate or something. Else I'm doomed to play arenas on alts again
We removed these because they were causing a lot of problems in PvE situations. Don't fret though as we intend to balance around this change as we can adjust the damage in PvP to compensate for this in many different ways, such as resilience.
To those wondering why Aspect of the Iron Hawk was only reduced in damage reduction rather than removed, this is because it's a talent and it still needs to have a purpose. We are happy that this change will mean that the other talents in that tier will be more attractive now.
In general I think that gamebreaking effects, such as the Warrior one, do not fit into PvP. Even if the chance of proccing is only <1%, it still feels out of place. I think we would get the "5.1 TBF"-situation
The goal is for PvE set bonuses to not be the best choice possible, but not for them to be worthless either. We don't want PvE-focused players to be afraid to set foot in PvP by deactivating these cool set bonuses in PvP. If a PvE set bonus proves problematic though, we'll adjust it accordingly.
What i do not understand though is why now add it all in a certain rating and not giving em gradually like tbc? As you also said there are no rewards for those below the said ratings which is quite high for many so there is no "within reach" goal that will push certain mindset of ppl to try a lil harder every time
This follows the same logic as that of the Challenge mode armor rewards. Since they're a purely cosmetic reward, it doesn't make much sense to reward items one at a time because having several different items of varying colors would look out of place.
This is overpowered. You'll have to be lower it to 20 - 30% off the CDs. Bubble with 2.5 minute CD and divine protection with 30 seconds is stupid. Can't let it go through or you'll have so much complains on these forums.
The reason that this change is occurring is because we felt that Unbreakable Spirit was weak compared to its counterparts. We’ll be keeping a close eye on it, so be sure to test it out on the PTR when it becomes available.
Now that we have a blue in here, whats the idea of making destru, one of the only speccs that has to cast to do damage, lose the only way to get it off? When you were versing 2 melees or hunter - melee as it is, getting casts off wasnt something easy to do, and now with nerfed mobility, how are you ever going to get a chaos bolt off to contribute to a kill?
The reason for this change is that Kil'Jaeden's Cunning just felt too good and over 99% of Affliction Warlocks were taking it. We weren't happy with the snare effect, but when it had a cast time debuff instead, no one used it. Changing it to just be a snare effect ended up making the talent too good. We have a long PTR cycle ahead, there is plenty of time to tinker with it, and Warlocks will be balanced around this.
It’s worth noting that the new Kil'Jaeden's Cunning is off of the global cooldown and can be cast while another spell cast is already in progress. For the Affliction Warlocks worried about this change; one recent change on the 5.4 PTR is that Haunt is now castable while moving.
why rather not worry about the fact that 80% of the arena team above a certain rating are hunter-oriented? And there are changes coming for Hunters as well as the recent hotfixes that stopped pets summoned by Stampede using abilities and giving Blink Strikes a 20 second cooldown. Don't forget also:
We have a long PTR cycle ahead, there is plenty of time to tinker with it
There will be more changes to come, so keep your eyes on the patch notes blog and test out the changes when the 5.4 PTR comes around. Don't take all of these changes as the final ones, there are more to come and those that we have made can change as well. As Ghostcrawler said; "The PTR is our Petri dish and not every experiment works". (Source)
We currently do not have any plans to remove tier sets from LFR. (Source)
Just to avoid any further confusion, there is no Stromgarde scenario in patch 5.4, and what you’ve seen datamined is little more than a developer experiment with a stand-in name.
This happens quite often; developers will put something quick together to test out some new tech or functionality, and the remnants occasionally slip through to the PTR files where dataminers can get ahold of them.
So, just to be clear, there is currently nothing related to Stromgarde in production. That’s not to say it’s a location we’ll never revisit, but should that happen, it will not be in 5.4, and the recently datamined files will not be part of it. (Source)
Golden Lotus Daily Quests
The world does and will change from time to time and this change is no exception. You'll still have a variety of ways to get Golden Lotus rep, but yeah things won't be the same in the Vale. (Source)
Legendary Quest Catch-up
There is no way for the gap to ever be closed as by the time they get the gem - patch 5.4 is out.
By the time they get cloak(which they will have to do old LFR for) everyone will get what i assume is an op weapon and the content will prolly be complete...
When Patch 5.4 is released, the legendary quest items from 5.0/5.1 will drop in Throne of Thunders for players that are on that step of the questline. The developers don't see much value in keeping Tier 14 relevant once Tier 16 is available.
However, in 5.4, if you decide to run Tier 14 raids for those items, you will see a dramatically increased drop chance. (Source)
Flexible Raid System Clarifications
Will the lockout be similar to LFR where you can run it again (with only 1 chance per week for loot) or will it be like normal, where you can only kill a boss once per week?
Right now, the idea is to have FR lockouts work very similarly to lockouts in LFR.
You will be able to repeat bosses, and that will actually still be somewhat rewarding, you’ll be able to use additional bonus rolls, earn Valor Points, and potentially loot some shinnies from trash...
There’s something unique about FRs though, I’ll explain it with an example:
Let's say you join a 12man and kill the first boss, leave the raid, and join a 20man, you might have to repeat the first boss.
"Might", so how does that work?
If everyone in the new 20man raid has already killed the first boss just like you did, then that boss will not spawn.
But even if only 1 of the players in that 20man has not killed the first boss, he will spawn again and everyone else will have to repeat the encounter. (Source)
Whoops! I had made a little mistake in the blog post. Illidan actually reads: For 6 mana, Illidan is a 7/6 minion that has the ability: “Whenever you play a card, summon a 2/1 Flame of Azzinoth.”
Sorry for the confusion!
There’s never a dull moment for the Hearthstone team at Blizzard. We’ve been hard at work on refining the play experience and we’d like to thank the community for your incredibly valuable feedback. Lots of changes are on the horizon as development progresses, so we wanted to give you a taste of what we have going on behind the scenes. Let’s sample some of our upcoming content and updates together!
Explore the world of Hearthstone with Quests: Immerse yourself in new, ever-changing quests that you can complete to acquire valuable Gold. New Quests await you every day!
Gold is Hearthstone’s new currency: Use your hard-earned Gold to purchase more packs of cards to complete your collection. Gold can also be used to gain entry into The Forge!
Leveling system: Have a favorite class? Level them up to new heights to gain basic and Golden basic cards the more you play. Gain experience for any game you play, win or lose - you’ll gain additional experience for a well-fought victory.
Battle your friends: Want to challenge your friends to a friendly fireside duel? You can now add them to your friends list and challenge them to a game. Talk about Hearthstone strategy as well with our added friends chat feature!
Updated card frames: We’ve added some lovely new card frames that make each class more visually distinctive at first (and second!) glance.
Card updates: We’re constantly tweaking cards to get them just right. Here are some highlights of cards that have recently gotten a facelift:
- Vaporize now triggers when an enemy minion attacks your hero.
- Illidan Stormrage redesigned—you may want to grab some fire resistance gear for this change. For 6 mana, Illidan is a 7/7 minion that has the ability: “Whenever you use your Hero Power, summon two 2/1 Flames of Azzinoth.”
- Onyxia has a new power: “Battlecry: Summon 1/1 Whelps until your side of the battlefield is full.” Many whelps! Handle it!
- Mind Vision now costs 1 mana and copies a card from your opponent’s hand.
- Mind Control Tech has lost his mind and has built a new, more polished one. His new power reads: “Battlecry: If your opponent has 4 or more minions, gain control of one at random.
New cards: We’ve concocted some new cards for you to add to your favorite decks. Which cards are you looking forward to having in your collection?
Break some faces!
May the spirits guide you.
Who’s laughing now?
We’re committed to making Hearthstone the best card game it can be, and part of that means keeping you informed of what we’re up to. Be sure to keep an eye out on our main page for updates. Talk about some of your favorite changes on our forums here with fellow card-carrying members of the Hearthstone community!
Posle datamining 5.4 fajlova i čitanja zvaničnih Blizzard 5.4 PTR izmena, napokon možemo da zaigramo na test serverima!
can someone explain how this works, and which realms will be linked together etc? Will I be seeing people from WRA etc in Stormwind?
We're working on an article currently that will explain more about Virtual Realms in detail. We're hoping to have it out to you all soon and will do our best to answer as many questions as you have as possible.
Keep in mind, we've only released the PTR notes at this point and still have testing, refining, more testing, gathering constructive feedback, testing, and then... when we think it's actually ready, releasing this live. While we have an idea of when we think we are going to have the patch go live, it's no guarantee that everything will go as expected (*crosses her fingers*). This isn't something that's going to be out in a week or anything.
You mean listening to the complaints of the players and then promptly spitting in their faces?
I've never "spit" in anyone's face in my life, I assure you.
Ghostcrawler said it yesterday in a tweet, consider the PTR like a petri dish. We're going to put things on there from time to time to test out how they work. By doing this, we get to see the results without having to commit them and affect a larger population of players in a "permanent" way. Constructive feedback from testers is always a valuable commodity as is just having people go in to the PTR and playing like they normally would so that we can see the effect of the changes.
As I also said, Virtual Realms will not be releasing overnight. There's still time before we go live with them and we still have more to do to make sure they work in a way that makes sense and adds value to the community they serve. Again, I think once we get more details in front of people, and are able to answer more questions about it and what it will do, the more likely many of the concerns I've seen here will be addressed. And if they're not, we'll work to address them as much as possible.
Area 52 currently has queues as high as 1300 just to get on. Are these super high pop realms going to be merged with other super high pop realms? A52 is mostly horde, but if we merge with a mostly alliance server, we're looking at double the queue if we have another 1300 alliance also trying to get on. That's the major concern I have, is population and massive queues, especially with everything being 50% off and more people coming to our already flooded server.
I can't answer about specific realms or how they will be connected (or not) currently, but I can say that we're very aware of the need to balance between a having a healthy population and ending up with queues. We will want to make sure that people can get in and play when they want to and still have people and resources they can rely on to have a great play experience. (Source)
Patch 5.4 Set Bonuses
I don't think these will go live in their current state in rated PvP.
You're correct, the numbers on set bonuses are actually just place holders for the moment. At this time try focusing your feedback for set bonuses around the actual mechanics rather than the tuning of the numbers. (Source)
LFR and Flex Loot Restriction
Our very own “Crabby” recently tweeted (#1#2) about loot options in Flexible Raids. Just in case some of you missed it, we’re considering the possibility of having certain pieces of loot drop only in Flexible, Normal and Heroic raids.
We know that Tier and Legendary items are both very appealing to all types of raiders, but removing either of those from LFR at this point in time would tamper with the consistency of this expansion, there are a lot of players that rely solely on LFR to get those items and they are expecting LFR to continue to have the same sort of philosophy and design until at least the end of the expansion. Drastic and unexpected changes that impact negatively on parts of the player base is something we should try to avoid as much as possible.
So, for now, instead of making tier pieces exclusive to F/N/H raids, we’re considering the possibility of giving exclusivity to F/N/H on certain valuable pieces that don’t belong to any Tier. We know this isn’t exactly what some of you have been asking for, and that is doesn’t solve the issue of players going into LFR for a chance to get a piece of Tier, but it does provide more value and exclusivity/prestige to raids other than LFR without undermining players that have been relying exclusively on LFR as their main endgame progression experience since the start of the expansion.
I’d also like to point out that LFR content has always been staggered, and FR follows that same pattern but at an accelerated pace; that will probably make it less likely for raiders to run LFR in search for Tier drops, unless of course, they still prefer the accessibility of LFR over Flexible raids. I know that being time efficient is what drives many players, and having tier bonuses at the cost of a lower ilvl might still look like a better option than having to organize a Flexible raid. In the end we like to give players more options, and despite what some might say, I don’t think they will be overwhelming with the addition of Flexible Raids.
May I ask what the reason is for the stagger in Flexi? Makes sense in LFR, but not so much for Flexi imo!
You didn't exactly say the reason for flexi, only LFR, but maybe its one and the same?
Same reason as LFR I would say. We want to make a distinction between Normal and Heroic from the rest, players shouldn’t feel very compelled to go into LFR or even FR if they’re into more serious raiding, it’s still ok if there’s some appeal to them just as long as it doesn’t feel absolutely mandatory, especially a few weeks after LFR has opened.
I don’t like to generalize that much and I think that sometimes I inadvertently fall into the trap of extreme generalization. What I mean is, not all raiders are the same. There’s players raiding normal at a very slow pace, others that clear content as fast as it opens, so I can’t really say FR or LFR will be appealing to normal or heroic raiders, I can only imagine that guilds with slower progress will probably go into FR and LFR to help with their progression much more often than a guild that clears all normal content in a week, so I suppose we can say that FR and LFR shouldn’t be very appealing to anyone at a moderate to fast progression rate, but it’s ok if others that are struggling a bit more or those that can’t commit to guild raiding schedules for more than 1 or 2 days a week feel more inclined to try FR and LFR. (Source)