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Patch 5.3 PTR - Build 16924, Ažurane Zvanične PTR Patch 5.3 Informacije

Autor Stiven on . Posted in Warcraft

Patch 5.3 PTR - Build 16924
Build 16924 uskoro će biti postavljen na PTR Serverima.

Novi String
Originally Posted by MMO-Champion

Spell Izmene
Originally Posted by MMO-Champion
Death Knight
Unholy
  • Unholy Might now increases your Strength by 10%, down from 15%.

Druid
Guardian

Hunter
Beast Mastery
  • Exotic Beasts now reduces the cooldown of your Pet Special Abilities by 1%, down from 30%.

Pets
  • Rabid now has a 1.5 min cooldown, down from 2 min.
  • Burrow Attack now has a 14 sec cooldown, down from 20 sec.
  • Sonic Blast now has a 2 min cooldown, up from 1 min.

Mage

Frost

Paladin
Protection

Patch 5.3 PTR Informacije - 7 Maj
Originally Posted by Blizzard (Source)
Classes
  • Death Knight
    • Talents
      • Gorefiend's Grasp can now affect a maximum of 4 player targets. The number of non-player targets that can be affected remains unlimited.
    • Unholy
  • Rogue
    • Talents
      • Cloak and Dagger now requires the Rogue to be in Stealth. Shadow Dance will not remove the Stealth requirement for Cloak and Dagger. has a range of 20 yards, down from 30 yards.
      • Shuriken Toss now deals 100% more damage in the initial ranged attack, damage is no longer doubled when used on targets farther than 10 yards away, and energy cost has been increased to 40 energy, up from 20.
    • Combat
    • Subtlety
      • Find Weakness now bypasses 100% of armor against non-player targets, and bypasses 50% of armor when used against other players (was 70% armor bypass for all targets).
  • Warlock
    • Talents
      • Blood Horror no longer activates from attacks made by pets.

Quests
  • The Strength of One's Foes: All bosses in Mogu’shan Vaults, Heart of Fear, and Terrace of the Endless Spring now have a chance to drop either a Sigil of Power or Sigil of Wisdom

Pet Battles
  • Battle Pets
    • Tiny Blue Carp, Tiny Green Carp, Tiny Red Carp, and Tiny White Carp are now tradable, and can be caught more than once.

Raids, Dungeons, and Scenarios
  • Dungeons
    • Minimum level requirement to enter and equip items found in the following dungeons via Dungeon Finder have been adjusted.
      • Gate of the Setting Sun is now available in Normal difficulty, and accessible to level 89 characters.
      • Grim Batol is now accessible at level 84, down from level 85.
      • Lost City of the Tol'vir is now accessible at level 84, down from level 85.
      • Magisters' Terrace is now accessible at level 68, down from level 70.
      • The Mechanar is now accessible at level 68, down from level 70.

PvP
  • PvP Power conversion ratio to obtain 1% damage at level 90 has been changed from 265 to 400.
  • PvP Items
    • The amount of PvP Power and Resilience on gems have been reduced by 50%.
    • Big Zokk Torquewrench has returned from their leave of absence.
    • Glorious Conquest Quartermasters (Acon Deathwielder, Ethan Natice) have returned after refitting their wares.

Battlegrounds and Arenas
  • To facilitate a more balanced team composition, players now need to select a role when queuing up for a Battleground or Rated Battleground.

Items
  • Justice Heirloom vendors now have Heirloom shields in stock.
  • Kirin Tor and Sunreaver Beacons are now usable from inside the Throne of Thunder.

UI
Dungeon Journal has been reorganized. The model view has moved int

Patch 1.0.8 Live Datamined i Zvanične Informacije - Blizzcon

Autor Stiven on . Posted in Diablo

Sa večerašnjim održavanjem servera, i patch build koji je postavljen na Live file serverima, vrlo je moguće da će Patch 1.0.8 biti sutra!

Posted ImagePosted ImagePosted ImagePosted Image
Patch 1.0.8 Datamine Info - Blizzcon Stringovi
Originally Posted by MMO-Champion

Achievement

  • BlizzCon2013_Title_Tag -  Take a Look at Banner (Could be temp name)
  • BlizzCon2013_Description_Tag - Be a part of BlizzCon 2013.

Banner Graphics

  • banner_basic_sigilAccent_BlizzCon2013 - BlizzCon 2013
  • banner_basic_pattern_BlizzCon2013 -  BlizzCon 2013
  • banner_basic_shape_BC2013_rgb_01 -  BlizzCon 2013
  • banner_basic_sigilMain_BlizzCon2013 -  BlizzCon 2013 Logo
 
Održavanje Servera - 7 Maj
Originally Posted by Blizzard Entertainment (Source)
We will be performing scheduled game maintenance for Diablo 3 on Tuesday, May 7th. Maintenance will begin at 3:00 AM PDT and is expected to last for 8 hours. During this time Diablo 3 will not be available for play. In addition, many web services may be unavailable.

Thank you for your patience.
 
Kompletne 1.0.8 PTR Informacije
Originally Posted by Blizzard Entertainment (Source)
PTR PATCH 1.0.8 – v.1.0.8.16256
These notes will be updated through the course of the testing process. Please be aware some changes may not go live until a new PTR build is released.

Table of Contents

PTR SPECIFIC CHANGES
  • Certain areas in Act II and Act IV have received further adjustments to Monster Density
    • The following areas have had their density increased
      • Act IV:
        • Gardens of Hope (1st and 2nd Tier)
        • Hell Rifts
        • The Silver Spire (Levels 1 and 2)
    • The following areas have had the amount of groups spawned reduced, but have had the number of monsters per group increased:
      • Howling Plateau
      • Black Canyon Mines
    • The following areas now have a chance to spawn a very large group of monsters:
      • Dalhgur Oasis
      • The Weeping Hollow
      • Fields of Misery
      • Desolate Sands
      • Howling Plateau
      • Black Canyon Mines
GENERAL
  • Players can now identify all items in their inventory by speaking to Deckard Cain or by using the Book of Cain that can be found near the shared stash in all Acts
  • The cooldown incurred by changing skills outside of town on Inferno difficulty has been reduced to 30 seconds (down from 60 seconds)
  • There is now an option in Video Settings to lock the cursor to the window when in fullscreen windowed mode, if Diablo III is the active window
  • The bonus experience granted by Enlightened shrines is now also calculated multiplicatively
  • The Magic and Gold Find granted by Fortune shrines can now exceed the 300% cap
  • Multiplayer Co-Op
    • Players now receive a 10% bonus to Magic Find, Gold Find, and Experience per additional player in a multiplayer game, up to a maximum of 30% in a four-player game
      • The Magic Find and Gold Find bonuses can exceed their respective 300% caps
      • The Experience bonus can stack with other bonuses from items and Monster Power (the bonuses will stack multiplicatively)
    • A notification is now sent to all players in a multiplayer game whenever a party member engages an Elite monster or Treasure Goblin in combat, and their location will be shown on the mini-map
      • In addition to this, an icon will also appear over player banners in town to indicate if they're in combat with a monster, Elite monster, or Treasure Goblin
ACHIEVEMENTS
  • Bug Fixes
    • The "Massive Blow" achievement should once again be obtainable
    • The "Fallen Angel" achievement now only requires the player to kill Izual within 120 seconds
    • The "Bashanishu" achievement no longer requires the player to use Basic Attack to complete it
    • The "Hero's New Clothes" achievement no longer requires the player to deliver the fatal blow to meet the criteria
    • The "Uncaged" achievement now requires the player to stay alive during the encounter
    • The "Good Eye" achievement now requires the player to stay alive during the encounter
    • Fixed an issue that caused the "Self Sufficient" achievement to sometimes not be awarded the first time a player killed Diablo
    • Fixed an issue that caused the "Death Trap" achievement to not be awarded the first time a player completed the criteria
    • Fixed a bug that prevented monsters killed by a follower or pet, before being attacked by a player, from counting toward achievement criteria
AUCTION HOUSE
  • User Interface
    • Tooltips in the Auction House will now show an item comparison for a player's currently selected character
BATTLE.NET
  • Matchmaking
    • Players will now be able to search for games that were started on any quest once they have reached level cap
    • Matchmaking "Tags" have been added
      • In addition to selecting your Difficulty, Monster Power, and Quest, players will also be able to choose from the following tags when searching for Public Games: No Tag, Questing, Brawling, and Key Warden
  • Social
    • Players can now add a note about a friend by right-clicking the name in their Friends List
    • Players can now enter a message that will be broadcast to their friends
    • Players can now create multi-user conversations
      • There are multiple ways to start a conversation or invite other players to an existing conversation:
        • To start a conversation, open Public Chat Options, then select Invite Friends > Start Conversation or use the "Start a Conversation" option in the Social window by right-clicking on a friend's name
        • To invite or add friends to an existing conversation, open Public Chat Options, then select Invite Friends or use the "Invite to a Conversation" option in the Social window by right clicking a friend's name and selecting the desired conversation
      • Similar to public channels, private conversations can support up to 99 players
    • A new section has been added to the friends list called "Players Near You"
      • Any player who is on your local network will be displayed here (even if they're not currently your friend)
      • If needed, this feature can be disabled from the Social Options of the Game menu
    • Players may now be marked as a "Party Guide"
      • The Party Guide is assigned to the first person who joins a Public Game
      • If multiple characters join a Public Game at the same time, the game will choose the hero with the highest level or Paragon level to be Party Guide
      • When a Party Guide leaves the Public Game, a new one will be chosen automatically
      • Alternatively, the Party Guide can right click on a party member's portrait and pass them the Party Guide title
      • The Party Guide will have a unique icon that will appear on the mini-map
    • Names in your "Recent Players" list will now expire if they become older than a month
    • Blocked players will no longer appear in your "Recent Players" list
BOSSES
  • Bug Fixes
    • Skeleton King
      • A bug causing The Skeleton King and The King of the Dead to not play an animation when performing their Whirlwind attack should now occur less frequently
CLASSES
  • Barbarian
    • Active Skills
      • War Cry
        • Skill Rune – Invigorate
          • Now regenerates 620 life per second (up from 310)
    • Passive Skills
      • Inspiring Presence
        • Now regenerates 4% of maximum life per second (up from 2%)
        • Now affects all party members
  • Demon Hunter
    • Active Skills
      • Companion
        • Skill Rune – Boar Companion
          • Now regenerates 310 life per second (up from 155)
      • Rapid Fire
        • Base weapon damage increased from 276% to 438%
        • Hatred cost while channeling has been reduced from to 6 (down from 10)
        • Skill Rune - Bombardment
          • Weapon damage increased from 345% to 414%
          • Explosion radius increased to 8 yards (up from 4)
        • Skill Rune - Fire Support
          • Weapon damage of Homing Rockets increased from 35% to 145%
        • Skill Rune - Withering Fire
          • Now reduces the initial Hatred cost to 10 (up from 5)
      • Sentry
        • Skill Rune – Aid Station
          • Now heals nearby allies for 2% of max life per second (up from 1%)
    • Passive Skills
      • Brooding
        • Now regenerates 2% of maximum life per second (up from 1%)
  • Monk
    • Active Skills
      • Mantra of Healing
        • Now causes party members to regenerate 620 life per second (up from 310)
          • Skill Rune – Sustenance
            • Now increases Mantra of Healing’s life regeneration to 1240 per second (up from 620)
    • Passive Skills
  • Witch Doctor
    • Active Skills
      • Firebats
        • Now has a larger initial cost but a much lower continual cost while channeling
          • Base weapon damage increased from 180% to 385%
          • Skill Rune – Cloud of Bats
            • Initial damage increased from 234% to 500% weapon damage
          • Skill Rune – Plague Bats
            • Maximum damage increased from 270% to 578% weapon damage
    • Passive Skills
      • Blood Ritual
        • Now regenerates 2% of maximum life per second (up from 1%)
  • Wizard
    • Active Skills
      • Arcane Torrent
        • Base weapon damage increased from 210% to 285%
        • Skill Rune - Arcane Mines
          • Weapon damage increased from 180% to 340%
        • Skill Rune - Cascade
          • Weapon damage of bonus missiles increased from 210% to 285%
      • Archon
        • The duration of Archon should now be extended by assists from players in multiplayer games, in addition to kills
      • Disintegrate
        • Base weapon damage increased from 170% to 220%
        • Skill Rune - Entropy
          • Weapon damage increased from 196% to 253%
        • Skill Rune - Intensify
          • Maximum damage increased from 221% to 286% weapon damage
      • Familiar
        • Skill Rune – Vigoron
          • Now regenerates 620 life per second (up from 310)
      • Ray of Frost
        • Base weapon damage increased from 215% to 280%
        • Skill Rune – Black Ice
          • Ice patch weapon damage increased from 387% to 504%
        • Skill Rune – Sleet Storm
          • Weapon damage increased from 280% to 364%
        • Skill Rune – Snow Blast
          • Maximum damage increased from 280% to 364% weapon damage
      • Teleport
        • Players may now Teleport to any location within range, as long as a path is available
    • Passive Skills
    • Bug Fixes
      • Fixed a bug causing Teleport – Safe Passage to only reduce damage from physical attacks
CRAFTING
  • General
    • Players can now craft multiple items and gems at a time within the same tier, so long as they possess the necessary materials
    • Players can now craft items using materials located in the shared stash
  • Blacksmith
    • Salvaged item information will no longer be displayed in the chat log
  • Bug Fixes
    • Fixed a bug preventing players from salvaging an item by dragging it onto the Blacksmith's anvil icon
FOLLOWERS
  • Templar
    • Skills
      • Loyalty
        • Now regenerates 310 life per second (up from 155)
MONSTERS
  • General
    • Players should now encounter more monsters in Acts I, II, and IV in Inferno difficulty when playing at Monster Power 1 or greater
    • In multiplayer games, the increase in monster hit points per additional player has been reduced to 50% (down from 70%)
    • Damage dealt by Tormented Stingers has been reduced by 75%
    • The damage dealt by the fire pool left by Blazing Guardian attacks has been reduced by 50%, but it's minimum damage has been increased
    • The health of normal Spiderlings has been reduced by approximately 68%
    • The health of Elite Spiderlings has been reduced by approximately:
      • 4.5% for Champions
      • 3% for Rares
      • 9% for Rare minions
    • Poison damage dealt by Brood Hatchlings has been reduced by 40%
    • Experience granted by the following monsters has been reduced:
      • By 75%:
        • Brood Hatchlings, Cavern Spiders, Spiderlings, Stygian Crawlers, and Tormented Stingers
      • By 50%:
        • Bile Crawlers, Doom Wraiths, Shade Stalkers, Shadow Vermin, Skeletal Crawlers, and Spine Lashers
    • The chance for the following monsters to drop loot has been reduced:
      • By 50%:
        • Bile Crawlers, Doom Wraiths, Shade Stalkers, Shadow Vermin, Skeletal Crawlers, and Spine Lashers
      • By 25%:
        • Brood Hatchlings, Cavern Spiders, and Spiderlings
    • Keywardens
      • Nekarat the Keywarden now has a chance to drop a random Key (of Destruction, Hate, or Terror) in addition to the Infernal Machine plans
      • All Keywardens will now only appear in Inferno difficulty
    • Bug Fixes
      • Monsters with the Avenger affix now correctly gain +25% damage each time a monster in their pack dies
      • Monsters with the Vampiric affix now correctly heal for 200% of their damage done in all difficulties
QUESTS
  • General
    • Experience earned by completing a quest is now granted to players that have reached the level cap
USER INTERFACE
  • General
    • A maximum of eight buffs and debuffs will now be displayed on the UI
      • The maximum number of debuffs that will be displayed is three
  • Bug Fixes
    • Fixed a bug preventing damage numbers from being displayed if a monster was affected by a spell such as Hex
BUG FIXES
  • The sound that plays whenever a Barbarian's Overpower ability comes off cooldown is no longer similar to a Legendary item dropping
  • Male barbarians no longer run faster than the other heroes while feared.

Patch 5.3 - Dungeon Journal UI, Blue Tweetovi

Autor Stiven on . Posted in Warcraft

Patch 5.3 - Dungeon Journal UI
Patch 5.3 napokon sredio je Dungeon Journal, tako [to je ubavio boss selekciju na levoj strani, i loot, abilities, i model na desnoj, čime brže dolazite do informacija loot table.

Patch 5.3 - Dungeon Journal UI, Blue Tweetovi

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Character
I'd say Glyphs and Talents look too similar atm.
Yeah, I think that's fair criticism. (Source)

We added talents in vanilla so rogue 1 and rogue 2 could be different. With tri spec, what if every rogue feels the same again? (Source)
I think you picked the worst class to make an example for you here.
In my experience, hunters are even more likely to swap specs than rogues. Even rogue specs have more kit than hunter specs. (Source)

Pandora's box was open at the moment you allowed us to change spec unlimited number of times.
Then maybe we need to close the box. Another idiom is throwing out the baby with the bathwater. (Source)

Can you reconcile your tweet yesterday about yr friend being "just a druid" w/ the "Bring the player not the class" mentality?
I don't think it's a contradiction. You should be able to bring a Balance or Feral most of the time. (Source)
Now there are some cases where we discourage extreme ranged or melee stacking, which is more necessary evil than cool design. (Source)

And how about "bring player - not spec" argument?
Unless you are on heroic Lei Shen, you can probably play any spec you want and be fine. This was not the case in Sunwell. (Source)
In Sunwell, you had to stack certain classes to get the right buff / debuff matrix. That is what "bring the player" was all about. (Source)

How much would you like Crit, Haste and Mastery to be just as good as one another for all specs, allowing freedom for style?
It's tricky. If they are all interchangeable, then you don't look at the stats at all. Better would be if you can feel the delta. (Source)
For some casters, you can really feel diff between a high crit and high haste build. I wish it felt more so for everyone. (Source)
Then the stats could be equal value while the decision was still meaningful. (Source)

I was looking at simulation numbers on noxxic. Can't believe I'm alone in thinking it's demotivating to see my class so low.
We don't put much faith in class comparisons from sims. Different people with different skills work on the various components. (Source)
So even if e.g. the hunter simming is strong, it may not mesh with the shaman simming. (Source)
Sims are better for helping you determine gems, rotations, reforge etc. for your character. (Source)

PvE
Can we get a heads up as to VP incoming patch, will it be reset or can I have it stored ready?
We will give you notification before 5.3 ships. (Source)

Sunwell raids stacked the top DPS with 1 each of the buff classes. Heroic ToT is the same except it's Raid CDs now.
Disagree. Heroic ToT class stacking is nothing like Sunwell class stacking. (Source)

This is opposite of truth. Having the highest ilvl possible when stepping into ANY raid IS MANDATORY
I disagree. Skill has a much greater impact than ilevel. That is why Blood Legion can beat content with very little new gear. (Source)
Worldclass is irrelevant. There'd be no point to gear if it didn't facilitate success. Stop with the straw man.
But skill matters more than gear especially for non-worldclass, because the worldclass can't improve their skill much more. (Source)
Gear helps for sure. If you want to farm LFR for tiny DPS upgrades, go for it. My contention is that behavior is optional. (Source)
mechanics or not the guild rollling in a sub 496 ilvl is gonna have a bad time in tot where the 515 guys are gonna breeze
Yes, that is different. If you don't have a lot of N gear from previous tier, then LFR will serve as a useful catchup. (Source)

why is it we can burn extra mogu coins in LFR but not on nalak for example?
We didn't want to encourage rampant realm hopping, which can lead to instability when there are too many folks in one spot. (Source)
Now that 5.2 has been out for awhile, it would probably be okay for the older bosses. (Source)

have you consider make DBM as default UI, like many other popular 3rd party UIs they are becoming essentials
We try to communicate essential info in raids. The raid mods often provide too much info, which has 2 problems. (Source)
Difficulty is probably obvious, but they also make fights seem complicated by bringing your attention to stuff you could ignore. (Source)

I have even seen in blue posts where you or someone else says normal raiders run LFR! Pls get stories straight!!!
Some heroic raiders run LFR. The question is how forced they feel to do so. (Source)
In 5.0 when everyone was in blues, LFR gave epics and felt really important. (Source)
In 5.2, LFR offers much less to N raiders unless you've been unlucky or are impatient to complete a set or something. (Source)
As I've said, if it's fun for you, go for it. I wouldn't consider it mandatory though. (Source)
In heroic, there are tight enrage timers. In 5.2, there really aren't in normal. (Source)
It comes down to your error rate on mechanics. Improving ilevel can gives you more room to have more errors and still win. (Source)
But causing fewer errors in the first place is likely an even surer track to victory. (gives -> give) (Source)

don't you fear pve gear will become too strong and scare away pure pvpers who dont want to pve?
We don't think PvE gear will be more attractive than PvP gear for PvP with these changes. (Source)

the blog about how to gear was a little inelegant and convoluted let's say. Is End game gearing gonna be like that forever?
What we don't like is that the current system is fairly opaque. Nothing tells you "Go here for a good belt upgrade." (Source)
Also, the system gets more convoluted when tiers advance. Should I do MV LFR or ToT LFR? Is the DMF trinket still good? (Source)
We like to encourage lots of different paths towards a goal rather than e.g. raid or die. (Source)
what if i just want to raid or die? All I want to do is dungeon and rad? Why can't that be an optimal choice? Not the only one
Optimal tends to become the only. We try to make the most optimal path the most diverse one (but again not the only one). (Source)

Patch 5.3 PTR - Build 16911

Autor Stiven on . Posted in Warcraft

Build 16911 biće uskoro postavljen na PTR Serverima.

Modifikovani Gemovi
Ovaj build redukuje PvP Power i PvP Resilience na većini gemova, medjutim samo Tyrannical Primal Diamond nije promenjen.
 
LevelTypeSlotName
90 Blue Gem   Stormy River's Heart
87 Blue Gem   Stormy Lapis Lazuli
87 Purple Gem   Tense Roguestone
87 Purple Gem   Assassin's Roguestone
87 Purple Gem   Mysterious Roguestone
90 Purple Gem   Mysterious Imperial Amethyst
90 Purple Gem   Tense Imperial Amethyst
90 Purple Gem   Assassin's Imperial Amethyst
90 Green Gem   Radiant Wild Jade
87 Green Gem   Radiant Alexandrite
90 Green Gem   Effulgent Wild Jade
87 Green Gem   Effulgent Alexandrite
90 Green Gem   Shattered Wild Jade
87 Green Gem   Shattered Alexandrite
87 Yellow Gem   Mystic Sunstone
87 Green Gem   Vivid Alexandrite
87 Green Gem   Turbid Alexandrite
87 Green Gem   Steady Alexandrite
90 Green Gem   Balanced Wild Jade
87 Green Gem   Balanced Alexandrite
90 Green Gem   Steady Wild Jade
90 Green Gem   Vivid Wild Jade
90 Green Gem   Turbid Wild Jade
90 Orange Gem   Willful Vermilion Onyx
87 Orange Gem   Splendid Tiger Opal
90 Orange Gem   Resplendent Vermilion Onyx
90 Orange Gem   Tenuous Vermilion Onyx
87 Orange Gem   Tenuous Tiger Opal
90 Orange Gem   Splendid Vermilion Onyx
87 Orange Gem   Resplendent Tiger Opal
87 Orange Gem   Willful Tiger Opal
90 Orange Gem   Lucent Vermilion Onyx
87 Orange Gem   Lucent Tiger Opal
 
Spell Izmene
Originally Posted by MMO-Champion
Death Knight
Unholy

Rogue
Combat
  • Revealing Strike now has a 24 sec duration for the extra combo point buff, up from 18.

Subtlety

Raid & Dungeon Abilities
  • Zapped Inflicts 40,000Inflicts 15,000 Nature damage to enemies within 6 yards. Unlimited range. Instant.

String Izmene
Originally Posted by MMO-Champion
  • CHAT_MSG_BLOCK_CHAT_CHANNEL_INVITE - You have blocked chat channel invites.

D2 Ladder Reset - 14 Maj, D3 Hotfixevi - 30 April, Problem sa Spamom i Održavanjem Servera

Autor Stiven on . Posted in Diablo

D2 Ladder Reset - 14 Maj
Blizzard je najavio Diablo 2 Ladder Reset 14 Maja.
Originally Posted by Blizzard Entertainment (Source)
It's that time again! On the morning of Tuesday, May 14, we'll be conducting maintenance in order to reset the Diablo II ladder. We anticipate the realms could be down for up to six hours, and during that time all existing ladder characters will be converted to non-ladder. All characters and items being converted to non-ladder will remain intact, but once converted these characters will no longer have access to ladder content such as creating ladder-only rune words.

This ladder reset, like all those before it, creates a clean slate where all ladder characters begin at level 1 with no previous items to help them. To participate, simply wait until the Diablo II realms return to service on May, log in to Battle.net, and tick the “Ladder Character” checkbox when creating a new character. You can track ladder character leveling progress by clicking on the Ladder button from the main Diablo II in-game Battle.net interface.

For more information on ladder characters please visit here.
 
D3 Hotfixevi - 30 April
Još jedan exploit je hotfixovan!
Originally Posted by Blizzard Entertainment (Source)
APRIL 30
  • Bug Fixes
    • Players and pets no longer have the chance to drop loot in the Scorched Chapel
 
Problem sa Spamom i Održavanjem Servera
Izgleda da se posle održavanje servera, Report Spam feature pokvario, i da Blizzard uveliko radi na popravci.
Originally Posted by Blizzard Entertainment (Source)
Thanks for the reports, guys! I bumped this up to QA and they're taking a look at it currently.

Your team does realize this isn't the first time this has happened? I can think of at least 2 other maintenance Tuesdays where the spam report has broken.....you would think the same exact thing would stop being broken once a month under the same circumstances.
Yup. It's something we're aware of and trying to troubleshoot. We're taking a look at previous reports, bug fix implementations, and maintenance processes to see if we can identify where the revert is happening/what's causing it.

Patch 5.3 - The Old Seer Quest, Ghostcrawler o Tri Spec, Blue Teme

Autor Stiven on . Posted in Warcraft

Patch 5.3 - The Old Seer Quest
Patch 5.3 dodao je novi quest koji nam otkriva finalnog Sha, kao i epic nagradu Item level 502 Boots!
 
 
Ghostcrawler o Tri Spec
Originally Posted by Blizzard Entertainment
All the classes already feel the same thanks to you.
We try to strike a balance between the demands for "I need X tool that the other guy has" and classes still feeling cool. (Source)

Specs should be saveable, e.g. equip sets. Keep talents, glyphs, action bars. Limit could then be set to 3, 4, 5 w/e
Yeah, we think an approach like that would take the hassle out of it. (Source)

Could you explain the logic behind tri-spec diminishing class uniqueness? more choices = more variety.
You no longer think of your friend as a Feral or a Balance druid. She is just a druid who can fill any role just like any druid. (Source)

If you were really serious about this statement, a character would be permanently limited to 2 of the 3 specs.
The intent of letting you remake choices was never supposed to be "I can swap to anything at a moment's notice." (Source)
It was supposed to be "I made a decision that now I really regret and wish I could make over." (Source)
I do worry sometimes that dual spec solved a problem (talent points were a pain to rebuy) that no longer exists. (Source)

Dnevne Blue Teme
Originally Posted by Blizzard Entertainment
World Boss Kill Status
We are aware of the request and looking to add a way for characters to track which world boss had already been defeated in a given week. (Blue Tracker / Official Forums)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Character
Hey! Sorry if this has been asked before, but there was talk about letting us hide weapon enchant glows iirc. Idea scrapped?
Not scrapped. Just not sure yet on the right design. It gets into the issue of weapon transmog pretty quickly. (Source)

I don't understand why rings are unique-equipped, is it too game breaking to have two of the same kind? Any plans to change?
You only get so many gear slots, so chasing the same BiS piece for two just removes some of the gearing options / opportunities. (Source)
That's understandable, but going for BiS is completely optional and nothing something all players do, I'm no expert but...
Unfortunately, we find the opposite. Many players expect BiS and even consider the second place item to be "garbage." (Source)

I like the new talent system but it makes leveling kinda unrewarding. Long stretches where you get nothing.
Agree. (Source)

As a corollary, that mean healers lacking mitigation should actually be leading "meters", Yet, the opposite is true.
Most players would do well to compare their own performance night to night and stop worrying about what everyone else does. (Source)
Either remove the ability of HPS meters/WoL to work,or balance the game around it.Cant change everyone's minds
Neither of those seems like a reasonable response to misinterpretation of data. (Source)

Do you feel that the shared achievements have worked out for 10 and 25 man raiding? Any plans for the future?
We think shared is fine, but it would be nice to be able to determine which version someone earned the achievement in. (Source)

Classes
Druid
Buff Naturalist another 10% please, resto druids are bottom of logs in pve and burst pvp far outstrips resto driuds heals
Logs aren't a great way to measure healing done. Just as one example, PW:Barrier doesn't show up while Tranq does. (Source)

Why are shaman and druids doing so poorly this expansion in pve healing?
We think shaman are fine. We think druid hots get trumped a lot by absorbs, esp. paladin and Disc's. 5.3 changes should help. (Source)

Monk
Just witnessed some major BrM hate in LFR lost 2 perfectly fine tanks because of their lower health pool, so many hate on BrM
That's just a weird perception. Brewmasters can tank anything. (Source)

Paladin
Eternal Flame blanketing with paladin mastery is so strong. Why not revert the mastery nerf and make EF HoT not stack mastery.
We buffed EF just before release and have regretted it ever since. (Source)
Mastery was too strong regardless, but longer-term we don't want EF to be the only choice for Holy. (Source)
Could you follow up with a why? EF(in a 25h raid) implies much greater skill then keeping up SS+using LoD
Eternal Flame has like 90%+ use for Holy. That means they effectively lose a talent choice. If some used SS then it would be fine. (Source)
Keep in mind: to drop EF for SS, LoD needs to be viable. It's not good enough atm.
LoD just has to beat WoG, which it does. Eternal Flame is the problem. It lets Holy become a Resto druid and a Disc priest. (Source)

Recent Q+A mentioned more with shields - possible future choice for Ret (a la War TG/SMF)? 1h-shield Ret sounds interesting!
I think there is some interesting design space for offensive shield use. The 300s Spartans don't feel like Prot warriors to me. (Source)

I think retri pala still needs some special/unique ability to be picked up for "serious" games in pvp. What do you think?
Not crazy about the idea of 34 unique abilities to ensure that every spec gets picked up for PvP. Just feels like an arms race. (Source)

Warlock
Was Rain if Fire intended to be part of Destruction single target rotation? Any plans to change it? Sorry if it's a repeat q
Not crazy about it. We don't want to change it for 5.3 in the middle of a tier, but maybe 5.4. We could buff embers in other ways. (Source)
An idea I had was to make RoF only generate embers if it hits at least 3 targets. What do you think about that?
Something like that would be fine. Just need to make sure single target ember generation doesn't feel too slow. (Source)

Warrior
That's irrelevant. People use Heroic Leap as a gap closer and not for it's DPS, especially with the nerf to the glyph.
If they're using it as a gap closer, then they don't need to worry about minimum range. (Source)

Battle on the High Seas Scenario, Lei Shen LFR Nerf, Blue Teme

Autor Stiven on . Posted in Warcraft

Patch 5.3 - Battle on the High Seas Scenario
Battle on the High Seas je kratak scenario koji je dodat u Patch 5.3, i biće vam dovoljno 10 minuta da ga završite.
 
 
Patch 5.2 Hotfixevi - 30 April
Originally Posted by Blizzard (Source)
Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Lei Shen
      • Lei Shen's hitpoints have been reduced by 10% on Raid Finder difficulty.
      • Static Shock from the North Conduit now deals 300,000 damage at 0 energy, down from 650,000 on Raid Finder difficulty.

Blue Tweetovi
Originally Posted by Blizzard Entertainment
PvE
Stack ranking healers based on meters is like stack ranking cars based on max speed. It doesn't tell the whole story. (Source)

Are you guys really okay with months of LFR becoming useless by Valor Gear? All that time spent on gear is wasted.
Aren't you always replacing your gear every few months though? What is the specific valor concern? (Source)

What's diff between reason Blizz used 4 shared lock-out vs. normal raiders feel complld to do normal+LFR each week?
Why do you run LFR as a N raider? What is there for you? (Source)
Valor Points. At our current progression we are still scrapping for any source of upgrade. Plus the SP-A rep to buy.
You won't get additional rep for doubling up, but if you are on e.g. 3rd boss in N then it might make sense to do the rest in LFR. (Source)
To be fair, that's fairly min-max behavior. If you're on 3rd boss on N, a couple more valor pieces isn't what's holding you back. (Source)
Normal Raiders feel the LFR mandatory cus of the stuff. LFR ToT stuff ilvl should be = to 489 to prevent that.
If you're a N raider, you are earning 522+ ilevel. (Source)
If you don't have much 522 because you're stuck on an early boss, then getting a few 502 probably isn't what's blocking you. (Source)
If you like earning ilevel as fast as possible, by all means go for it, but I wouldn't consider it mandatory. (Source)

Didn't you just hotfix nerf health in Horridon and Sounds like a gear issue to me. Those weren't mechanic nerfs.
We don't make fights that are target dummies. Nerfing numbers means you can afford more mistakes on the mechanics. (Source)
As I said, if improving gear is fun for you, that's great. Just don't obsess unnecessarily over marginal ilevel improvements. (Source)

We need Normal tuned down. The amount of non heroic guilds finishing Nrrmals in time is negligible
We're happy with N difficulty for 25. It was a little hard for 10s, but we made some fixes. (Source)

for 'real' raiders progression is the motivation. raiding for loot is an outdated vanilla attitude.
That hasn't been our experience. Raiding is fun, but becomes less so the moment you stop getting rewards. (Source)

What's with the can't release spirit until whole raid whipes mechanic? I find it kinda annoying I wish I knew why it was there
It solved a whole lot of problems where players wouldn't get credit or loot if they released before a kill. (Source)

I'd always thought testing times are based on when you guys can get all *your* hands on deck to observe, no?
There's an element of that for sure. Being on the west coast doesn't always work to our advantage. (Source)
If you're a two-night-a-week guild, are you going to sacrifice one of those just to help us out? I mean we appreciate it for sure. (Source)
My point was we get a lot of testing by heroic raiders. It's harder for normal raiders to justify spending the time. (Source)

It would have to be a sizable reward to get me to leave my guild groups for the thankless world of pug tanking.
We really don't want you to do that. I fundamentally believe WoW is more fun with friends than solo. (Source)
Hard to believe that, when raid tuning means either settle for LFR or ditch underperforming friends.
Would you be satisfied if you could run Raid Finder with just your friends? Or is your expectation to run an easier ver of normal? (Source)

What if..... you didn't change the ilvl or stats on LFR gear ,but made the gear blue quality.
A whole lot of players use LFR. We want to preserve the prestige of N and H raiding, but don't want to push folks out of LFR. (Source)

in ToT almost every encounter has a tank swap based on a debuff stack, are we gonna see different mechanics in the next tier?
If we can come up with good ones. We (and tanks) soured on the "soak up the cleave" mechanic. (Source)

I get bored whenever I feel I can't progress, be it gear or stuck on a boss or whatnot.
Frustration at lack of progression is a common problem. (Source)
However, it happens when players can't kill a boss and also when they kill everything and run out of content. No progress. (Source)

Actually you can force. Called remove LFG/LFR and you'll see 'communities/interaction' occur instantly.
Er, for some players, sure. Others just log off when they can't get a group. (Source)
I had friends and still sat in chat for 2h looking for Arcatraz pugs. Not the best of times. (Source)

why is mob tagging still in the game? surely fostering co-operation is a good thing?
It is, but tabbing SW:Pain on every mob in a zone isn't our idea of cooperation. (Source)

GC, will we ever see a return to the way VPs were awarded thru heroics in WotLK? Some people can't log in every day!
You can keep running dungeons on the days you can log in. You keep getting valor beyond the first run. (Source)
In the DS model, 7 runs capped you. Now, takes 18 runs if you do 1 per day, and 1 more run per missed day.
Fewer players capped when it was 7 a day. Totally understand that that model worked better for some players. (Source)

What is your design for PvE set bonuses? Stronger as tiers progress? Or just fun bonuses, should people have 4pc or offpieces?
I personally like the idea that off pieces can be competitive, but it's a hard sell to many players (and some designers). (Source)
I know that for throne of thunder with thunderforged pieces alot of people will be dropping tier pieces for BiS thunderforged.
I think that's kind of cool rather than tunneling in on set pieces only, but we'll see how it feels in a few more weeks. (Source)
Why do we even have off-set pieces? So that armor looks different? But all offset match set artistically anyway.
One reason is players like to match their gear (easier with transmog now). (Source)
Another is that raid quality armor takes about a month for an artist to make and we make 22 (including PvP) plus weapons. (Source)

Challenge mode was the biggest waste of resources, unpopular, unappealing, not worth it. Scrap it.
Disagree. It's more popular than expected and I personally find it a ton of fun. It's cool to use all your abilities for a change. (Source)
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