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Evolving Reaper of Souls Panel

Drugi dan Blizzcon 2014 imao je samo jedan Diablo panel - Evolving Reaper of Souls.
Originally Posted by Blizzard 
Blizzcon's "Evolving Reaper of Souls" panel from Blizzcon 2014:

There were four main portions of the panel:

  • A retrospective view on the evolution of Diablo III at release to what it is now.
  • A first look at new and changed Legendary and Set items from future patches.
  • The Legendary Workshop where a Legendary item was designed live on stage.
  • A short segment of community questions.

  • Evolution so far
    • Main idea of Diablo: Epic heroes and the promise of epic loot.
    • Look to the past
      • Linear difficulty with Inferno being really hard on higher Acts.
      • Elite timer which used to kill you if you couldn't kill an Elite monster fast enough.
      • So players were avoiding Elites.
        • Farming pots all the time.
        • Playing the Auction House instead of the game.
        • Later Alkaizer runs, spending more time in menus and loading screens than the game.
      • This was never the intended way to play the game.
      • The underlying issue was that players wanted to play this hard content but couldn't because good gear was so hard to get
      • Gear was hard to get because the original Diablo III was meant to have item progression which lasted for 10 years.
        • To provide this long reward tail, randomness was a goal instead of a tool.
        • Also, only Item Level 63 items were actually worthwhile.
        • Thus came many universally useless items, like Quivers with Strength.
        • Legendary items were made incredibly rare.
        • Loot fountains are great, unless there's only trash in them.
        • Loot 2.0 and Enchanting helped fix this issue.
      • Fantasy: You should feel like an epic hero!
        • But to become that epic hero you need gear.
        • What was the most efficient way to get gear?
        • The Auction House!
        • Doesn't feel epic though. Neither did Alkaizer runs.
      • Patches were needed to address all these issues.
        • Loot 2.0's less is more approach
          • Less items drop but they are generally much better with Smart Loot.
        • Difficulty changes with the addition of Monster Power
          • Allowed players to experience all content.
          • Still provided a challenge to the best players.
        • Paragon levels to provide a form of continuous progression.
        • Ubers to have one more thing to do.
      • Console version
        • The Console Team was given the liberty to challenge the old assumptions, mostly loot.
        • How to compare items? How do I know which item is better?
          • Damage/Toughness/Healing metrics of today were developed.
          • But they were only removing a symptom, not the problem.
          • Too many items, too many affixes, too much randomness.
            • At one point, before the Beta, there were some weird affixes.
              • +% Increased damage to Wizards
              • +% Casting Speed
              • +Attack
              • +Precision
              • +% Sell Value
          • Affixes were grouped into Primary and Secondary to give a guideline.
        •  This was basically Loot 1.5
      • Auction House
        • Was intended to protect players from dodgy third party item sellers like they exist for Diablo II.
        • Instead, became the primary way of progression, even for players who would have not otherwise used it.
        • It destroyed the entire reward-loop, essentially making the game pointless.
        • Thus, it was a non-winnable scenario for Blizzard.
        • The Meeting
          • Hearthstone and Heroes of the Storm prompted changes to the Diablo AH's structure.
          • In a meeting discussing possibilities, Mike Morhaime noticed that Josh Moshqueira hadn't said anything.
          • Being asked, Josh said that he honestly though that killing the whole thing was the best thing they could do.
          • Within 20 minutes, basically everybody agreed and the removal was announced shortly afterwards.
      • Replacing the AH
        • Removing the Auction House would leave a gap in the game as people had become so reliant on it.
        • How to close that gap?
        • Loot 2.0!
          • Items tailored specifically to your class.
          • Game-breaking Legendaries
            • and a realistic chance to find them.
          • Smart Drops, Affix Groups, Legendary Affixes, displayed roll ranges and the Compare tooltip all work together.
        • Adventure Mode
          • Helped reduce flip-farming from Vanilla
      • Sets
        • The Jade Harvester Set
          • Built around the idea of the WD placing DoTs on everything and then watching them die.
          • What if you could make those DoTs simply explode?
          • Now, the formerly weak WD was considered stronger than every other class.
          • Instead of nerfing Jade, all other classes should get equally powerful Sets!
        • The Marauder Set
          • Good in theory but very boring gameplay.
          • New philosophy: No power without gameplay!
  • Future items
    • Legendary Affixes are being added to existing Legendaries in the future, the goal is for all Legendaries to be worthwhile.
    • A look at some new items visuals.
    • Sets like Natalya's and Immortal King's will be getting a 6-piece bonus in the future.
    • New iteration of the Raiment of a Thousand Storms Set
      • 2P: The damage of your Spirit Generators is increased by 100%.
      • 4P: The third hit from your Spirit Generators grants a charge of Dashing Strike and the amount of charges Dashing Strike can store is increased by 5.
      • 6P: After using Dashing Strike, you Dashing Strike shocks all nearby enemies for 3000% weapon damage as Lightning.
    • Reworked Skull Grasp (ring) with "Increase the damage of Whirlwind by 441% weapon damage."
    • New Belt: Omryn's Chain with "Drop Caltrops when using Vault."
    • New Belt: Belt of the Trove with "Every 6 seconds, call down Bombardment on a random nearby enemy."
    • New Helm: Crown of the Primus with "Slow Time gains the effect of every rune."
    • New Wizard Set: Delsere's Magnum Opus
      • 2P: Casting Arcane Orb, Energy Twister, Magic Missile or Shock Pulse reduces the cooldown of Slow Time by 1 second.
      • 4P: Enemies affected by your Slow Time take 1250% weapon damage every second.
      • 6P: Enemies affected by your Slow Time take 500% more damage from your Arcane Orb, Energy Twister, Magic Missile or Shock Pulse abilities.
    • New Demon Hunter Set: Unhallowed Essence
      • 2P: Your generators also generate 2 Discipline.
      • 4P: Gain 40% damage reduction for 4 seconds if an enemy is within 20 yards of you.
      • 6P: Your generators and Multishot deal 10% increased damage for every point of Discipline you have.
    • New Barbarian Set: Wrath of the Wastes
      • 2P: Rend lasts three times as long.
      • 4P: Rend deals triple damage.
      • 6P: Whirlwind deals tiple damage to enemies affected by your Rend.
    • All these are subject to change!
  • The Legendary Workshop
    • A Legendary Item was designed live on stage with ideas from the community and some members of the audience.
    • The process had three stages
      • Gather: Brainstorm all ideas. Even bad ideas usually have a cool core.
      • Refine: Pick the best idea(s) and turn them into design(s).
      • Reflect: Talk about why ideas were rejected or picked.
    • Chosen idea: A Wizard Source which switches the element it empowers.
      • Selects a new element every couple of seconds.
      • The selected element deals double or triple damage.
      • Empowers Wizard as a master of elements.
      • Could be applicable to other classes as well, on form of a different item.
    • Rejected Ideas
      • WD carries around shrunken heads, so why not have him blow up his own head into a bunch of bats and replace it with one of the ones he carries.
      • Monsters caught in WD's Grasp of the Dead area would explode.
      • A belt which would grant you random skills from another class. Goes against design tenet "Concentrated Coolness" which means that no other classes can steal your cool skills.
      • Offensive Potions. Goes against "Clarity of intent" which means using things when you need them, in case of potions that is defensively.
  • Community Q&A
    • Q: Matchmaking for Public games so that high and low Paragon players are not matched together.
      • A: No plans yet. Is not regarded as a crisis yet. Some players might like carrying others.
    • Q: Some vanilla items like Witching Hour are still better than anything found on level 70.
      • A: Those affixes will not come to new items, instead new items should get Legendary powers which make them better.
    • Q: Double Unity is mandatory for higher solo GR.
      • A: Unity is a great item. The problem isn't that it's too strong, the problem is that it has no competition. So, make other items just as strong!
    • Q: Mighty Weapons feel weaker than other classes' weapons
      • A: Acknowledged the problem. Mighty Weapons will get cool new powers, just like all other items.
 
Evolving Reaper of Souls Panel



Warlords of Draenor Cinematic Intro Panel

Kao što i sam naziv panela kaže, World of Warcraft Cinematic Intro govorio nam je o izradi cinematica u Warlords of Draenor i Machinima koji je korišćen za Trailer kada su najavili igru.
Originally Posted by Blizzard
Panel
  • Blizzard has a new group called The Forge that will be focused on telling stories in the Blizzard universe.
  • In one cinematic idea, Chromie could have a vision of what is happening in Draenor as a flashback.
  • Another idea was the siege of Shattrath.
  • The idea selected was drinking the blood of Mannoroth, which caused everything to change.
  • The team then creates a temporary drawn rough version of the cinematic with temporary sound effects.
  • The Warlords cinematic was much darker than the Mists of Pandaria cinematic, so they pushed the realism more. They tried to capture all of the subtle things about Orcs, making their mouth move properly with the sound.
  • The Iron Star was used by Garrosh to impress everyone. He brought the concept with him after breaking out of jail.
  • Dave Kosak dressed up to pitch the Burdens of Shaohao story, and the team decided it would be something nice to animate. It was originally just going to be panning down a scroll while telling a story, but it got more intricate and cinematic like as the development process continued.
  • Lords of War originally was going to concentrate on the story of Yrel and Durotan, but things changed.
  • The Patch 5.4 cinematic was sketched out by using screenshots from the game.
  • Garrosh originally was using a normal Orc model, then got a new model that was a little bit better, and then got another model using some new tech used for the Pandaren. The new Garrosh model was done at the same time as the new Orc models. Garrosh has a lot more facial animation in the 5.4 cinematic than ever before. Going forward they will have to match the game system level of detail in facial expressions.
  • Mannoroth in the cinematic was a nice chance to upgrade the old model. During work on his model they were careful not to lose the essence of Mannoroth. He is the closest to the Warcraft III model, he doesn't have lips or eyelids.
  • The team uses live video references to create the cinematic shots.
  • They were looking for a shot at the end that would be perfect and reflect changing history, and found it with the scene of Grommash at the end.
  • The cinematic is broken down into little drawings that help define what colors will appear in each shot to keep things looking good and not overdoing the color.
  • The Warlords announcement trailer was done before most of the new models or zones were ready, so the team made the most of what they had ready.
  • The silhouette of the Warlords was mostly done by using existing assets, as the models of the Warlords models weren't done.
  • Most of the Warlord stories were going to be done with comics, but some got changed to the Lords of War series.
  • Lords of War started with little drawings and words to go with each panel. These got turned into layouts, which is then passed to the artists to be turned into the final art.
  • Sin City was the original art style reference for Lords of War.
  • The art was extremely violent at one point, so they pulled it back a little bit.
  • Chris Metzen said it would look better with color instead of black and white.
  • The cinematics team felt like they were getting close to done, but decided the blood scooping shot didn't look right. They went to the store and bought many different liquids to try and find a live reference that worked.
  • Every expansion had more and more in-game cinematics, and Warlords is no exception.
  • Khadgar was a shirtless human male until the model was finally done.
  • The cinematics team has to wait on assets to be done before they can finish the cinematics.
  • The cinematics were finished just in time to get them on the Warlords disc, completed in the last 3 weeks.
  • Lords of War wraps drawings around simple geometry and then adds a little bit of motion or camera angle changes. They have to keep the amount of movement reasonable so that people don't expect fully animated movies, so mostly of the environment can be animated, but characters had to have limited animation. It has to look like a storyboard and not an animation.

Q&A
  • Yrel will appear throughout Warlords.
  • All of the other teams at Blizzard were excited by Lords of War, so we might see motion stories for other games in the future.
  • The team worked closely to make sure Varian in Lords of War looked similar to how he does in WoW and that the WoW team was happy with his look.
  • Selling rough art from when the team is coming up with ideas is an interesting idea.
  • The Warlords in-game cinematics are using more CGI and tools the public has access to, so there aren't many things they can release to help the machinima community.
  • Most of the shots in Lord of War are one painting with many layers.
  • The team starts with a long cinematic with 50 shots, cut it down to what would make them cry (30 shots) and then puts some back that they really missed to bring them back up to 40 shots. They want to have enough quality footage and not make cinematics too long or too short.
 
Warlords of Draenor Cinematic Intro Panel

World of Warcraft Question and Answer Panel

Preuredićemo tekst u toku dana. Za sada samo raw Q&A.
Originally Posted by Blizzard 
Q&A
  • Toybox items that still require reputation might be oversights or technical limitations, they will take a look at them.
  • No third spec is planned. The Mists of Pandaria changes to the talent system help to make switching specs easier. (This has been addressed before)
  • The Old Gods do pose a great threat to Azeroth, but Sargeras is also scary.
  • More guild achievements will be added when they fit
  • Guild garrisons or housing is something the team will continue to discuss for the future. A guild garrison would need significant changes to the system. Joining a friends group to go into their garrison is the current solution for visiting a friend's garrison.
  • Better collision detection would be nice. Some objects have collision that shouldn't, which is why you sometimes get stuck on things.
  • The world is big, so it takes time to travel it. (Someone asked how long it should take to fly across the world)
  • No secondary glyph for fire cat form is planned. It is a very over the top visual, so they don't want everyone running around as a fire cat forever. Farming the seeds to get the form makes it inconvenient by design.
  • The team looks at talents that no one picks to try and improve or replace them so that they are more balanced, rather than nerfing certain talents that everyone picks unless it is necessary.
  • Only some classes having a class mount is just how the game has worked so far. If the team comes up with an amazing idea for a class mount, they will add it.
  • Doing /roar in a Druid form makes the racial roar noise instead of the animal form noise.
  • Battle pets have been received well by the community and they will continue to add more content rather than adding new systems.
  • No idea why Thrall is the only Orc with eyebrows. He was raised by humans and that helps to show he is different.
  • The character recustomization server still exists because the team doesn't want you to change your character's gender and race at will. They are also bigger parts of your character than small facial features.
  • Having legendary weapons in arenas is fun, allowing players to shine. It also depends on if classes are doing well or not. In the past legendary weapons in arenas have been a problem, but they could also do a PvP only legendary or something to balance it.
  • Internal simulations are done by bots running in the real client to gather real data. There is an obsession with a Patchwerk DPS balance, even though there aren't any fights like that anymore. Balancing DPS on a Patchwerk fight would not be balanced in most actual fights. Balance isn't perfect, the team can make mistakes, so keep the feedback coming.
  • Portal roulette is not fun for non-mages.
  • Beards disappear with certain helmets, which can be a bug.
  • New armor that is 3D is something the team is talking about, they are drawing it up and coming with ideas. No solid release date yet.
  • Armor used by NPCs and not on any player accessible items can be added as rewards in the future.
  • Transmog sets that don't match because some pieces are missing are just an artifact of how the art was used in the past, that is something that can be looked at.
  • Trade Prince Gallywix will come back and might be used to tell some new stories.
  • The team can make crafting and cooking bacon happen. They have the technology.
  • There are no plans to make legendary items / parts of items bind on account. You can go and solo bosses on characters that can use the item.
  • Social content like AQ gates opening is great, but it crashed the servers. One person being a hero and representing the server is something cool that can be done.
  • Farahlon may or may not make it into a content patch. The team isn't sure yet, which is why it was removed from the map. At one point they considered using it as an area for boosted players, but Tanaan Jungle felt like the better choice.
  • Mounts are account wide and still have class or profession restrictions because those mounts are perks of being that class or profession.
  • There was a Worgen story in Shadowmoon, but the team decided to focus on the Draenei instead, as the Worgen felt out of place there.
  • The team can make one click milling and prospecting if it is something players want.
  • Garrisons having a small chance to give you a few items of raid gear doesn't make them required.
  • Roleplaying fuels itself, the team helps by providing environments and opportunities conducive to roleplay. The Group Finder could let you find people who want to participate.
  • Garrisons are a better daily content option than daily quests were. There is more you can do with them.
  • Some spells got changed to the omni cast animation from a targeted cast, so that is something the team can go back and reevaluate these changes to make sure they are working.
  • It would be nice to have addons stored in the cloud, so that wherever you log in you would have your UI and settings.
  • Khadgar is stepping up
  • Transmog system revamp to free up even more space is still planned.
  • Dragons and the Aspects are important parts of the lore that will be used in the future.
  • The male night elf eyebrows missing from one of the faces might be a bug that is fixed in the near future.

Heroes of the Storm Deep Dive Panel

Heroes of the Storm Deep Dive Panel nam je otkriove četri nova heroja: Sylvanas, Jaina, Thrall i Lost Vikings kao i dva nova Battlegrounda: Sky Temple i Tomb of the Spider Queen.
Originally Posted by Blizzard

Hero Design Philosophy

  • Fantasy
  • Look - Communicates how the character should play in the game. If its a big beefy character, he's probably a tank.
  • These contribute to the hero's design.

New Heroes

  • Sylvanas
    • Not playable at BlizzCon, but she's close to release.
    • What defines Sylvanas? Shes an Undead leader, she has a bow.
    • In 2010 when we first showed her, we used to use color of heroes to determine which team they were on. She's much different today.
    • Our first iteration she was able to trap to silence heroes, and could block out enemy screens. Her kit didn't fit the fantasy of the hero, so they went back to Warcraft III.
      • Dark Archer. Black magic vibe. Banshees. Possess!
    • Needed to make sure not only her look was different than other archers in the game, they needed to have different kits. Sylvanas is a siege archer.
    • One of her development abilities was turned into a trait.
      • Strangling Shot: 50 Mana, 10 second cooldown. Disables buildings.
      • Trait: Black Arrows -  Basic Attacks and Abilities stun enemy minions, Mercs, and aggressive structures for 1 second.
  • Thrall
    • Gone through many variations through the years on design.
    • Thrall is a Warchief. He has his Doomhammer, one of the most iconic weapons in Warcraft.
    • Because of Thrall, the mounts system was conceptualized. They wanted him to ride of a Direwolf.
    • Back in 2010, Thrall's kit was very different. It didn't feel like him. His original kit was given to Rehgar.
    • Thrall has a lot of lightning. He's also a character you want to see in enemy faces, but not necessarily a tank.
    • Frostwolf Resilience: Damaging enemies gains charges, with enough charges, he heals himself.
      • Synergizes well will with Chain Lightning.
    • Feral Spirit: Roots enemies.
  • Jaina
    • Her development has been about refining the fantasy. She has a lot of history in the Warcraft universe.
    • She became a character which didn't really battle over time. They're bringing her back to her Warcraft III self.
    • They started with Water Elemental as being a basic ability. It was proven problematic.
      • They wanted her to summon it, but only last for a limited time.
      • Had an issue in the core gameplay loop. Water Elemental was becoming the core of Jaina.
    • What if Jaina was just a frost mage? No fire spells, no fire spells.
    • Cone of Cold in WoW makes you feel like you've broken the game based on its visual and audio feedback. Very cool moments. Jaina should feel like this.
    • Trait: Frostbite. Spells chill enemies, and spell hits deal 50% bonus damage when they're chilled.
    • Frostbolt, Blizzard, Cone of Cold makes her feel perfect.
  • Lost Vikings
    • Its Happening! It was a challenge for the development team. The characters are over 20 years old, they didn't have much distinction, and its 3 heroes in 1.
    • They needed to all be visually unique. In the original game they shared some colors, now they're all very unique.
    • They asked themselves before making Chen, if he could be a hero which would have individual spirit control. It felt clunky.
      • It didn't work well because the moment you pop Storm, Earth, and Fire, you aren't used to controlling three separate heroes.
      • Lost Vikings it works much better players have the expectation of playing three heroes all game long.
    • Originally didn't have individual abilities. They decided it wasn't good enough.
    • Talent system changes how each viking plays, so players can choose how crazy they want to make their vikings.
    • Can move around the field independent of each other. Solo cap Dragon Knight!

Battlegrounds

  • Philosophy: Think of them as a WoW raid. You've been through tons of them, and they all have common elements.
    • There should be a core, awesome mechanic for each battleground. Changes the flow of gameplay.
    • Watch Towers and Health Fountains are all shared.
  • Sky Temple (New BG)
    • Has the same core elements, mercs, towers as other bgs.
    • Takes place in a brand new universe, never before seen in another Blizzard game.
    • Ancient Egyption vibe. Temples, aquaducts.
    • Capture Points: Temple Guardians come out to kill you. If you stand on it longer, and survive, lasers come out to help you.
  • Tomb of the Spider Queen (New BG, WIP)
    • Takes place in the save universe as sky temple.
    • Is an interior battleground, the first one! It's spooky.
    • Experimenting with props to make it fun for the players.
  • Designing objects starts off with blocky shapes, then give them details.

What's Next

  • We're going to the Diablo Universe! Collide Heaven and Hell.
    • Everything is in a concept state, nothing is final.
    • Diablo Mounts and Skins will be coming out, and heroes.
    • Skeleton King! New Hero
    • The Butcher! New Hero
    • Crusader! New Hero
 
Heroes of the Storm Deep Dive Panel

Overwatch - Origins Panel

Chris Metzen je lead creative director Overwatch igre! Overwatch Origins Panel govori nam o Artu nove Blizzardove igre, novom tech engine-u i modelima karaktera u igri.
Originally Posted by Blizzard Entertainment
Misc
  • Chris Metzen is the lead creative director on Overwatch.
  • Bill Petras is the Art Director of Overwatch. He was the Art Director for World of Warcraft in the past.
  • Jeff Chamberlain is the VFX supervisor on Overwatch. He worked on the Heart of the Swarm, Wrath of the Lich King, Mists of Pandaria, Diablo III: RoS, and other Blizzard cinematics.
  • The art in the game is high quality but still has the Blizzard style.
  • The art should be vibrant, edgy, with silhouettes, as well as feeling handcrafted and detailed. Readability of the art is important.
  • Overwatch uses a new engine with new technology.
  • There was a partnership from day 1 between the cinematic team and the game artists.
  • Torbjörn was the first character that they modeled.
  • Pharah came from the idea of having a hero with a jetpack and rocket launcher. The original nickname was Rocket Dude. Exploring the story and personality of the character helped to refine the concept to what we see today. The team then worked on finding the right voice actor for the character.
  • Creating these heroes was a very team based process.
  • Warcraft started out very simple and then added in new characters, story, and art over time. Overwatch is starting from the same place, a simple beginning and lots of potential for the future in terms of story and characters.
  • The team wanted Tracer to be the centerpiece hero, as everyone on the team loved her.
  • The cinematic and in game art team both worked on Tracer at the same time, working together to refine her art.
  • The new engine and development process allowed both teams to work together to have Tracer's model in the cinematic and game be very similar.
  • Winston was a challenging model to work on, as he has a lot of movements and a rage mode that changes his movements. The model may not be complete yet.
  • Winston was also challenging to work on for the cinematics team, as there is a lot of clipping with his armor and how he moves, so the team just hid parts of the armor that aren't facing the camera to avoid clipping.
  • The Overwatch poster is a important part of uniting the team during the development process. They started earlier in the development process, trying different layouts and less heroes, but the final product felt like it worked right the comic book style of the game. There is enough space to add more and more heroes to the poster as they are added to the game.
  • There are a few heroes on the poster that aren't part of the 12 that are playable at Blizzcon.
  • The child in the cinematic made Chris Metzen's inner six year old do cartwheels. He hopes everyone loves the game, but almost doesn't care.
  • Blizzard is used to working on huge epic stories in other games, so this is a new direction for them and it is exciting. A bright, fun, heroic world that reaches for everyone's inner six year old!
  • Jeff Chamberlain claimed the project as soon as he heard the pitch.
  • The original cinematic just had the 12 boards in the image below and the story today is very similar.
  • After seeing the story pitch, Metzen said "If we don't make this story, I don't want to work here". Everyone was excited for Overwatch.
  • The team was working late one night and needed a full match to test some features. They ended up playing for hours after they started, which made them realize how much fun it was. The team was making the game because they enjoyed it, not because anyone assigned them the project.

Q&A
  • There will be plenty of diversity of hero types. They are aware people want to feel represented in game.
  • There might be Overwatch characters in Heroes of the Storm in the future.
  • The team has been working on Overwatch for roughly a year and a half, starting on the idea after the Titan team was reallocated to other games. Normally you have to spend some time pitching a game to developers, but most were in very quickly for Overwatch.
  • No real answer to if there will be collectable hats.
  • Skins sound like a good idea, but nothing to announce.
  • The actual gameplay doesn't have a big bad villain so that players can have heroes fight heroes rather than having specific villains that restrict gameplay. The deep and rich story will take place outside of the game.
  • There aren't any immediate plans to add an adventure mode to the game to play each hero and explore their story, but it is something they are interested in doing.
  • The game has some similarities to TF2, but it is still a very different game. TF2 has a limited number of roles with some more customization through weapon choices. Overwatch also has some more mobility, with some heroes that can fly or use grapple hooks. Overwatch is more about hero abilities than it is about putting a crosshair over the other heroes.

Overwatch - Origins Panel

Sound of the Nexus Panel

Originally Posted by Blizzard 

Jaina

  • Jaina is Magical, Icy, and Sharp. Her spell sounds should reflect that.
  • A broken bottle was helpful when creating her sound effects.
  • The same sound for Frostbolt from World of Warcraft couldn't be used for Heroes as there is no cast time to it in Heroes. Instead, it gains an immediate punch to it.
  • Ring of Frost's sound was made to have "ascending then descending tones" to give players an audible prompt right away that it was going to be serious.

Lost Vikings

  • The Vikings are Comical, Medieval, and Light-hearted.
  • Olaf's sounds are deep, Erik's more on the higher scale, and Baleog somewhere inbetween.

Thrall

  • Mystical, Natural, and Tough.
  • Chain Lightning was created with fireworks, and a tape measure.
  • Feral Spirit was created with a toolbox being dragged across concrete (movement), and a blow torch (dissipation)!
  • Earthquake needs to give you information that something is about to go bad real quick. Part of its sounds come from a giant bell.

 Hero Voices

  • Which version of this hero are we creating? The first question that needs to be asked.
    • At different points in each hero's life, they've been a different character, and that can have a great effect on their voice.
    • The chosen hero should be the one people are most familiar with, and when they were strong, and powerful.
  • Thrall's the Warchief of the Horde! Charging into battle "FOR DOOMHAMMER!"
  • Jaina's most memorable time was also from early World of Warcraft.
  • Back in Warcraft III, the average lines a unit spoke was just 20. For Heroes, its 300! They include:
    • Gameplay reminders
      • Error messages: "I need more mana for that" - Jaina
      • Caution Suggestions: "Attack Now! Lok'tar! - Thrall
    • Interactions
      • Heroes talk with each other, promotions interaction between you and your teammates automatically.
      • Celebrations, and thank yous. "I'm healed? Oh I love this game" - Eric the Swift
      • Lets them reference the lore. Uther: "Why should I trust you boy" Arthas: "If you prefer, I can always kill you again"
    • Comedy
      • Comedic setting, not always the heroes. Diablo isn't very comedic.
      • Nexus is supposed to be funny.
      • Probably doesn't make sense in the lore. Raynor killing Diablo?
      • Promotes a lighter atmosphere.
    • Celebrate cool moments
      • Unique interactions on deaths.

Questions and Answers

Does the 300+ unit lines count skins which have specific lines?
No, skins with their own voices have their own unique 300 lines.

Will we get new music for new heroes?
Nothing being planned right now, maybe for promotional material.

Blizzcon 2014 Day One Recap

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