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Warcraft Film Odložen za 10 Jun 2016! Patch 6.2 - Kilrogg Deadeye Preview

Warcraft Film Odložen za 10 Jun 2016!
Legendary Studio pomerio je datum izlaska Warcraft filma za tri meseca, i umesto da film gledamo 11 Marta 2016, gledaćemo ga 10 Juna 2016.

Patch 6.2 - Kilrogg Deadeye Preview
Danam imamo prilike da pogledamo jednog od Warlords bosseva koji nas čekaju u Hellfire Citadel Kilrogg Deadeye. Ovaj fight ima faze koje vas šalju u Stormwind i Undercity.
 
 
Originally Posted by Blizzard
Kilrogg Deadeye, Warlord of the Bleeding Hollow, seized control of his clan after performing a ritual to learn of his death. With this knowledge, he led his clan fearlessly on countless campaigns, marching toward the glorious end he desires. Now, with demon blood coursing through his veins, Kilrogg awaits you in Hellfire Citadel, awaiting the moment of his death, or yours.

  • Overview - Kilrogg's Visions of Death transports players to the moment of their doom. The more demons a player kills during this phase, the greater stacks of Undying Resolve they receive. Failure to send anyone to this phase results in raid damage. As the fight progresses, Kilrogg calls for his clansmen to drink the fel blood within the chamber. If these Salivating Bloodthirsters reach the blood, they transform into Hulking Terrors.
    • Damage Dealers -
      • Blood Globules that reach Kilrogg Deadeye damage the raid.
      • Fel Blood Globules that reach Kilrogg damage the raid and heal Kilrogg.
      • Enter Visions of Death and kill demons to gain stacks of Undying Resolve.
      • Kill Salivating Bloodthirsters before they reach the blood pool.
      • Interrupt the Hulking Terror's Rending Howl.
    • Healers -
    • Tanks -
      • Prevent Hulking Terrors from dying next to allies.
      • Tank swap off of Hulking Terrors to prevent gaining too much Fel Corruption and losing control to Demonic Possession.
      • Use active mitigation defensive abilities to counter Shred or else suffer from Shredded Armor.
  • Kilrogg Deadeye -
    • Fel Corruption - Throughout the fight, Fel Corruption is inflicted onto the raid. As Fel Corruption increases on a target, it inflicts increasing damage over time. At 100 Fel Corruption, the target is dominated by the Burning Legion.
      • Demonic Possession - Fel Blood courses through your veins, binding your will to The Burning Legion!
    • Shred Armor - The caster's next attack shreds the target's armor for great Physical damage. Victims of this attack are affected with Shredded Armor.
Shreds the victim's armor, causing them to receive 24% more damage for each application of Shredded Armor.
This effect will not apply to tanks using their active mitigation.
  • Heart Seeker - Kilrogg hurls a knife at your heart, inflicting 200,000 Physical damage on impact and an additional 23,600 Physical damage every 1 sec. for 10 sec.
    • Blood Globule - Summoned next to a player affected by Heart Seeker. Immediately begins making its way towards Kilrogg.
      • Blood Surge - Kilrogg surges with power from absorbing the blood, inflicting 143,000 Shadow damage to the raid.
    • Fel Blood Globule - Summoned next to a player affected by Heart Seeker who is covered in Fel Blood. Immediately begins making its way towards Kilrogg.
      • Fel Blood Surge - Kilrogg surges with power from absorbing the fel blood, inflicting 357,000 Shadow damage to the raid and healing himself for 15% of his max health.
  • Death Throes - Inflicts 30,000 Fire damage to enemies, every 1 sec for 8 sec. Damage decreases the further targets are from Kilrogg Deadeye. Also fires missiles at random ranged target destinations, inflicting 130,500 Fire Damage to enemies within the blast radius.
  • Vision of Death - Fel energy pours from Kilrogg's eye socket, transporting enemies who bask in its light to the moment of their doom. If not enough targets are found, Kilrogg inflicts 150,000 Fire damage to the raid.
    • Undying Resolve - With the knowledge that Kilrogg will not be your undoing, your damage is increased by 30% for 60 sec.
    • Undying Salvation - With the knowledge that Kilrogg will not be your undoing, your healing is increased by 10% for 60 sec.
    • Cleansing Aura - With the knowledge that Kilrogg will not be your undoing, you reduce Fel Corruption from nearby allies for 60 sec.
  • Salivating Bloodthirster - Immediately starts running for the blood pool when summoned.
  • Hulking Terror - Salivating Bloodthirsters transform into these terrors if they reach the blood pool.
    • Savage Strikes - Inflicts 35% weapon damage to all targets in a 9 yard 90-degree cone in front of the caster, and 2 points of Fel Corruption every 0.5 sec for 4 sec.
    • Fel Claws - The Terror's melee attacks have a chance to splash Fel Blood onto the current target, inflicting 2 points of Fel Corruption.
    • Rending Howl - Inflicts 48,000 Physical damage to all enemies on impact, and an additional 28,166 Physical damage every 1 sec for 10 sec. If interrupted, increases cast speed by 150%.
    • Fel Rupture - The Hulking Terror bursts, spraying fel blood on anyone nearby, inflciting 85,700 Fire damage. Also launches Fel spray that inflicts 42,850 Fire damage and 10 points of Fel Corruption to the five closest enemies.
  • Hellblaze Imp - The footsoldier of The Burning Legion, encountered during Visions of Death.
    • Fel Blaze - Incinerates the enemy, inflicting 437,500 Fire damage.
  • Hellblaze Fiend - The brute of The Burning Legion, encountered during Visions of Death.
    • Fel Flames - The demon explodes, inflicting 143,000 Physical damage on impact and leaving behind a pool of fel flames.
  • Hellblaze Mistress - The elite of The Burning Legion, encountered during Visions of Death.
    • Cinder Breath - Unleashes a burst of Felfire in front of the caster, inflicting 129,500 Fire damage on impact and an additional 14,300 Fire damage every 2 sec for 8 sec.

Hearthstone Blackwing Lair Otvoren

Blackwing Lair, četvrti wing Blackrock Mountain adventure moda, je dostupan. Suočićete se sa četri nova bossa, mejdu njima i Lord Victor Nefarius!

Originally Posted by Blizzard (Source)

You’ve bested Lord Victor’s Nefarius’ lieutenants in the Blackrock Spire, and now it’s time to take the fight into his fortress stronghold! A decisive showdown between you and Lord of Blackrock seems inevitable. It will take all your wits to come out on top when you infiltrate the fourth wing of Blackrock Mountain: Blackwing Lair!

Every week, a new wing of Blackrock Mountain will become available for players to experience. Blackrock Mountain wings will unlock in the following order:


Blackwing Lair is Lord Victor Nefarius’ seat of power within Blackrock Mountain. There, he tinkers with blood of the various dragon flights in an effort to create a perfect, unstoppable draconic army. It’s not an exact science, but hey, it’s still SCIENCE! Victor is joined by a ravenous rogue’s gallery who are all eager to eat meet you!

BRM_HS_RazorgoreTheUntamed_CK_250x332.png

Razorgore

Watching eggs is a full-time responsibility. It doesn’t leave poor Razorgore much time to do important things like get a degree, socialize, or do fun, destructive dragon stuff. This unfortunate situation has only worsened his historically poor temperament. Razorgore’s glad you’re stopping by to help him work off some stress! If you can successfully make an omlelette out of  Razorgore’s eggs, two copies of the Warrior card Revenge will be yours!

BRM_HS_VaelastraszTheCorrupt_CK_250x332.png

Vaelastraz

We’ve touched upon the fact that Victor Nefarius is a bad dude, and here’s the proof. Vaelastrasz was once one of the good guys – a happy-go-lucky red dragon. Victor Nefarius used dark magic to corrupt him, forcing the ferocious red dragon to serve the Lord of Blackwing Lair against his will. End Vaelastrasz’ torment and two copies of the Mage minion Flamewaker will be added to your collection.

BRM_HS_Chromaggus_CK_250x332.png

Chromaggus

What’s worse than a horrible mutant dragon monstrosity that uses magic? A horrible mutant dragon monstrosity that usesfive types of magic, obviously! Chromaggus unleashes abilities ripped from the flesh of all five dragon flights. Don’t ask how he got those powers. Viscera are involved. Hey, we told you not to ask! You’ll have to battle the chromatic horror before you can take on Lord Victor Nefarius. Put Chromaggus down and you’ll gain access to a pair of Hungry Dragon cards.

BRM_HS_LordVictorNefarius_CK_250x332.png

Lord Victor Nefarius

Victor Nefarius is super impressed that you made it this far, even if it really wasn’t part of his plan. All the same, he’s going to end you now. It’s nothing personal; he just thinks you’re an insolent, uppity, mortal interloper. Don’t let appearances deceive you — there’s more to the Lord of the Blackwing Lair than meets the eye. De-throning the Lord of Blackrock will award you with two copies of the Shaman minion Fireguard Destroyer for your collection.

Claim victory against all of the foes within Blackwing Lair and the LegendaryChromaggus card will be added to your collection!

Two Class Challenges will also become available to players that have defeated all of Blackwing Lair’s bosses on normal mode. Class challenges feature pre-built decks, and will put your skills with those specific classes to the test! Blackwing Lair has challenges in store for Warlocks and Rogues. Warlocks will get a second chance to unleash their shadowy powers against Razorgore. Success will earn them two copies of the Warlock spell Demonwrath. Rogues will have to utilize their skills at subterfuge to soothe the corrupted Vaelastrasz once more. Two copies of the Dark Iron Skulker minion are at stake!

04BWLnowlive_HS_Cards_CK_500x313.jpg

Do you crave an even more challenging experience? If so, try out Heroic Mode! Blackwing Lair’s Heroic Mode is available upon completing the wing on normal difficulty. The foes in Heroic Mode are far more difficult to best than their normal mode counterparts, and often require tailor-made decks.

You’ve come far in your journey through Blackrock Mountain. One final wing is all that remains. What new horrors await you?

WoW Tokeni Pušteni u Evropi

WoW Tokeni pušteni su pre dva sata u Evropi. Trenutna cena WoW Tokena je 20 Evra ili 15 Funti. Cena u igri je sa početnih 35,000 skočila na 37,500 golda za dva sata.
Originally Posted by Blizzard (Source)
The WoW Token will be going live in the Europe game region on April 21 at approximately 5 p.m. CEST. The WoW Token will be available for 20 EUR (15 GBP) from the in-game Shop, and will be set at a starting price of 35,000 gold in the Auction House across the Europe region. From that point forward, the gold price will automatically fluctuate based on player supply and demand. To start we’ll be limiting the number of Token purchases from the Shop to 10 within a 30-day period, and the limit on Tokens purchased for gold will be set higher—though keep in mind these limits may be adjusted over time. While Tokens will be available immediately from the Shop, please note that there may be a delay before Tokens put up for sale on the Auction House become available for purchase with gold.

Using WoW Token Game Time with a Recurring Subscription
You can redeem WoW Tokens while you have an active recurring subscription—there’s no need to suspend your subscription or resubscribe. Your recurring subscription will automatically pause when your currently paid-for subscription period ends (e.g. for monthly subscribers, at the end of your current 30-day period), and all redeemed WoW Token game time will be applied next. Note that you can have multiple WoW Tokens redeemed on your account at any given time. Once any accumulated WoW Token game time expires, your recurring subscription will automatically pick up where it left off.

Region-wide Exchange
As discussed in our original announcement, each game region (Americas, Europe, Korea, Taiwan, and China) will have its own shared WoW Token exchange.

Once purchased, a Token can then be put up for sale in a region-wide exchange via a new Game Time tab in the Auction House. While the rest of the Auction House will remain realm-based, a region-wide WoW Token exchange will provide the largest possible pool of prospective buyers and ensures everyone has access to a vibrant, active Token marketplace. In the Americas, Europe, Korea, and Taiwan, players who purchase a WoW Token from the Auction House will be able to redeem it for 30 days of game time.

Going for Gold
Because the Token exchange has to start somewhere, we will be setting the initial gold value of the WoW Token ourselves. The starting gold value in each region will be based on several factors, including regional in-game economies, but ultimately our goal is to select a fair and reasonable starting price. After that, the Token’s gold value will be determined dynamically based primarily on player supply and demand. Simply put, if more WoW Tokens are being listed than are being purchased, the price will automatically drift downward over time. If people are purchasing Tokens from the Auction House faster than they’re being put up for sale, then prices will go up accordingly. As a reminder, to help make sure players can trade WoW Tokens confidently, once a Token sells, the seller will receive the amount of gold they were quoted at the time they listed their Token.
   

Heroes of the Storm Izlazi 2 Juna!

Zvanično, Blizzard je objavio da Heroes of the Storm izlazi 2 Juna! Otvorena beta počinje 19 maja!
Originally Posted by Blizzard (Source)
It’s been a jam-packed year for Heroes of the Storm, and now it’s time to rally your fellow heroes and get ready for battle, because the portal to the Nexus is about to burst wide open! We’ve just announced that Blizzard’s worlds will collide when Heroes of the Storm™ officially launches on June 2, following an open beta testing period that begins on May 19.

 

Heroes of the Storm will launch with more than 30 playable Heroes, over 130 Skins, 14 steadfast mounts, and 7 dynamic Battlegrounds, each with unique challenges to overcome—and even more Heroes, Skins, Mounts, and Battlegrounds are on the way! Over the last year we’ve also implemented over 430 different color Tints across our Heroes, Skins, and Mounts to help you customize your look so you can brawl in style. These color options will continue to be unlockable for free as you play your Heroes and seek to master them on field of battle. Rest assured that we’ll have even more exciting Heroes developments in the coming months.

UPCOMING LAUNCH EVENT

To celebrate the launch of Heroes of the Storm, Blizzard will be holding a live-streamed event on June 1 in London. Further information will be made available as the event draws near.

HEROES OF THE DORM CHAMPIONSHIP

The Heroes of the Storm open beta test will follow on the heels of the epic finale of the Heroes of the Dorm™ collegiate eSports tournament. Students from more than 400 schools across the U.S. and Canada have bashed and brawled their way through the brackets, with more than $450,000 in tuition and other prizes up for grabs. On April 26, the final teams will face off at the Heroes of the Dorm championship match, which will be hosted at the Shrine Auditorium and Expo Hall in Los Angeles and televised live in prime time on an ESPN network and also accessible via WatchESPN—further details on the telecast will be announced at a later date.

For more information on this live event and how you can attend in person, please dive into our Heroes of the Dorm blog.

NO FURTHER WIPES

We will not be performing any further wipes, so any current progress or purchases you’ve made thus far during closed beta will carry through to open beta as well as post-launch.

THANK YOU FOR YOUR CONTINUED FEEDBACK

We’ve enjoyed sharing the Technical Alpha and Closed Beta with you, and your feedback has helped us make Heroes even more epic. Thank you, as always, to everyone who has shared their thoughts on the game with us thus far. We can’t wait to hear more from all of you as we move toward open beta testing in May, and the official launch in June.

Stay tuned for more updates, and we’ll see you in the Nexus!

Patch 6.2 PTR Informacije - 17 April, Novi Monument, Blue Teme

Patch 6.2 PTR Informacije - 17 April
Originally Posted by Blizzard (Source)
Timewalking
  • Timewalking will be available during select weekend holiday events and allows characters to queue up for a randomly selected old-school dungeon with a twist: your character’s power and gear scales down to the dungeon's level on Heroic difficulty. However, your character retains all of your skills and talents. Emerge victorious, and you will walk away with old loot that is scaled up to your character's level!
  • Additional rewards for Timewalking are still in-testing, such as a level 100 quest that rewards a Seal of Tempered Fate per weekend.
  • Over the coming weeks, Timewalking for the following dungeons will be available for testing on the PTR.
    • The following Burning Crusade dungeons are available for characters level 71 and up.
      • The Arcatraz
      • Black Morass
      • Mana-Tombs
      • The Shattered Halls
      • The Slave Pens
    • The following Wrath of the Lich King dungeons are available for characters level 81 and up.
      • Ahn’kahet: The Old Kingdom
      • Gundrak
      • Halls of Lightning
      • The Nexus
      • Utgarde Pinnacle

Raids and Dungeons
Challenge Mode
  • Challenger’s Strongbox obtained before Patch 6.2 will all become rusted. Rusted strongboxes can no longer be opened and may be sold to a vendor for 50 gold.

PvP
Ashran
  • New Area: Ashran Excavation and New Event: Apexis Marks
    • At certain times, spirits of fallen Arakkoa haunt the Ashran Excavation. Defeat them and bring proof of their demise to Rukmaz, the ghostly caretaker of the Apexis vault. First team to show Rulmaz 50 marks wins.
  • Reward Changes
    • Winning an event now awards Honor instead of Conquest.
    • Defeating Grand Marshal Tremblade or High Warlord Volrath no longer awards a Gleaming Ashmaul Strongbox.
    • New Weekly Quest: Slay them All!
      • Defeat 300 enemy players. Awards Conquest.
    • New Weekly Quest: Ashran Dominance
      • Win each event in Ashran and defeat the enemy faction leader. Awards Conquest and a Gleaming Ashmaul Strongbox.
    • New Repeatable Quest: Continue the Dominance
      • Win each event in Ashran and defeat the enemy faction leader. Awards Conquest.
  • General Ashran Changes
    • Players are now automatically placed in a raid when entering Ashran.

Professions
  • New Ranks for Warlords Crafted Items
    • Two new ranks of upgrades have been added to Warlords Crafted items, "Mighty" for rank 5 at item level 700, and "Savage" for rank 6 at item level 715.
    • Crafting the new upgrade items requires Felblood, a new reagent that can be obtained through the Barn.
    • The new recipes can be purchased from visiting Garrison traders.
  • Upgrade Item Consolidation
    • “Greater” rank 3 and “Powerful” rank 4 upgrade items have been consolidated together. A rank 2 upgrade item can now be used to upgrade a Warlords Crafted item to rank 4.
      • For example, Burnished Essence can now upgrade a rank 1 leatherworking item to rank 2, a rank 2 item to rank 3, or a rank 3 item to rank 4.
    • Rank 3 and 4 upgrade items can no longer be crafted and existing items have become unstable. These unstable items can be used to create the appropriate rank 2 upgrade item and refund the materials used to craft it.
  • Warlords Crafting Material Changes
    • Greatly increased the output of the following crafting materials created through a daily cooldown.
      • Alchemical Catalyst
      • Burnished Leather
      • Gearspring Parts
      • Hexweave Cloth
      • Taladite Crystal
      • Temporal Crystal
      • Truesteel Ingot
      • War Paints
      • Sorcerous Air
      • Sorcerous Earth
      • Sorcerous Fire
      • Sorcerous Water
      • Savage Blood
    • A number of recipes that use crafting materials created through a daily cooldown now requires less materials.

Jewelcrafting
  • Added a new Immaculate tier of gems of epic quality that provides +75 bonus to a given stat.
  • Players can unlock the ability to craft the new gems by completing a short questline that starts at an Arakkoa encampment as soon as they enter Tanaan Jungle.
  • After completing the questline, Jewelcrafters can craft Versatility gems. To unlock additional gem recipes, players must find or purchase Gemcutter Modules from various sources.
  • Jewelcrafters also have a chance to learn one of the new recipes each time the Gemcutting Construct crafts a gem.

Mage
General
  • Frostfire Bolt now deals 30% more damage.
Frost
  • Frostbolt now deals 30% more damage.

Paladin
Holy
  • Holy Shock's mana cost has increased by 50%.

Shaman
Armor Sets
  • PvP 2-piece set bonus for Elemental Shaman is now the PvP 4-piece set bonus and has been replaced. New PvP 2-piece set bonus: Reduces the cooldown of Hex by 15 seconds.
  • PvP 4-piece set bonus for Elemental Shaman has been replaced by the old PvP 2-piece set bonus. While Ascendance is active, the Shaman is immune to silence and interrupt effects.

Warlock
Armor Sets
  • PvP 2-piece set bonus for Destruction Warlocks has been redesigned. Getting stunned, silenced, interrupted, or feared now generates 1 Burning Ember. Can only occur once every 15 seconds.

Patch 6.2 - Legendary Ring Monument
Patch 6.2 dodao je novi monument u vašem garrisonu, a dobija se kada završite legendary ring quest line!
 

Patch 6.2 - Novi izlaz iz Alijansinog Garrisona
Patch 6.2 dodao je novi izlaz iz alijansinog garrisona, kako bi brže stigli do Vašeg brodogradilišta.


Patch 6.2 Blue Teme
Originally Posted by Blizzard Entertainment
Timewalking
Isn't timewalking just continued rehashing of old content and calling it new? Call me crazy, but I feel like Blizzard could have made new dungeons to release in 6.2.
We're not all that concerned about how you want to label content after seeing it laid out on paper. There are people out there who are quick to claim that we're pretending "old content" is once again "new content." It's not about old and new. It's about giving players more options and new ways to experience content in World of Warcraft, even if that means creating new systems to experience existing content in different ways.

The common argument, it seems, is that we try to cut corners by "rehashing old content" in order to avoid creating new content. This is a misnomer. Configuring a game system that allows players to experience the dungeons from Wrath of the Lich King and The Burning Crusade at max level, and be appropriately rewarded for it, isn't comparable to designing a new dungeon, especially in terms of art resources -- of which plenty were used to develop Patch 6.2 content.

Timewalking is a new feature. It allows you to access existing content in new and relevant ways. We've not claimed otherwise. If you want to throw a negative label on it, that's up to you. But don't claim that we're pretending this sufficiently absolves us from having to create "new content."

Timewalking also shouldn't give players license to dismiss the actual new content in Tanaan and Hellfire. It's an added feature that we're confident many players will enjoy, as it has the simple goal of providing max-level players with more things to do.

TLDR: It's not very useful to put so much effort into bickering cynically about what content is old or new, and how we're framing that in our patch features list. It'd be a lot more constructive to talk about whether or not new features -- even those that involve existing content -- are fun.

Hey Zar, if you have the time to answer another timewalker question, I'd like to know if the heroics will actually pose a challenge. I just don't want to feel like I'm running say Utgrade Keep and flying past it like I'm in full t10.
We don't want them to be intensely challenging, but we don't want them to be faceroll either. We're in the process of testing the item level to which level-100 players should be scaled down. We're erring on the side of scaling item levels a little lower than they probably would be if one was running these dungeons at their actual level, but that's mostly to try and compensate for the fact that level-100 characters will have extra abilities and talents that they wouldn't at the lower levels, which will be advantageous in some situations.

It does make me curious though, since we would be going back to these dungeons with our current level 100 skill set, is there potential for one or two new mechanics for certain bosses in these dungeons?
As it stands now, no. We're not planning to add new mechanics or creatures. These are literally the existing Heroic versions of the 10 selected dungeons with players' item levels scaled down as I described above.

Will you guys Timewarp these dungeons for every expansion that will be release from now until the end of the World (of Warcraft), or is this a feature for WoD only?
We don't have specific plans to share as of yet. I think it's safe to say that we'd like for this feature to receive updates and be carried onward into the future of WoW, but we'll see how things play out in 6.2.

Why not scale back the talents and abilities? So if you are playing at level 70, you have only the talents and abilities you would have at level 70?
That's not something we want to do. It can be weird and jarring for us to essentially de-level your character's abilities and talents for a specific type of content. We want entering these dungeons at level 100 to feel relatively seamless, aside from a little math under the hood changing your power relative to the content you're running. (Source)

PvP Live Developer Q&A Questions Thread
Q4: Why can't abilities just be split into PvE and PvP versions? 11:52
This is probably the single most important question, and he only gave it about 1.5 minutes of response. "We're not into that solution" "We don't want to see that level of complexity" ... Seems like making a PvP and PvE version of an ability will decrease the complexity of trying to balance them against one another. Will it take a lot of work up front? Yeah, probably. But the end result seems totally worth it. Players won't have to watch as their class gets gutted due to changes made for the purposes of an aspect of the game they care nothing about.

We definitely agree with the underlying sentiment that PvE and PvP should be something that can be tuned separately. We just don't agree that splitting every spell into a PvE and PvP version is the right way to accomplish that goal. There are less cumbersome ways to accomplish that. We're kicking a few ideas around, but it's a bit too early still to share much else.

But yeah, just to be clear: we agree that PvE and PvP are inherently different game types and will often require separate tuning.

I'm not disputing that separating PvE and PvP spells could work. We just have some ideas we think could work better. (Source)

Patch 6.2 Change Explanations
How does Blizzard justify making such huge class changes in 6.2 with no communication with the players, and think that that's just okay? The changes to Windwalkers and Brewmasters aren't just number tweaks. They greatly impact how the class will function after the next patch. Why wouldn't you take the time to explain why you're gutting Brewmasters the way that you are?

We're just supposed to go on the ptrs to find that maybe with the new raid trinket, legendary ring and set bonuses, our DPS will remain acceptable? This is just bad game design and I'm not pleased at all with the way that Blizzard is handling class balance.

There's a reason we have a healthy testing phase for large content patches. Our goal is to share more on our design philosophy after further feedback gathering, testing, and tweaking, prior to these changes actually going live.

It's not realistic for us to explain our intent behind every design decision or new feature that's to come in a future patch, as so many details are ironed out over the course of testing. It's understandable that people love to scrutinize patch notes, but there's not much to gain from getting too upset over the first iteration of PTR patch notes.

Do you guys realize how many people your going to lose if you go through with these changes? I really don't think you do.
I realize I've heard that sorta thing every patch for 10 years now.

It also baffles me that Blizz, with all the resources they have at their disposal, can't hire someone to post on the forums for 2-3 hours a day addressing these things when they get released.
Sometimes I wish it were that simple! Providing official responses in somewhat knee-jerk fashion to knee-jerk feedback is oftentimes not beneficial, and can easily make matters worse. Effective communication is about much more than transparency and acknowledgement.

You get knee-jerk feedback because you make boneheaded knee-jerk buffs and nerfs which often comes with no explanation. Effective communication has to come from both sides. If you guys want effective communication from the player base, start making the effort yourselves.
I was referring to us when talking about effective communication in that context. Of course we're far from perfect in that regard. And we never will be when nearly all of our communications are subject to the court of public opinion. But I understand your point. (Source)

Tanaan Story
I'm more concerned about it being a storyless pit where there's nothing to do but camp for a mount.

Because that's what TI was. It had no value to max level players with even LFR gear because the RNG nature of the 496's made them pretty bad even for people with the 483's out of MSV.

That's feedback we certainly heard and took to heart following Timeless Isle. (Source)

Blue Posts
Originally Posted by Blizzard Entertainment
PvP Gearing and Progression
The PvP gearing process and general idea of character progression are things we talk about and iterate on a lot. Even just looking at how things changed from Cataclysm to Mists, and then from Mists to Warlords, you can see a lot of tinkering and experimentation. We think we've improved with each expansion (particularly with things like the catch-up cap), but don't think we've quite nailed it yet, so we're still looking into ways to improve.

Now, I wouldn't expect any major changes to gearing in 6.2, but it's something we're definitely talking about for the future.

Any chance you can explain holinka's thoughts on the 27k conquest vendor being convoluted? Not a single person I've spoken to thought it was a complex system. It's a very easy 1 sentence answer if someone doesn't understand it; "Once you acqure 27000 conquest points over the course of the season, you are then able to buy conquest items for honor instead".
It's actually a pretty good example of the sort of weird challenge a game like WoW faces sometimes.

There are a TON of people who play WoW. If even a small percentage of those players have a problem with something, that can still be a very large number. In Mists, our CS department was getting a pretty regular stream of tickets from players who were confused about why the vendors weren't willing to sell them gear.

It's the sort of thing that is generally not a problem for the type of person who reads forums and patch notes, but causes a lot of confusion for the people who might not even be aware that the 27k achievement exists in the first place. So, our thinking with Warlords was that, due to gear swapping primary stats and the fact that players who are fully geared generally have extra Conquest anyway, that particular implementation was no longer necessary.

That said, we're hearing the feedback loud and clear that you guys want to have more control over your secondary stats and the ability to gear up alternate specs. We'd rather not go back to the 27k vendor as a solution, but are discussing other options. (Source)

Cross-Realm Zones
Competing for quest mobs and nodes while leveling is not my idea of fun. I should not have to login at 2am-5am just to get anything done.
If quests are unable to be completed beyond reasonable respawn timers due to other players that is what we would consider to be a bug, and we'd appreciate you reporting any specific cases.

Resource nodes are however first come first serve, and there will be times when someone else reaches one before you.

I'm curious what purpose CRZ even serves now that there are almost no outdoor elite areas/group quests that would require more than one person to handle. Just to see people?
The intent with CRZ has always been to ensure outdoor zones--in this Massively Multiplayer game--actually have some other people in them, yes. The natural effect of everyone always leveling higher and into higher content is that, or course, most everyone is at max level doing max level things. Being new to the game or even just leveling an alt and not seeing another player for the days or weeks until you're closer to max level isn't a great experience.

It's to reduce server costs. Instead of having to run 20 instances of a zone, they only have to run one.
That's not how it works. Each realm still runs its own zone, and it coalesces players together based on a number of factors like if they're in a group, or their home realm zone population, etc. If a bunch of realms are 'grouped' for CRZ, not everyone in each zone on each of those realms is automatically always in the same 'instance' with each other. It's not simple, and definitely not cost effective--but that isn't the goal. (Source)

An Inside Job Quest Cinematic Missing
If I remember correctly we didn't have it there because it was a big secret until someone unlocked it by completing the quest, and then it was unlocked in everyone's client. If we had anything datamineable about it our fun secret would not be as secret or fun. I haven't checked in 6.2 yet but it should probably be added to the Chronicler list then. (Source)

Higher Difficulties in LFR
but it's on a more manageable level, stress wise.
You're putting yourself out here on a public forum, that takes some guts, I have to imagine you'd be capable of running your own group where negativity and tempers are met with whatever response you deem appropriate. Maybe instead of "Don't suck" the group could be called "Be nice or get kicked". What i think needs to happen is for people to take charge of group creation and create the experiences they'd like to have. There's only so much we can do to help lessen social pressures, in a game that is very centrally based on group coordination and player interactions, before those interactions are effectively just taken away. (Which is maybe an option, you could probably close your chat window and not be any worse for the wear a lot of times.)

A higher difficulty LFR will only raise stress levels in those raids, and make them less successful. They'll cause total breakdowns and disbands and ... it's just not going to be the best of both worlds. Difficult content requires coordination and communication, and that's possible with positive and productive attitudes, and every player is capable of making that a reality for them and everyone else in the group.

Does that not raise the question of why don't they? I constantly see players who clear lfr and just seem to give up. Even something as simple as trying to find 4 other people to do a challenge mode is far beyond anything they seem capable of.

If everyone is able to why do you believe so few choose to do so?

Good question... Well some people are fine only seeing LFR. They don't see any point in doing harder content; that's not why they play. For the other people that would like to but don't, the easy/cynical answer is probably because it takes time and effort, but probably more accurately it's likely for some of the same reasons students don't raise their hand, or why class signup rates are higher when they are kept private--people are generally afraid of other people judging them. Lots of people want an easy, smooth, and successful run, but aren't willing to put up with wipes, learning fights, and challenges. Especially with a bunch of strangers. That's where guilds and friends are the biggest difference versus random players, and progressing with other people--even if you've only ever talked to them on mumble--is worlds apart from running with a random group. And it doesn't even have to be a guild now!

But if someone legitimately wants a better experience, and is willing to put in the effort to achieve it... I'm not sure I could answer why they don't. That's a good question.

What do you think? (Source)

WoW Tokens
We don't allow you to have both Tokens (Shop and AH) at the same time to avoid any kind of purchasing or redemption confusion. If you have the cash to buy a Token from the Shop but also need subscription time, a month of subscription is less expensive and so it's probably recommended you go that route instead. (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
PvP
Like PvP? Perhaps consider grabbing Arena Grand Master and Master Pit Fighter (Muffinus)
Perhaps they could be made relevant at 100? AGM & MPF have no reason to be grabbed aside from the gold value now days.
Perhaps that is a good idea (Muffinus)

Once I finished all the quests in Ashran, I vowed never to go back. So I will defer to more seasoned Ashran players to answer this
Your input might be just as interesting. Obviously something turned you off right away. What was it? (Muffinus)

I never even understood how it worked. I preferred Wintergrasp a lot more too.
Do you understand it better now? If yes, what was the catalyst? If no, what questions remain? (Muffinus)
Winterspring is a good example. I used to make sure I never missed the weekly Winterspring. I avoid Ashran like the plague.
Wintergrasp Ok, this is good, discussion is good. Why do you prefer A over B? How did you feel about Tol Barad? (Muffinus)
TB was okay. You could queue up as a group of 3 friends and actually make a difference. Doesn't feel that way in Ashran.
.If you could change 1-3 major things in Ashran, what would you change? (Muffinus)
Have the High Warlord/Grand Marshal drop something of value. It feels so pointless to do Ashran now. One side dominates
What would be an item of value to you, at this point in the expac cycle? (Muffinus)

Professions
Do you enjoy fishing in WoW? What do you like about it? Where do you fish at? (Muffinus)
The Lurker Below in Serpentshrine Cavern is probably the best use of fishing in the game.
or old ZG and the rare feral druid tank staff (Muffinus)

Misc
Doing Garr in oh man such memories, we used to have one hunter (mark each target for each warlock, took 30min (Muffinus)
seeing who could ice block the highest in the air after an explosion was the best as a mage
I was fire spec because I didn't have a DPS meter so I didn't care. What a weird world that was. (Muffinus)

Trials će Biti Uklonjen u Budućem Patchu!

Game dizajner Wyatt Cheng je imao intervju sa Westmarch Workshop podcastom i najavio da će Greater Rift Trials biti uklonjeni u budućem patchu. U nastavku možete pročitati najbitnije detalje, ali vam preporučujemo da poslušate ceo podcast ovde.
Originally Posted by AdriaCraft
  • Greater Rift Trials are already removed in an internal build
  • Blizzard realized people weren't happy with them at all
  • There are still some issues that arise form this removal
    • How do players pick which GR level to play? From an arbitrary list? Based on their personal best?
    • How does Gem upgrading work now, if you can pick a very high GR? You could just slug through the Rift in 30-45 minutes and then get the upgrade
      • Possible solution: Don't allow Gem Upgrades when you fail to beat the timer.
  • No idea when the removal of Trials will go live yet
    • Continuing to ask for it isn't going to make it happen faster
 

PvP Q&A Sa Holinka

PvP Developer Brian Holinka odradio je Q&A stream danas preko Twitch.tv/wow, a mi Vam u nastavku prenosimo transkript, pitanja i odgovora.
 
Originally Posted by AdriaCraft
Crit
  • They wanted to try to not have the difference between sustained damage and crit damage be to massive.
  • Some classes benefited from this more than others.
  • They will buff skills that they feel are too weak with the reduced crit and multistrike.
  • They feel the game is better without having the battle be based on the crit lottery.

Nemesis quest
  • The nemesis quest is being talked about.
  • They designed it to be a WoD thing that is done out in the world, and they currently want to stick to this. But they will be looking at the requirements for it.

PvP vs PvE
  • They want to add more “knobs” that lets them deal with adjusting skills for pvp without effecting pve. They don't think having a PvE and PvP version of every skill is the correct solution.
  • They are talking about other plans for the future to solve this and are excited about it.

CC
  • High level goal with CC effects going into WoD is players want to be playing their characters more.
  • They would first want to take more CC out of the game before breaks.
  • This would not be a goal for 6.2.
  • CC is one of the most important parts of the game. They have no plans to remove all CCs from the game.
  • There may be too much CC right now however.

Tournaments
  • Blizzard is very thankful for all the people hosting tournaments for WoW.
  • They want to continue to find ways to help those people hosting tournaments out.
  • They have things coming that they wish they could share today.
  • They think battlegrounds could be fun to watch too.

Dampening Mechanic
  • They are happy with this mechanic.
  • They wanted games to end in a reasonable amount of time, and they are.
  • They think that building comps around the dampening mechanic is a strategic option that players can pick if they wish, and have no problems with it.

Alt progression
  • They are happy with where they are going with 6.2 with alt progression in pvp.
  • They do want to make sure that you still need to play the alt to gear it up in the end.
  • They are still very open to feedback and will take it step by step.
  • They do not have plans to bring back the 2700 CP vendor. They feel the system did not make a lot of sense for the average player.

Ilvl in PvP
  • They hear the request to keep everyone at the same ilvl for pvp a lot. However if they take away the gear progression from pvp, they need to figure out what players would do to progress.
  • They have tried to shrink the gap between the highest and lowest player ilvl.

Race Balance
  • Going into the next expansion, looking at the racials is a possibility.
  • They want to make sure they are all interesting and fun, and not boring.

Solo Queue
  • They feel solo queue experiences can be very toxic.
  • When you have pre-made groups you will have a leader which will set the tone for the group. If you act out of line, they can kick you out.
  • They think the group finder has been a very big success.
  • They have thought there might be a dip in progression in Rated BGs, but participation is up by upwards of 50% to 60% even with less rewards just because of how easy it is to group.
  • no plans for Solo queue rated pvp at this time.

Ashran
  • They felt Ashran was the new type of content that players wanted, however they feel it did not hit the mark. Blizzard is very unhappy with how it turned out and really want to improve it.
  • faction unbalance is an issue they are still working on.
  • They thought server communities was important at the start for asharn, turns out it was not.
  • They might make the conquest able to be rewarded higher than 500.
  • One thing they are thinking about, is allowing you to cap your conquest just on asharn, but you would need to participate in all areas of asharan to achieve this.
  • They may restrict it so only groups can que for ashran, and not raids. They are open to feedback on this.

Alterac Valley
  • They do want to keep it balanced and up to date as they have gotten lots of good feedback, but no key game changes planned.

Botters
  • They know botters do not make the game look good.
  • They put a lot of effort into stopping them.
  • They are not transparent for a few reason. One key reason is they do not want to tip botters off. If they come up with a new method, they don’t want to inform botters of this while they are working on the system.

New Legendary Ring proc
  • It will work in world PvP.
  • It is disabled in instanced pvp (such as Ashran and arenas).

Low Level PvP
  • They focus on high level pvp for balance.
  • If something is very unbalanced - such as a single spell, they want to hear about it and fix.
  • If you find that some classes are stronger at say level 20, that is not something they spend a lot of time on.
  • There is a open bug that XP-Off players can not que for wargames. This is being fixed.

Misc
  • Many, many more class changes are coming to the PTR. What we have seen is a very small amount of them, and changes have already been made to some of those.
  • They are happy with the ability pruning, and in fact will probably prune more abilities down the road.
  • Blizzard is happy, but not satisfied with how PvP turned out in WoD so far.
 
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