Najnovija Diskusija na Forumu

User Avatar on Forum
Author: Nocnisetac Date: Thursday, 29 January 2015
User Avatar on Forum
Author: FasumAga Date: Saturday, 24 January 2015
User Avatar on Forum
Author: Cvijo Date: Friday, 23 January 2015
User Avatar on Forum
Author: Elextos Date: Thursday, 15 January 2015

Patch 4.1 Features

Originally Posted by Blizzard (Source)
The point isn't really that we're delaying Firelands so we can release ZA/ZG instead, or because we don't think players are ready for a new raid. Our messaging on the subject directly implies this, and that's our fault.

What we're really saying is that we want more frequent, slightly smaller updates to the game so that content keeps coming. Since Firelands isn't quite ready yet, we've made the decision not to hold back the other 4.1 patch content for it. Instead, we're going to release patch 4.1 with the content that's ready to go so the majority of players have more things to do, while also putting some finishing touches on Firelands so we can ship it out in 4.2 shortly thereafter. We're not arbitrarily holding back Firelands. On the contrary, we don't want to hold back other content updates for Firelands.

The main content features currently planned for 4.1 are:
  • Zul'Gurub revamp
  • Zul'Aman revamp
  • New level-85 Stranglethorn quest line (phased) leading players into the troll dungeons
  • New tier of Heroic dungeon gear (epic item level 353) to give players a slightly bigger boost going into raids for the first time
  • New & updated flavor items, vanity pets, and mounts
  • Guild Challenges (new guild quests)

All of this is in addition to a number of UI improvements, class balance changes, and more. We'll have more information on the patch 4.1 features coming soon.

Season 10 Armor Models

Posle uspešne vesti povodom Season 10 Weapon Modela, odlučili smo da ne čekamo wowhead niti mmo-champion.com već da mi prvi objavimo i Season 10 Armor Modele. Na žalost Blizzard nije ubacio jedino teksture za Warrior Shouldere, ali u nekom od PTR Buildova sigurno će biti tu, a mi će mo objaviti finalnu vrziju izgleda. Interesantno je da je Blizzard odlučio da promeni modele nekih klasa (Verovatno nisu bili zadovoljni), dok je za Death Knight, Paladin, Warrior klase unapredio postojeće kao što je to i činio u Wrath of the Lich King-u. Na žalost kako mi se čini opet je Warlock najviše failovo po izgledu
 
PvP Season 10 Armor Models

Season 10 Weapon Models

Da dobro ste pročitali naslov, uspeli smo prvi da dodjemo do Sezone 10 modela oružija! Ovo su trenutno modeli koji se nalaze u PTR 4.1.0 fajlovima, a nadamo se da će ostali stići uz nove PTR Build-e.
Sezona 10 nije predvidjena da startuje kada krene Patch 4.1 na live serverima, to će se desiti u nekom od 4.2 patcha kao što to obično biva dve nedelje posle nove raid istance u ovom slučaju Firelands koja nam dolazi uz Patch 4.2. Do tada moguća je i promena ovih modela oružija.
 
Season 10 Staff  Season 10 Polearm  Season 10 Two Handed Sword

Season 10 Bow  Season 10 Crossbow  Season 10 Gun

Season 10 One Handed Sword  Season 10 Thrown  Season 10 Wand

Season 10 Dagger  Season 10 Off Hand

Firelands raid neće biti uključen u Patch 4.1

Ono u šta smo sumnjali je sada i potvrdjeno, Firelands neće biti uključen u Patch 4.1. Ovo je i razlog zbog čega ništa i nismo videli u Patch Informacijama ili Test Serverima.

Za više detalja pročitajte, celu vest na Eurogamer.net.

From
Eurogamer
Blizzard has told Eurogamer that the Firelands raid – the next tier of endgame raiding progression for the MMO – will not appear in the next patch, 4.1, as it had previously planned.

In an interview at the Game Developers Conference in San Francisco, lead producer J. Allen Brack said that players were not sufficiently advanced through the raid content that shipped with third expansion Cataclysm in December to handle the challenge of Firelands. He also suggested that Blizzard was thinking of creating "smaller" content patches for World of Warcraft.

"We feel like the player base isn't really ready for the next raid yet," he said. "And that led to some changes where Firelands is now actually going to be in 4.2."

"Our plan is to package... features into smaller content updates and to release them as soon as possible, rather than wait and release larger updates more infrequently," Blizzard added in a statement.

[...]After the interview, Blizzard gave Eurogamer the following statement about the decision to remove Firelands from patch 4.1.

Originally Posted by Blizzard (Source)
The decision to move Firelands to 4.2 was also motivated by a desire to move away from the "monolithic" content patches World of Warcraft has received recently, towards smaller updates, Brack said.

"Patch 4.1 provides our players with access to the completely redesigned Zul'Aman and Zul'Gurub five-player dungeons, where they'll be able to experience challenging encounters featuring all-new boss mechanics, obtain updated epic-level loot, and possibly acquire rare mounts.

"One of our long-standing development goals is to release regular content updates for the community to enjoy. These updates are generally focused on introducing specific content, like a new raid or new gameplay features.

"Our plan is to package these features into smaller content updates and to release them as soon as possible, rather than wait and release larger updates more infrequently.

"The previously announced Firelands raid will be part of content update 4.2 which should come soon after 4.1.

Posle ovoga usledile su i zvanične Blue informaicje da Firelands neće biti uključen u Patch 4.1 kao što je bilo planirano. Već će on biti deo 4.2 Patch sadržaja.
Originally Posted by Bashiok (Source)
By now you’ve seen that the redesigned Heroic five-player dungeon versions of Zul'Aman and Zul'Gurub are on the PTR, featuring all-new boss mechanics, updated epic-level loot, and some rare mounts for players to try to tame.

You may be asking, "where's Firelands?”

Our goal with each major patch release, and especially with each expansion, is to learn from the past and use that knowledge to improve the game as we move forward. One of our biggest regrets in the pacing of Wrath of the Lich King was the Crusaders' Coliseum. The Trial of the Champion 10- and 25-player raid was released while many raiders were still busy with Ulduar, which meant a premature end to Ulduar raiding -- and a lot of players didn't get a chance to experience all of Ulduar's content during the normal expansion progression.

Having learned that lesson in pacing from Wrath of the Lich King, we don’t feel Cataclysm needs a new raid tier just yet. We’re close, though, and Firelands will be part of patch 4.2, which is expected to hit the PTR very soon after 4.1 goes live.

One of our long-standing development goals has been to release more regular content updates for you to enjoy. Our plan is to package features like raids, dungeons, and daily quest hubs into smaller content updates and release them as soon as possible, rather than wait and release them as large but infrequent updates. Our first significant step in this direction will be Cataclysm patch 4.1, and we hope the rest of our content updates moving forward follow this model.

This new flexible approach to updates allows us to release content like Zul'Aman and Zul'Gurub so that you'll have more challenges to overcome while we make the flames of Sulfuron even fierier and this second showdown with the Firelord even more climactic.

While we know that some raiders feel prepared to smack down the Firelord once again, releasing an epic raid dungeon before its time would, in the words of Ragnaros himself, be "too soon!"

If firelands isn't being released why are people finding all of this content?

A good amount of development progress had already been made on Firelands by the time we decided it would be better to release it in the following patch. Because of that, a lot of information about what is now considered 4.2 content was already in the game files for the initial 4.1 PTR build. This just reinforces what Bashiok said about 4.2 being scheduled for release on the PTR shortly after 4.1 goes live.

Development for both patches is currently well in progress.

Patch 4.0.6 Hotfixevi - 1 Mart

Originally Posted by Blizzard (Source)
Here you'll find a list of hotfixes that address various issues related to the recently released World of Warcraft: Cataclysm patch 4.0.6. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below will go live the moment they are implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. We will continue to update this thread in the days ahead as additional hotfixes are applied. Visit our Bug Report forum for a list of 4.0.6 known issues.

PvP
  • Flag carriers in rated Battlegrounds now take 25% more damage from all magical and physical attacks. The 25% additional damage from carrying the flag stacks with the Focus and Brutal Assault debuffs. Flag carriers in normal Battlegrounds are not affected by this change.

Quest & Creatures
Tol Barad Peninsula
  • The quest "Walk A Mile In Their Shoes" has not always been correctly awarding players with quest credit after completing the escort event. This quest is being temporarily disabled and removed from the achievement criteria for Just Another Day in Tol Barad. This fix will require a realm restart to take effect.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Changes to Ambassador Title in 4.1 (Source)
If you have the achievement you'll keep the title. The Exalted worked differently because we wanted to move the title to a different achievement altogether (50 exalted).

In this case, if you have the achievement you'll keep the title. If you're close to getting the achievement, you might want to hurry and get it before 4.1 because after 4.1 you'd need to also gain the additional rep to meet the requirements, earn the achievement, and get the title.

Same as it was for Loremaster or Explorer, if you had the achievement you still have the achievement, even though the requirements changed. 

Zul'aman and Zul'gurub (Source)
There's a lot of new content in Cataclysm. There's also a plethora of updated content to advance the story.

Likewise, there's plenty of new content still to come in this expansion. But, we're also going to keep moving existing themes forward when the story calls for it. There were specific reasons for originally entering Zul'Gurub and Zul'Aman, but those reasons by no means wrap up the story of the ancient troll empire. These city ruins still serve a major purpose in troll lore, beyond just providing new locations to gain loot.

We're moving the story of the troll nations forward, and hope you recognize and enjoy that. Hakkar and Zul'jin are gone now. Even so, that doesn't make Zul'Gurub and Zul'Aman irrelevant as key locations of Azeroth.

[...] Zul'Aman is in Ghostlands, which is in Azeroth, not Outland. It's true Ghostlands didn't receive any terrain changes after the Cataclysm, but that doesn't mean the remaining Amani are unaffected by what's happened.

We'll have more information to share on the return of Zul'Aman and Zul'Gurub soon. But for now I'll say this: there is a center of troll civilization yet to be seen in World of Warcraft. There was once an ancient empire of troll tribes united. Zul'Aman and Zul'Gurub becoming key points of interest in Cataclysm plays into this. Perhaps something has happened to once again call for the unity of the disaffected tribes. Perhaps a certain tribe with allegiances elsewhere sees this as a very bad thing.

Archaeology items cooldowns (Source)
Sometimes it can be difficult to find a good "sweet spot" when choosing cooldowns for groups of similar items such as those obtained through Archaeology. We don't want all the cooldowns to be exactly the same, but we also don't want it to feel like the numbers were chosen totally at random. We may not always get the values right initially, so knowing what feels good to you and what doesn't -- and why-- is really helpful.

[...] As noted, we didn't want every single Archaeology item to have the same cooldown. Some of the items are pretty unique and provide interesting on-use abilities, so it made sense to us to vary things up a little. This is perhaps a bit different than our approach to other cosmetic or novelty item cooldowns, but Archaeology itself is new and has its own reward structure. 

Triple spec instead of dual spec? (Source)
An oldie but a goodie!

The question used to be, why don't we have a way to keep a spec for PvE and PvP? And to a lesser extent, wouldn't it be great if I could swap roles with my hybrid if needed without having to hearth and make everyone wait on me?

Those are the specific reasons for why we agreed with the sentiment of those questions, and dual spec now exists in the game. It's great (kind of) that some people have found uses for it outside of that, having two slightly variant builds of the same spec for different situations, however, it's not our intent with multiple specs to encourage that type of gameplay, and thus it's not our intent to offer tri or quad or quint, etc. specs.

Obviously having an array of possible specs to choose from would be convenient for any number of reasons, but it would also encourage situations where people are using it to shift their builds around for each individual encounter or task. Those are the kinds of options that quickly stop being options, and instead become a requirement. And as they become a requirement our necessity to design and balance around it changes it from a nice convenience option to a core piece of the game design puzzle.

A lot of people like to throw the phrase 'slippery slope' at us when we make certain changes, and dual spec is actually truthfully one of those systems. Once we have two specs, why not three? If three, why not four? But, we have our hiking boots on, and don't intend to lose footing on this just yet. BUT sliding down muddy hills is a lot of fun, so you never know. 

Druid
Recent restoration changes (Source)
We're a bit worried about Resto being too powerful in PvP. We wanted to try out the Lifebloom changes to see if it fixed the problem. We don’t think it's quite the right change though, so we're going to revert the Lifebloom mana nerf, but keep the reduced bloom effect. We'll have to keep watching this.

The change to Efflorescence becoming a smart heal was actually originally just a bug. Since so many of you responded so favorably to it though, we're actually going to redesign Efflorescence to work similarly. We expect the redesign to help the talent be more useful in 5 and 10 player content as well. We'll have more details at a later time. 

Paladin
Word of Glory cooldown in 4.1 (Source)
The assessment that Word of Glory is meant for more occasional use is rather close to the mark. That's also part of the reason that we're comfortable with employing a cooldown solution in this case. We think that it’s more interesting for Word of Glory to be a reasonably powerful heal that's used infrequently, than if it were a weaker heal used more often. We also like the way Word of Glory interacts with Vengeance because then the heal scales with the content. If you’re taking a lot of damage, the heal is more potent than it would be otherwise.

We also didn’t really think that healing was necessarily a problem for Protection paladins. We just weren't happy with the style of gameplay it was causing players to adopt. We had tanks telling us “I just miss using actual attacks, like Shield of the Righteous. Every time I use SotR it feels like I'm playing wrong.” While technically a tank had a choice between threat and survival, we felt it was an illusion of choice because tanks often (and rightfully) worry about survival first and foremost. You still have the choice between generating threat and healing, but since the healing will be lower overall, the trade off should matter less.

The self-healing ability of other tanks has been brought up in this context. When comparing tanks, we look at the whole package, not individual abilities or talents. Deathknights, for example, are designed with less innate damage mitigation than Protection paladins, but they have a lot of self-healing to compensate. It’s okay, of course, for paladins to have some self-healing (they are a class with healing spells after all), but that has to be balanced against their better built-in damage mitigation. We try to tune tanking classes close enough so that they can all tank effectively, but without making them all function identically.

We're not too concerned with keeping Protection viable in PvP. We know some players enjoy it, but the majority of Prot paladins are more concerned with their ability to tank, and that’s where we spend most of our Protection design effort. It’s a great goal to make all of a class's specs viable in PvP, but it's not always possible to do so and paladins have other options.

I realize that Word of Glory is also on Retribution's platter at the moment, and we have something to share about its role in that spec as well, despite this being the tanking forum.

We think the 4.06 changes overall gave Retribution too great a buff for PvP. We realize that there are those that disagree, but we're pretty firm on that point and we needed to make some adjustments. Given that Ret is primarily a dps spec, we thought it made more sense to reduce their off-healing capacity, which had become quite strong, rather than their damage.

That's not to say that we mind a hybrid dps spec occasionally helping out with healing – that feels cool, and it's appropriate. On the other hand, we want damage focused specs to be primarily focused on dps. It's true that there were other ways we could have reduced Retribution healing. We could have changed Selfless Healer or even Word of Glory itself. As I mentioned earlier, after looking things over, we arrived at the conclusion that having a powerful heal you can use infrequently is more compelling than having a weak heal that you can use more often. 

Priest
Discipline in 4.1 (Source)
We want Power Word: Shield, Power Word: Barrier, and Divine Aegis to continue to be an important part of a Discipline priest's rotation. We want you to use those spells frequently. The changes we've made through hotfixes and those that we currently have planned for 4.1. aren't intended to remove that element of gameplay at all, but simply refine it and bring it more in line with our design goals for the spec as a whole.

As we've stated in the past (http://us.battle.net/wow/en/forum/to...14?page=25#485), we don't want Discipline priests to use their shields to exclusion of everything else -- including, potentially, a more efficient heal. While damage mitigation is what Discipline priests are known for and something that you do very well, we also want you to cast important spells like Penance, Greater Heal, Prayer of Healing, and Flash Heal. Casting those heals doesn't make you a Holy priest, especially if you're using them to leverage other key talents in the Discipline arsenal (like Renewed Hope, Strength of Soul, and Train of Thought).

Even so, we know that a lot of players want a class specialization that does nothing but shield, and that's fair -- but that's not the direction we want to take with Discipline priests right now. We want you to use the spell that's most appropriate for the situation, be that a heal, a shield, or an offensive ability like Smite. Your shields will still have their time and place, of course, and we'll make sure that you have good reason to cast them, but they just won't be the only thing you use to keep an ally alive.

Holy 4-piece set bonus (Source)
This is feedback we've seen quite a bit, and it's good. With the changes to Chakra in 4.0.6, we realize a lot of players feel that the Holy 4-piece set bonus is currently much stronger than its Discipline counterpart. We don't disagree and it's something we've been actively discussing changing in 4.1 (for example, we're considering potentially removing the Weakened Soul requirement on Penance targets in order for the Spirit bonus to apply).  

Patch 4.1 Ažurirane Informacije - 28 Februar

Originally Posted by Blizzard (Source)
  • - Notes added in the 2nd notes update of the day.

General
  • Flying mounts can now be used in Ghostlands.
  • Resilience scaling has been modified for linear returns, as opposed to increasing returns. Under the new formula, going from 30 resilience to 40 resilience gives players the same increase to survivability as going from 0 to 10. Resilience now scales in the same way armor and magic resistances do. A player with 32.5% damage reduction from resilience in 4.0.6 should see their damage reduction unchanged in 4.1. Those with less than 32.5% will gain slightly. Those with more will lose some damage reduction, increasingly so as their resilience climbs.

Classes

Death Knight
  • Raise Ally has been redesigned to be a battle resurrection, analogous to Rebirth. It is instant cast, but costs 50 Runic Power to use, and has a 10-minute cooldown. It shares the same global battle resurrection cap with Rebirth and Soulstone.

Blood
Frost
  • Frost Strike now deals 130% of weapon damage, up from 110%.
  • Howling Blast damage has been increased by 20%. To compensate, the area-of-effect splash now does 50% of the single-target damage, down from 60%. The net result of this change leaves the area-of-effect damage roughly the same as 4.0.6 numbers.

Glyph
Druid
  • Cyclone duration has been reduced to 5 seconds, down from 6.
  • Lifebloom's bloom effect has been reduced by 20%. In addition, it now costs 11% of base mana, up from 7%.
  • Stampeding Roar's duration has been increased to 8 seconds, up from 6. The movement speed effect has been increased to 60%, up from 40%.
  • Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6.

Balance
Restoration
  •  Gift of Nature (passive) also reduces Tranquility’s cooldown by 2.5/5 minutes.

Paladin
Holy
  • Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.

Priest
Discipline
Warlock
Affliction
  • Haunt damage has been increased by 30%.
  •  Shadow Mastery (passive) has been increased to 30%, up from 25%.

Demonology
  • Mana Feed now restores more mana (four times as much) when the warlock is using a Felguard or Felhunter.

Pet
  • Doomguard's damage has been increased by 50%. The Doomguard is intended to be the best guardian for single-target damage, and the Infernal the best when there are multiple targets.
  •  Shadow Bite (Felhunter) damage and effect has doubled.

Warrior
Arms
  • Juggernaut no longer adds 2 seconds to the Charge stun, but instead lowers the cooldown of Charge by 2 seconds (to 13 seconds total without the glyph).
  • Lambs to the Slaughter now causes Mortal Strike to refresh Rend in addition to its current effects.

Fury
  • Flurry haste bonus has been doubled to 16/32/50%.

Protection
  • Shield Mastery no longer affects the cooldown of Spell Reflection, however, it now allows Shield Block to reduce magic damage as well.
  • Gag Order now only affects Heroic Throw.

Glyphs
Dungeons & Raids
  • The gold amounts on the following encounters have been substantially reduced: Flame Leviathan, Magtheridon, Gruul the Dragonkiller, Doom Lord Kazzak, and all encounters in Karazhan.

Items
Item Sets
  • The current damage-dealing death knight 4-piece raid set bonus now also grants increased attack power when Killing Machine triggers, as well as when the death knight gains Death Runes).
  • The current Holy paladin 4-piece raid set bonus now grants 540 Spirit for 6 seconds after casting Holy Shock.

PvP
Battlegrounds
  • The Focused Assault and Brutal Assault buffs have changed.
    • After 3 minutes of both teams having the flag, both flag carriers will get Focused Assault, which increases damage taken by 10%.
    • Every minute afterward, an additional stack will be applied to increase damage taken by an additional 10%.
    • After 7 minutes, Brutal Assault will be applied in place of Focused Assault. In additional to the damage debuff, this debuff also caps the player's movement speed at 100%. The damage taken debuff works the same and will add 10% to the debuff up to a maximum of 100% damage taken.
  • The Battle for Gilneas
    • Graveyard Changes
      • Players who die at a control point that they own will now be teleported to the next closest graveyard, instead of the one at which they died.
      • If a player's team owns the Mine and Waterworks, and dies at Waterworks, they will be teleported to the Mine.
      • If an Alliance player's team only owns Lighthouse, and dies at Lighthouse, they will respawn at their base.
      • If a Horde player's team owns Waterworks and Mine, and dies at Lighthouse, they will respawn at Waterworks.

Quests & Creatures
  • A handful of quests have been added to Northern Barrens to provide more level 18-20 content. Look for new quests at Nozzlepot's Outpost and Darsok's Outpost.

User Interface
  • Like the Focus Frame, the character Unit and Target Frames can now be unlocked and moved to one's content.
Copyright © 2005 - 2014 AdriaCraft - Adriatic Gaming Community Fansite All right reserved / Sva prava zadržana.
Posetioci ovih stranica obavezuju se da će poštovati uslove iz Pravila o korišćenju web stranica adriacraft.net. Pročitajte tekst: Uslovi korišćenja.