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Patch 4.0.6 - Ažuriran Informacije i Izmene kod Shaman klase

Patch 4.0.6 Dodate nove informacije

Originally Posted by Zarhym (Source Tremor Totem and Cleansing Waters nerfed)
It's important to note though that the next draft of the 4.0.6 patch notes to be posted are double the size of the notes currently on the home page of our website. There are many new notes for virtually every class yet to be posted.

[...] I'm still working to finish the latest patch notes. You can likely expect the updated notes to hit tomorrow evening.

  Izmene kod Shaman klase

Originally Posted by Zarhym (Source Tremor Totem and Cleansing Waters nerfed)
Those changes were only announced in the context of warlock changes. I recognize though that the first draft of patch notes did not yet have shaman changes listed. In light of that -- and to hopefully dissuade you all from invading the warlock forum about the changes I listed there -- below you'll find the tentative shaman notes. The patch notes will likely be updated to include these changes tomorrow evening.


Shaman
  • Chain Heal’s effectiveness has been increased by approximately 10%.
  • Hex now has a PvP duration of 8 seconds.
  • Purge now dispels a single effect instead of two.
  • Tremor Totem has been redesigned. The totem is now usable under Fear, Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds and has a 1-minute cooldown.

Elemental Combat
  • Earthquake damage has been increased by approximately 10%.

Enhancement
  • Flametongue Weapon damage now scales from attack power instead of spell power (for Enhancement shaman only).
  • Purge no longer has its mana cost reduced by Mental Quickness.

Restoration
  • Cleansing Waters no longer fires its heal effect twice when a shaman removes a Magic and a Curse debuff with a single cast.
  • Deep Healing (Mastery) has been increased to 3% per point, up from 2.5%.
  • Greater Healing Wave mana cost has been increased by 10%; healing done has been increased by 20%.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman’s Spirit, exclusive to short-term Spirit buffs affecting the shaman when the totem is dropped.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Crowd Control duration reduction (Source Tremor Totem and Cleansing Waters nerfed)
Polymorph and many other CC abilities are being reduced to 8-second durations as well. I showed you the latest shaman changes coming in the next round of patch notes. It's important to note though that the next draft of the 4.0.6 patch notes to be posted are double the size of the notes currently on the home page of our website. There are many new notes for virtually every class yet to be posted. 

Vengeance Calculation (Source Vengeance Cap is NOT 10% of Maximum Health)
The Vengeance calculation is working correctly as far as we can ascertain. Vengeance caps at a number equal to Stamina plus 10% of base health, which is lower than 10% of health. When we buffed Stamina late in Cataclysm development, we specifically did not buff Vengeance because we didn’t think tanks needed 40% additional attack power in order to maintain threat or contribute to damage done by the group. The Vengeance tooltip is a little misleading, but in this case we think that’s fine because a more technically accurate tooltip would be quite long. Astute theorycrafters will understand the difference, while most tanks won’t actually be affected by the delta.

Warlock
Glyph of Soul Swap change reverted (Source An Analysis of Future Warlock Changes)
Good thread. While you're compiling feedback about the 4.0.6 warlock changes posted thus far, I want to make mention that the Glyph of Soul Swap change is being reverted for now. We don't feel that particular change is necessary as of yet, but will continue to evaluate Soul Swap's performance. 

Curse of Exhaustion (Source An Analysis of Future Warlock Changes)
Also, another change not yet listed in the notes is to the default range of Curse of Exhaustion. With the movement speed reduction at 30% in 4.0.6, down from 50%, the range is being increased to 40 yards, up from 30. 

Warlocks DoTs dispell (Source An Analysis of Future Warlock Changes)
In general, dispelling warlock DoTs is a little more punishing than we intended in the current PvP model. That said, there are yet still more changes not listed which are worth mentioning here:

1. The reduction on the Unstable Affliction silence effect is 4 seconds, up from 3 as currently listed.

2. We do think it's a little too easy to counter warlocks (and Shadow priests) with a Resto shaman's Cleansing Waters talent (as was pointed out earlier in this thread), which is being nerfed in 4.0.6 as well. 

PvE warlock 4-piece set bonus (Fel Spark) (Source An Analysis of Future Warlock Changes)
The PvE warlock 4-piece set bonus (Fel Spark) now increases the damage done by the next 2 Fel Flame spells by 300%, rather than increasing the critical effect chance of one by 100%. 

PvP warlock 4-piece set bonus (Source An Analysis of Future Warlock Changes)
The PvP warlock 4-piece set bonus has been redesigned. It now reduces the cooldown of Death Coil by 30 seconds. 

Cataclysm za mesec dana prodat više od 4.7 miliona kopija

Ima tačno mesed dana, od kako je Blizzard objavio novi rekord u prodaji PC igara. Blizzard je danas objavio da je Cataclysm prodat više od  4.7 miliona kopija prvog meseca, čime su oborili novi rekord prodaje PC igre.

Ovo sledi posle prve objave da je Cataclys prodat prvog dana za neverovatnih 3.3 miliona kopija, čime su prestigli prošli nastavak Wrath of the lich king koji je za 24 sata imao prodatih 2.8 miliona kopija. Interesantan je broj da igru igra 12 iliona pretplatnika širom sveta.

"We created thousands of new quests, introduced new lands to explore, and extensively revamped the game world for World of Warcraft: Cataclysm, making it our biggest and most ambitious expansion yet," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "We’ve been floored by the community's response so far, and we'd like to thank them for their continued passion and support for World of Warcraft, and for helping Cataclysm reach this incredible milestone."

Čak i posle 6 godina pružanja usluga, ovo je veliki uspeh da se ostvari ovakav kvalitet sadržaja koji World of Warcraft ima, i da vremenom bude sve bolji i bolji. Ne možete uvek naći igru koja nastavlja da postavlja svoji rekord više od pola decenije od kako je originalna igra prvi put izdata u prodaju.

Tol Barad Balans

Novi Community blog sajt počeo je da se ažurira veoma dobro od strane World of Warcraft development tima. Ghostcrawler nije ništa objavljivao na forumima od kako je novi sajt krenuo live, čineći time da praćenje blue postova na forumima je sve manje i interesantnije. Cory "Mumper" Stockton je na zvaničnom sajtu objavio blog o Tol Barad Balansu. Iznenadjenje je pročitati da je Blizzard jako srećan oko teškoće napadača da osvoji Tol Barad.


 
Originally Posted by Blizzard (Source)
Now that Cataclysm is out in the wild, more players are getting gearing up and checking out Tol Barad, the new outdoor PvP zone. Today, we wanted to address some of the concerns players have expressed about the zone, including how challenging it can be to win as the attacking team, and provide some insight into our design approach. We also wanted to share some of the lessons we learned from Wintergrasp, discuss the difference between the two zones, and touch upon the recent hotfixes made to Honor Point gains and how we plan to improve Tol Barad going forward. We're confident this zone will provide meaningful and fun PvP for some time to come, but we also recognize additional tuning is required to ensure Tol Barad is everything we intend it to be.

As we mentioned earlier, the attacking faction is having a pretty tough time winning control of Tol Barad -- and we're OK with that, at least in theory. Here's why: When we set out to create Wintergrasp, one of the issues we dealt with was that we were never able to ensure the sides were even -- in fact, they rarely were. Because the smaller team would almost always be assured defeat, we attempted to address team-size imbalance by favoring the attacker. Control of Wintergrasp went back and forth, and the result was that battles lost their impact. On most realms the defenders became complacent, knowing they were likely to lose control of the zone, returning to re-take it when it was their turn to attack. The sides swapped back and forth every few hours, and Wintergrasp wasn’t so much about an epic struggle for a meaningful piece of land as it was a complicated game of leapfrog.

Since then we’ve devised mechanics that help ensure equal team sizes, and we've taken Wintergrasp's lessons to heart when we designed Tol Barad. Tol Barad is intentionally balanced so that it’s a challenge for the attackers, because we want to make sure that control of Tol Barad matters. For the defenders, there’s a sense of urgency that Wintergrasp didn't have -- if you lose it, you’re going to have a hell of a time taking it back. For the attackers, there are a number of rewards at stake -- such as access to the Baradin Hold raid and additional daily quests -- that we hope players feel are worth fighting for. That sort of tension is what we wanted from Wintergrasp, and what we believe Tol Barad can ultimately offer.

With that being said, we want winning Tol Barad to be a challenge for the attacking faction... but we don't want it to be impossible. Taking Tol Barad should be tough -- but right now it’s a little bit too tough, and it’s something we’re actively working to balance. Earlier, we attempted to temporarily address the issue by offering a far better reward to the winning attackers: Honor Points awarded for successfully attacking were increased tenfold, but that was such a great incentive that it ultimately undermined the spirit of competition. Since then, the reward for winning as an attacker has been brought back down to a more reasonable amount.

While we've already made minor adjustments to improve the gameplay and address select exploits, our job in Tol Barad is far from over. We ultimately want to make sure that any changes we make are all steps in the right direction, and we intend to make several updates in the next minor patch to address design and balance issues affecting attackers that we can't address with hotfixes. For example, we plan to alter the battle slightly so that a team with two bases captured can more quickly and easily capture the third, as opposed to a team with one or zero bases. This way, if the defenders turtle up, it'll be a little easier for the attackers to take their last base before the defense can take one of the attackers' other bases.

We've been reading your feedback, watching trends across our global realms, and fighting plenty of battles in Tol Barad ourselves to get a feel for what's working and what isn't, and we're committed to making Tol Barad a fun and engaging zone. We want owning the zone to be meaningful throughout the lifespan of the expansion -- and while the attackers may always face somewhat of an uphill battle, the defenders should feel much more pressure not to lose than they do currently. Just the same, the attacking faction should feel motivated to take Tol Barad back, but they shouldn't feel that the odds are insurmountable. So keep fighting the good fight, and we'll continue watching the battlefield and listening to your feedback.

Cory "Mumper" Stockton is the lead content designer on World of Warcraft and enjoys a good set of LEGOs.

Nefarian Heroic World First Kill - Guild Paragon

Paragon je pre par sati uspeo da savlada Nefarian-a u Heroic 25 Man modu čime su postali prvi guild u svetu. Sve čestitke Paragonu na velikom trudu.
 

The encounter itself was fairly straightforward. We had a pretty clear plan of what we wanted to do, then just tried to execute it properly. After a damn long day of raiding and wiping we managed to rip Nefarian a new one.

After my rant last time about encounter design unintentionally favoring a specific raid setup, I'll just leave that subject untouched - can't be mad after getting a kill screenshot with a dozen of dancing bears! Alamo's presence was surely felt in the raid.

Novi Dark Legacy i Teh Gladiators stripovi

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Heroic Dungeons Difficulty (Source Cataclysm Heroics being nerfed secretly.)
I don't believe we ever said we refuse to nerf Heroic dungeons. What we've been trying communicate is that it wasn't our plan to make sweeping nerfs to Heroics within the first month of the expansion's release. We will continue tuning dungeons, trash, boss encounters, and abilities. Some of those changes will involve nerfs. This act just shouldn't be misconstrued as us changing our minds, or a sign that we're unhappy with the general level of difficulty of all Heroics.

We don't think it was a mistake to start with the difficulty we did. We're happy overall with the progression path we have in Cataclysm. I think we've set an appropriate standard for this expansion, but we'll continue fine-tuning things (nerfs and buffs) to make sure the end game feels right as time passes.

Baradin Hold Access (Source Tol Barad Battle)
We don't have plans to allow both factions to access Baradin Hold, regardless of who controls Tol Barad. We do have some balance adjustments we'll be making to Tol Barad gameplay in patch 4.0.6 though. They just haven't been listed in the patch notes as of yet. 

Warlock
Demonic Empowerment / Turn Evil Bug (Source Demonic Empowerment and Turn Evil)
Thanks for the report, Yingyang. We're aware of it and looking into exactly what Demonic Empowerment should and should not counter. It feels a bit inconsistent right now. 
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