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Author: Atena013 Date: Monday, 21 April 2014
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Author: Warheart Date: Sunday, 20 April 2014
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Author: Atena013 Date: Sunday, 20 April 2014
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Author: Atena013 Date: Sunday, 20 April 2014

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Guild Reputation Leveling (Source Re: Guild Reputation)
You are currently only earning guild rep from questing. Based on this, your rep gain speed will be slow since you are missing out on the other two ways to earn it. (rated BG's and boss kills) We just activated guild xp on dungeons so you should see the rate increase from that. You will see another increase once rated BG's are active. Guild achievements will not affect guild rep since the xp that you earn goes directly to the guild and not the players.

We are watching the rep gain rate both internally and on the beta and we will tune as necessary right up to launch. Guild rep gain is scaled based on the amount of time we think a player should need to invest in a guild to earn the rewards and contribute. It's not something that you can just "grind out" like a normal world faction. 

Tol Barad
Leaving Tol Barad (Source Re: Can you leave Tol'Barad without hearthing)
Portals that lead back to Stormwind and Orgrimmar will be present in the next build. These portals can be found on the peninsula island at your respective faction camps. We will also open a portal for the winning team at the raid entrance to Baradin Hold. 

Tunnel System (Source Re: Tol Barad Tunnel System Question)
Those 3 micro dungeons will be closed off during the main battle. Anyone in them will be kicked out. They are there to support daily questing in the zone between battles. 

Tol Barad daily dungeon quests (Source Re: [BUGS] Tol Barad)
Many of the features in Tol Barad have been a work in progress over the past few weeks. Our next push should be in a much more polished state and ready for testing. Thank you for all the reports, this info is extremely useful as we move along in development.

A few things to note:

--One of the three micro dungeons is chosen at random after each Tol Barad battle. This comes along with its accompanying quests. This is 100% random.

--These quests are ONLY available for the winners of the game and must be completed in the 2.5hrs before the next game starts.

--A total of 6 quests unlock for the winner of each game. 3 take place in one of the randomly chosen micros and the other 3 take place out on the island.

Hope that helps clear things up. 

Reputation leveling (Source Re: [BUGS] Tol Barad)
The rep vendors for both Baradin's Wardens and Hellscream's Reach will be fully available in the next build. We had a few hiccups in this last push.

Reputation for these Tol Barad factions can be earned from doing the daily quests, winning a tol barad battle, defeating the raid boss in Baradin Hold or by purchasing commendations from the rep vendors. 

Respawns (Source Re: is Horde Tol Barad Quartermaster availabl)
The defenders respawn in the center of the island (Baradin Hold), and the attackers respawn at the graveyard nearest the node. So, in a straight fight where both sides are killing at the same effectiveness the defenders should eventually lose. So presumably, if you're fighting a losing battle as defense your better option is to try to re-secure one of the other points. 

Classes
20% Melee/Ranged Haste (Source Re: 20% Melee/Ranged Haste)
Is it just me or does this buff seem too good? In Cataclysm, haste is your main stat when it comes to increasing your resource generation. If you're in a raid group that does not have this buff, it greatly hinders your DPS.
It's not just you. 

Tank damage on PTRs (Source Re: PTR: Tank damage still spikey)
The damage being done by Lich King-level mobs is currently higher than intended on the PTR. That's not a good surrogate for what tank healing will be like at 85 in appropriate gear. 

Healing
Deep Healing Mastery (Source Re: Deep Healing: The better you are....)
We like the shaman version. The druid one is problematic for a couple of reasons. Conceptually, a hot is often the last thing you think of putting on someone who is grievously wounded. Second, at the moment the bonus is only calculated on the initial application and not the ticks. If we can fix that problem, then the druid mastery would be better. It's also possible we'll just redesign it. 

Druid
New Restoration Mastery (Source Re: Deep Healing: The better you are....)
New Resto druid mastery: Increases the potency of your heals on targets upon which you have a hot.

It benefits both hots and direct heals equally while still supporting Resto being a healer that cares a lot about hots. It encourages layering different spells while disincentivizing Rejuv blanketing.

Examples:

1) You cast Regrowth on someone who has a Rejuv = bonus healing.
2) You cast Nourish on someone who has a Lifebloom = bonus healing.
3) You Swiftmend a Rejuv = bonus healing.
4) You cast a Rejuv on someone who does not have a Regrowth, LB or WG on them = no bonus healing.
5) You cast Rejuv on someone who has a Rejuv = no bonus healing. (You merely refreshed Rejuv.)
6) You cast a Wild Growth = bonus healing on those with preexisting hots.

C). Rejuv, then LBx3. Rejuv falls off, and LBx3 is refreshed by Nourish. Will the LB ticks retain the mastery benefit?
Yes. There was a hot on the target, so Nourish benefits (from the mastery in addition to Nourish just working that way).

If someone gets low and they don't have a HoT on them already, are you really going to want to put on a HoT, THEN a heal? Probably not.
My impression is that some of you are going from the extreme of "Rejuv everyone in the raid" to "Rejuv nobody but the tank." The reality will probably be somewhere in the middle. Some targets will have hots on them and some won't. The more hots you can keep up, the better off you'll be, but you'll have to balance that against the mana cost of doing so. I don't think it's as simple as "always do X." 

Paladin
Holy Paladins (Source Re: State of Holy Paladins (build 12984))
We like the change to Daybreak. Read some more posts from fellow paladins if it doesn't make sense to you.

We're not assuming Conviction is up 100% of the time. Procs that are supposed to be up all the time are usually better designed as passives (unless ramp up time is a concern for some reason).

Light of Dawn now heals the paladin as well. We will be very surprised if we see many paladins skip the talent.

Let's keep the QQ under control. If you're so frustrated that our vision of the paladin doesn't align with yours or if you're blinded by rage that we can't see how much weaker you are than other healers, than you're better off just not posting. If you keep posting in this manner you'll just get banned anyway so the effect will be the same. 

Priest
Shadow Mastery Scaling (Source Re: Shadow Priest Mastery scaling)
It's easy to increase the bonus per mastery point for Shadow if crit ends up being a far better stat. It's a little trickier to get Shadow (or any dot class) to devalue haste. 

Use of Power Word: Shield as Discipline (Source Re: Priest - Discipline lacking majorly)
We don't want Disc just bubbling everyone all the time. That strategy is too effective on live given how simple (and arguably boring) it is. Disc should use a lot PW:Shield a lot more than Holy, but that doesn't mean it should solve every problem for you.

I'm not seeing the massive throughput differences between Disc and Holy, even on the EJ post you're referencing. 

Rogue
Rogue concerns (Source Re: Questions for Devs about Rogues.)
Passive damage -- While the combat log says that you are doing a lot of auto attacking, it's not telling you the full story. A lot of what rogues have to manage (say SnD and Envenom) then boost your autoattacks or poison damage. If we changed SnD to instead be a separate dot for the same overall damage, all of a sudden your combat logs would show less "passive" damage. As long as good rogues can do better damage than bad rogues, we think it's fine.

Combat's mastery -- The big missing piece of the puzzle was that Main Guache was supposed to proc Combat Potency. Without that (which it now has), it is pretty lackluster.

20% melee / ranged haste buff -- This is something we're evaluating. It's a really serious buff for rogues and warriors particularly, to the extent that your dps drops significantly without it. This suggests we need to nerf the buff (in the same way we changed e.g. Curse of Elements from 13% to 8%) and buff affected classes to compensate. We just don't want the swing to be that big when you don't have it.

Mana reducing talents -- We just disagree that rogues are singled out here, though if you see some dps classes that can spend all of their points on dps and skip anything utiltiy related, please bring them up so we can evaluate them. It's always possible that the community (correctly or incorrectly) perceives a talent we intended to be optional utility as mandatory dps. 

[...] Mana reducing talents = the OP was concerned about talents like Deadened Nerves that for PvE really translate into reducing the mana healers spend on heals. Apologies if I short-handed too much.

We want dps classes to consider these useful talents rather than just dismissing survival as the healers' jobs while they go into dps tunnel vision mode. The OP was expressing the concern that rogues had too many of these talents relative to other classes. I responded that I didn't think that was the case but players are welcome to point out other dps trees that don't match. 

Warrior
Heroic Strike / Inner Rage (Source Re: Inner Rage math)
As we have said several times now, there are zero players outside of these halls doing Cataclysm raids yet, and the high level PvP is just starting to get there. If we were certain warriors would never, ever get into a state where they couldn't spend rage fast enough with Heroic Strike alone, then Inner Rage might be a lot less important. We're just not convinced that is the case yet, nor do we think any amount of theorycrafting can prove that is the case without actual first-hand experience.

If normalization and the new HS model have fixed the problem forever, then awesome. It's just too early to know that. 

AE Damage / Blood and Thunder (Source Re: Warriors 12984)
You shouldn't be dependent on Blood and Thunder to generate enough AE damage. It's there mostly for those cases where you can't always keep reapplying an AE ability but want to keep threat. In other words, a warrior who skips the talent shouldn't feel like they can't AE tank at all. You shouldn't feel like you have to open with Rend every AE pull. A more typical scenario would be on a fight where you know you're going to be AE tanking for a long time, you use Rend after your initial Thunder Clap or Shockwave. (Likewise, Thunder Clap buffing Shockwave shouldn't mean you never, ever touch Shockwave until the buff is applied.)
Thunder Clap's damage may just be too low.

We'll discuss pulling the GCD cost from Inner Rage. 

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Cataclysm PvP Bow

Sledi prikaz izgleda PvP Bow modela, koji je došao uz novi Cataclysm Beta Build - 12984.
{yoogallery src=[/images/stories/news/cataclysm/weapons/pvp400/bow/] width=[600] height=[300]}

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Tier 11 Mini Preview - Druids & Rogues

Poslednji Beta build za sobom doneo je više informacije o Tier 11 setovima. Mi smo već imali set bonuse, ali sada imamo i rani pregled izgleda Rogue i Druid Tier 11 Set-ova, zajedno sa imenima ostalih set-ova. Shanai sa Raven Heart sajta je već objavio slike izgleda dugo očekivanih Tier 11 Set-a.
Druid Tier 11 - Stormrider's Vestments/Regalia/Battlegarb

 Tier 11 - Izgled na svim rasama
Tier 11 - Izgled na svim rasama
 
Rogue Tier 11 - Wind Dancer's Regalia

Tier 11 - Izgled na svim rasama

Tier 11 - Izgled na svim rasama
 

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Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Running Wild / No Worgen Mounts (Source Re: Running Wild)
This isn't a matter of saving time. The animations still had to be made in order to make this feel cool.

It's a matter of preference and creating an immersive gameplay experience. Giving the worgen a distinct creature to ride just didn't feel right, but they can still ride other mounts if they meet the criteria. Right now we're okay with the fact that this particular race is different when it comes to mounts. We feel that makes it interesting, even if the Alliance gets less racial mounts as a result. There are plenty of mounts out there and we can always add more. 

Saturday PTR/Beta Patch and bugs (Source Re: No changes to Thunder Bluff at all?)
We didn't have people working Saturday so we could push the patch. People were working Saturday so we decided to push the patch. Given how much work is going into this expansion right now, many changes are added to the system seven days a week. It is better that we collect those changes by creating new builds and releasing them to test the content, at this point, than it is to thoroughly bug test each new build internally. We know it can create various issues each new patch which can be sort of rough on testers, but we appreciate you working through these things with us because it's helping to shape Cataclysm to be the best expansion possible.

Stats balancing (Source Re: Caster Hit Trinkets: Cata Edition)
As an almost universal rule, we don't want to solve "I don't like that stat" problems by just not making gear with that stat. The eventual result of such a design would be that all of your gear looks alike. That's a problem WoW has in general, so we like to actually get the most out of what few stats we have.

Several players could get in a state where they were hit capped in LK and then just kept getting more and more hit on higher level items. We are trying to fix that this time around in a number of ways:

1) Making all stats more attractive, rather than having the good stat vs. the garbage stat.
2) Getting rid of so many passive hit buffs, such as the draenei racial and class raid buffs.
3) Requiring higher combat ratings for additional content tiers. What hit caps you for 4.0 won't be sufficient in 4.1, so the extra budge on the 4.1 gear will be helpful.
4) Reforging. If all else fails and you just find yourself over the hit cap (or over-enriched in any other stats) you can remove part of the less desirable stat.

In all of these cases I'm talking about stats that actually show up on your gear. It's fine if mages don't care about Agi or warriors don't care about Spirit. But crit, haste and mastery should be universally desirable, and one of those should not trump the other two by being 2x more valuable. 

Healing
Medium Heals Nerf (Source Re: Seriously? Nerf Nourish?!?!)
As others have pointed out, we nerfed all of the medium heals.

Very early in beta, some healers were freaking out about running out of mana. To counter this, we made the medium heals really cost effective. We probably overdid it, because more recently, healers were able to handle almost everything with just that one heal. We want it to be part of your package, not your whole package. 

Is it intended that our efficient heals only have about 20% more HPM than our big heals? Or should we expect those to be nerfed as well soon?
If healers stop casting the medium heals completely, then it's likely we nerfed them too far. Up until this change they weren't using the big heals enough.

We had the numbers set at what we thought made sense from a cost per benefit standpoint, but reality is always a little more complicated. Perhaps it was just easier using a single heal and being a B+ healer rather than having to worry about which of multiple heals to use in order to be an A+ healer. 

Big Heals (Source Re: Seriously? Nerf Nourish?!?!)
The big heals get a decent amount of use, and they don't seem to run players out of mana unless the rest of the group is taking unnecessary damage (by say ignoring all the encounter mechanics because they can do so when running Heroic Nexus today).

If there's a heal we're worried about, it's the flash heals, but that's partially because so many of the talented or spec heals are also emergency heals that fill a similar niche -- things like Swiftmend, Penance and Holy Shock. 

Triage (Source Re: Better PR needed by blizzard)
You're fortunate if you have to triage. Many healers don't today. The typical experience is to use your fastest heal on everyone who takes any damage. You may get some amount of triage by choosing who to heal, but you won't be losing that either. If you are really choosing today which of your many heals to use, then A) you're in the minority, and B) you won't really have to relearn things for Cataclysm. You'll be ahead of the game.

The Lich King game today has additional problems. Since overhealing doesn't matter, mana regen doesn't matter. Since overhealing is typical, large heals also don't matter, which means critical heals are often wasted. This makes two of the stats that appear on your gear (Spirit and crit) not attractive, which in turn makes the minigame of choosing which piece to use and how to gem and enchant them less compelling as well.

If you just really think it's fun to just cast one heal over and over with no real repercussions for doing so while stacking a single stat on all your gear, then I guess I'll just have to accept that. It's hard for us to understand why you find that satisfying though. 

Healing spam (Source Re: Better PR needed by blizzard)
When we say "spammy" in this context, we mean using the same spell over and over. We're not talking about sitting around on your hands waiting for your mana to come back (and without the five second rule, that won't do much for you anyway).

Think of playing a healer like a real time strategy game. In the Lich King environment, your strategy is basically to crank out infantry as fast as you can and never let up. No matter what your opponent does, your job is to counter him with infantry. It doesn't matter what kinds of units he makes or whether he's going for a fast or slow buildup. Just make infantry. If your race has upgrades that affect things other than infantry, obviously they are of no use to you and you should ignore them. Cost is largely irrelevant too, since you are making one solider over and over.

In the Cataclysm environment, we want you to make a variety of units. Sometimes infantry will do the job well. Other times you may need to mix in some cavalry or siege units as well. In fact, you need to tailor what you're making to the environment. Sometimes you want cheap units. Sometimes you want expensive ones. We want you to consider your upgrades as well. Investing all of them on infantry will make less sense because you have other types of units as well. Yet you won't have enough resources so you'll have to make a decision.

That is really what we're trying to get out of the new healing model: making decisions. We think players have more fun when they are making decisions. When you make the right decision based on the information available, you feel smart. When you make the wrong decision, you feel dumb, and you might cause the rest of the group to have to work harder, or even ultimately cause a wipe.

Blizzard is investing a lot into this change... they must have better reasons then that! I want them to sell it! Front page headline "New Improved Healing System". If they can't do that, then maybe they should question all the hard work they are doing. 

[...] For the most part, you'll still be constantly casting. We do want to buy a little bit of bandwidth though. Making decisions takes actual time (fractions of seconds perhaps, but still time). In the LK healing environment even if you had a variety of effective healing spells, by the time you looked at someone's bar, decided what heal would be most appropriate, and started to cast it, the dude could very well be dead.

In Cataclysm, large health pools will keep most players up for a few hits. That gives you the opportunity to decide if someone needs a little heal or a big heal, or a slow heal or a fast heal, or if they are likely to live long enough for a powerful spell to finish its cooldown. If you use the wrong spell, the target is unlikely to die immediately, but over time you'll realize that your mana has really started to dwindle and the boss has a large health bar still left.

I've said this before, but I remember when tanking back in vanilla, a priest would call out on Vent, announcing that he had a big Greater Heal being cast. Other healers might call out when they were healing someone who suddenly took a lot of unexpected damage. That kind of coordination is very hard in today's raids because you'd only get through the B in "Big heal coming," before the target would be dead.

It's possible to slow down combat enough to provide room for decision making and communication without going to the extreme where healers are doing nothing for large stretches of time because they are so paranoid about running out of mana if they cast a heal that isn't at 100% efficiency or doesn't save a life at that moment.

Healer mana efficiency in solo (Source Re: Seriously? Nerf Nourish?!?!)
Keep in mind that we're not super concerned with healer mana efficiency when not in a group. Fights are pretty short when you're solo and there are a lot of breaks. What I'm getting at is we're not super concerned with how you perform when self-buffed, so long as you're functional. We're more concerned with how you perform when group buffed, since all of the most rewarding endgame content requires groups. 

Val'anyr competitive @ LVL 85? (Source Re: Val'anyr and cata, still worth it @lvl85?)
Let's put it this way... if it is competitive at level 85, it won't be for long.  

Death Knight
Runic Empowerment (Source Re: Against Runic empowerment.)
We think Runic Empowerment is an important mechanic because without it, the rotation becomes very predictable perhaps even metronome-like. We are trying to make sure all specs have some random mechanics so that they need to react to what happens instead of just pressing the same buttons over and over as fast as they can. Some players react badly to random mechanics because they make the rotations less predictable and therefore more challenging to manage. That's the entire point.

However, coming out of LK, Frost had a more random rotation that was more about priorities than set rotations, and Unholy was the opposite. This let players gravitate towards the play style they preferred and made the specs feel more different when you swapped from one for the other (more than just replacing Frost damage with Shadow damage). We are working on an Unholy talent that will essentially turn off the Runic Empowerment system in place of something more predictable, like the runes just refreshing more quickly. Ideally the talent would be optional, so that Unholy DKs could stick with Runic Empowerment if they prefer it. It will still require you to keep on your toes a little bit rather than letting you know for certainty what buttons you will be hitting at second 148 a battle. 

Druid
Replenishment on Lifebloom (Source Re: Seriously? Nerf Nourish?!?!)
We gave Replenishment to Restoration because we took it away from Survival hunters. It didn't make a lot of sense for a non-mana class to offer mana. We want to make sure Replenishment is easily available, though to be fair it is about half as effective as it was in Lich King. 

Warrior
Protection Damage / Shield Slam damage nerf (Source Re: Heavy Repercussions+the Shield Slam nerf.)
We also buffed Revenge back to a 30% coefficient. We weren't trying to nerf Prot's damage overall -- just make sure that the other attacks actually did something besides consume GCDs waiting for the next Shield Slam.

We're happy with Heavy Repercussions. It lets you use a defensive cooldown offensively when you don't need it defensively.

I'm not sure it makes sense for Heroic Leap to hit harder than anything else a Prot warrior could do. It might make you want to do things like move out of melee and leap back in all the time. It might make you use a utility ability only for dps. (I don't think that's the same thing as Shield Block, because you're not literally giving up its defensive uses with Heavy Repercussions.)  

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StarCraft EN on YouTube!


 
(EU) Today we have unveiled our European StarCraft channels on Youtube, and along with it, some very cool presentations and explanations of StarCraft II and it's many game modes and functionalities. Explore StarCraft II in a completely new way with the videos "What is StarCraft II", "Battle.net Overview Content", and "The Single-Player Campaign" in the link below.

http://www.youtube.com/user/starcraften

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Horde Guild Mount - Scorpion / Kron'Kar Annihilator

Model Hordine veryije Guild Mount-a je dostupan u novom Cataclysm Beta buldu. Kron'Kar Annihilator će biti dostupan da se kupi ako vaš guild dostigne Guild Level 25 Achievement.
{yoogallery src=[/images/stories/news/cataclysm/models/hordeguildmount/] width=[345] height=[200]}
 
Ukoliko niste videli, u prošlom beta buildu 12942 pokazali smo izgled Alliance Lion Mount-a - Golden King.
{yoogallery src=[/images/stories/news/cataclysm/models/alliancelionmount/] width=[345] height=[200]}

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Female Worgens Modeli na Beta Serverima

Na Cataclysm serverima napokon su dostupni novi ženski modeli worgen rase.
{yoogallery src=[/images/stories/news/2010/Sep/19/femaleworgens/] width=[345] height=[200]}

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