Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Fire Damage in Firelands (Source)
Creatures in the Firelands will not be immune to Fire damage. Giving raid mobs and bosses immunity to a school of magic just doesn't work well, given that some classes/specs are dependent upon the damage output from that school.

Instead, we've themed many of the set bonuses around the Firelands.

DPS classes never benefit from the Dungeon Finder CTA (Source)
We recognize it's not the most elegant solution. Ideally we wouldn't offer greater incentives to one player over another based purely on the class role they each fulfill. That said, the disparity in queue times was unacceptable in our eyes, and we saw that sentiment shared throughout the community.

Perhaps there are better ways for us to lower queue times without having to offer additional rewards to the class role in highest demand in the Dungeon Finder, but Call to Arms is a feature we were able to develop in a much more reasonable time frame.

Do we like that your only reward from the Call to Arms feature is a shorter queue time? No. But then, if the queue times were more equal for each class role, we wouldn't have added Call to Arms in the first place.

Maps and Mods Tutorial: Trigger Module, Guardian of Accounts - April 2011

We've expanded the StarCraft II Maps and Mods page with the Trigger Module tutorial, located here. The Trigger Module tutorial covers the use of triggers to handle victory, defeat, and scripted in-game events. This tutorial is part two of a comprehensive three-part guide that introduces map makers to many of the features that the StarCraft II Editor has to offer, providing step-by-step instructions for creating a small adventure map similar to the first mission in the Wings of Liberty campaign.

The latest winner in our recurring contest, “The Guardian of Accounts Art Contest”, has been picked. Gilg from Hamburg created an image featuring the former Earth Warder, protecting your account Deathwing-style!

Congratulations, Gilg, great work!

As a reminder, we will continue picking one winner in “The Guardian of Accounts Art Contest” each month until January 2012. The winner selected for the month of May will receive a LED SAMSUNG UE32C6700 - 1080p along with the fame, fortune and pleasure that comes from having others appreciate their work!

Dragonwrath, Tarecgosa's Rest Proc

Izgleda da je u poslednjem PTR Buldu dodat Proc za Dragonwrath, Tarecgosa's Rest legendary staff.

Wrath of Tarecgosa - When you deal damage, you have a chance to gain the Wrath of Tarecgosa, duplicating the harmful spell.

A tu su i zvanične informacije koje potvrdjuju ove nalaze.

Originally Posted by Blizzard (Source)
The great staff duplicates destructive magics, and also bestows upon its wielder the ability to transform into a member of the Blue Dragonflight.

Ažurirane Patch 4.2 PTR informacije

Originally Posted by Blizzard (Source)
  • All existing Valor Points in the Currency tab have been converted to Justice Points.

  • Bear-ly Made It (new achievement): Save all four prisoners before they are sacrificed in Zul'Aman on Heroic difficulty.

Classes: General
  • Players are once again free to dance in combat (without causing graphic errors). Other animations, such as attacks, will take precedence over dancing. The dance animation will be suppressed until the higher priority animation is complete. Fun has been unnerfed.

  • Glyph of Ferocious Bite has been redesigned. It now causes Ferocious Bite to heal the caster for 1% of maximum health for each 10 energy used.

  • Denounce has been redesigned. It still reduces the mana cost of Exorcism. However, it no longer has a chance on Holy Shock of making Exorcism free and instant. Instead, it has a 50/100% chance to prevent the Exorcism target from causing critical effects for the next 6 seconds. This effect can be dispelled.
  • Holy Shock mana cost has been decreased to 7% of base mana, down from 8%.

  • Holy Shield now increases block chance by 5% while active, instead of increasing the amount of damage blocked by 10%.

  • Selfless Healer can no longer be dispelled and cannot be stolen via Spellsteal; and, in addition to its current effects, it lowers the cooldown of Word of Glory by 5/10 seconds.

  • Devouring Plague damage done has been decreased by 12%.
  • Mind Blast damage done has been increased by 12%.
  • Shadow Word: Death damage done has been increased by 12%.
  • Shadow Word: Pain damage done has been decreased by 12%.

  • Mind Flay damage done has been increased by 12%.
  • Vampiric Touch damage done has been decreased by 12%.

  • Drain Life's damage has been reduced by approximately 25%.

Dungeons & Raids
  • Vanessa VanCleef (Heroic difficulty) now has a sweet, sweet voice to accompany her dialog.

Set Bonuses
  • The 2-piece resilience bonus from Cataclysm PvP sets no longer stacks. If a player wears 2 pieces each from 2 different Cataclysm sets, the player will only receive the 400 resilience rating bonus once. This change does not apply to PvP sets from prior expansions.

  • The shield block value bonus from Eternal Earthsiege Diamond has been increased to 3%, up from 1%.

Tier 12 Shaman i Warlock Armor Set Preview

Blizzard je na njihovom zvaničnom sajtu objavio preview Tier 12 Shaman i Warlock Armor seta!

David Kim: Situation Report: Patch 1.3.3

Quote from: David Kim
Straight from the bridge of the Hyperion we bring you the latest situation report for StarCraft II: Wings of Liberty. In this edition, we'll be discussing some of the most notable changes in the recently released patch 1.3.3  and shedding some more light on our design philosophy and the thinking behind this update.

Balance Changes


  • Archons
    • Now a massive unit.
    • Range increased from 2 to 3.

After receiving and reviewing a lot of solid feedback about the archon from the StarCraft II community, we came to the agreement that having archons break Force Fields would increase strategic variety in protoss-vs.-protoss matchups. We were slightly worried that strategies such as mass Charge zealots plus archons would be too difficult to stop with only ground units, but in testing this on the PTR, we found that the relationship between the zealot- and archon-based strategies vs. the more standard robo-tech builds were proving to be fun.

Archons have generally been a slightly weak unit for their cost. This was a conscious design decision that we made since we wanted Morph to Archon to be a "recycle" ability. However, due to the size of the archon, we felt an increase in attack range was necessary so that the unit can get attacks in more easily, especially on the defensive.

  • Cybernetics Core
    • Research Warp Gate time increased from 140 to 160.
  • Gateway
    • Sentry train time decreased from 42 to 37.
    • Warp Gate unit train times remain unchanged.
  • Pylon
    • Pylon power radius has been decreased from 7.5 to 6.5.

These three changes were made specifically to address the 4-gateway issue. The slight increase in Warp Gate research time should only really affect early-game strategies such as the 4-gate all-in. It was a challenge to find a research time high enough to achieve this goal without affecting other, non-early game strategies, but we eventually settled on 160. Regarding the sentry, it's the only tier-1 unit that's rarely used on the offensive in PvP 4-gate all-ins. However, they're almost always used on the defensive, so buffing this unit was the way to go in order to make defending easier.

The pylon power radius reduction will help the defending player take them out easier from above ramps, as well as make it so there are limited spots below cliffs where the opponent can build them in order to offensively warp in above. On the flip side, because protoss bases generally have plenty of pylon power, we’re not too worried about this affecting the defensive side too much -- though players might need to pay more attention to their base layouts.

On top of these changes, we're also looking into slightly changing how vision works on ramps so that if you use Force Field on your ramp just right, the opposing protoss player will not be able to spawn above your ramp or Blink stalkers up past a perfectly positioned Force Field. We will continue to monitor how the changes we made in 1.3.3 are working out before making the final call.

We hope these changes will resolve the 4-gate issue in PvP.


  • Bunker
    • Salvage resource return reduced from 100% to 75%.

This change was one of the most frequently requested by the community, and players made a lot of valid arguments as to why this change was necessary. We've seen too many bunker rushes vs. zerg, and we felt that adjusting the salvage return rate would be a positive change. Players will also have to think about mineral loss before constructing multiple bunkers on the defensive, which also feels right.

  • Ghost
    • Cost changed from 150/150 to 200/100

This cost change was a strategic, high-level change. We wanted ghosts to have a place in as many of the existing unit compositions out there as possible. For example: we wanted at least a few ghosts to come into play with the standard armies we currently see in each matchup. We feel ghost EMP is a vital tool at the highest skill levels, and we didn’t like how players had to choose between ghosts or something else. Therefore, we decided to keep the total costs the same while decreasing the gas cost so that they can more easily be added to whichever army terran players are currently using.

We realize having to manage so many units (including the ghost) can be difficult for many players, but at the same time we felt ghosts are only really vital at the highest skill levels because their counter-units are also micro-intensive.

  • Thor
    • Thor now has 200 max energy, and starts with 50 energy.
    • 250mm Strike Cannons now cost 150 energy to use (cooldown removed).

We generally haven’t reverted changes in the past, but at the same time, we’re not afraid to revert changes when we feel that we’ve made a mistake. Some rare strategies involve mass numbers of Thors using 250mm Strike Cannons to lock down protoss, leaving them with few options for response. While these situations are rare, and the strategies aren’t necessarily overpowered, there were still a few things we didn’t like.

First, we definitely don’t like seeing Thors en masse. Due to the visual size of the unit, as well as a small pathing radius, Thors can obscure the other units in your army too easily. This can be problematic because it's important to know roughly how many units an opponent has when scouting. We want the Thor to be the type of unit that you add to your main army, and we definitely don’t want them to be the core of your army to the point where you strive to build as many as possible.

Second, we felt counter relationships were turning too heavily. The nature of lockdown abilities in general is that they have the potential to heavily turn the tide of battle against armies that would otherwise counter your units. Most of these abilities, especially for an ability as strong as this one, have to be fairly difficult to bring out and easier to counter. We feel that having the additional counters of EMP/Feedback to the Strike Cannons ability is better so that we don’t get into degenerating situations where the opponent is stuck without recourse.


  •  Infestor
    • Speed decreased from 2.5 to 2.25.

We like how infestors have been functioning across the board since the last patch. We feel the previous infestor buffs heavily contributed to making matchups solid, especially at the higher skill levels.

However, it was slightly problematic in some scenarios where infestors were getting away too easily. Even when it was off of creep, the infestor was slightly faster than normal units -- and on creep, it was considerably faster. We decided to give infestors normal movement speed off of creep to make it easier to catch up to them and kill them.

  • Spore Crawler
    • Root time decreased from 12 to 6.

Air-based strategies vs. zerg are common due to zerg anti-air units coming out later than other races. Because of this, it actually makes sense for spore crawlers to be more flexible than other races' anti-air structures. If a zerg player is totally unprepared, we don't mind them just outright losing the game. However, what we didn't like was when zerg players still suffered considerable damage from void rays, phoenixes, and banshees, despite being prepared with spore crawlers that were slightly out of position. We decided to make this change so that it's somewhat easier to fend off these attacks, especially when you already have some spore crawlers in play.

As a side note, we don't feel the same way about spine crawlers, as there are being plenty of other anti-ground units zerg players can use along with the spine crawlers from the beginning of the game.


As always, we will continue to listen to players' discussions, and we welcome your constructive feedback. As with any balance-related change, we've made these with a lot of care and consideration to ensure a great game experience for players of all skill levels. 

* David Kim is a game balance designer for StarCraft II and enjoys long sun-scorched walks on Char.

GSL May Grand Finals -- 14/05/11!

Quote from: Malarh

GSL May began with 32 players ready to face the toughest opponents the Koprulu Sector has to offer. Tomorrow morning, the final two find out who deserves to be called the champion. Tune into GOMtv (www.gomtv.net) at 08:10 a.m. CEST to witness their fight for survival.

oGsInCa (protoss) vs. IMNesTea (zerg): InCa has had trouble nearing the finals since his breakout performance in the GSL Open Season 1. This season, he finally buckled down and decided it was time to shine. InCa has had an impressive run over the last few weeks, besting the likes of Killer and NaDa to make it to this match. While InCa’s achievements and victories are dwarfed when compared side-by-side to those of his opponent, he still has a fighting chance in this duel for tournament gold.

InCa's opponent in this match needs no introduction. One of the handsomest zerg players in the world, NesTea has been blazing a trail for zergs to follow suit and l2p. Any time the outlook seems grim, NesTea manages to pull out a well-deserved W, and last week’s semifinal match was no exception. (Watch set 5 of that series. You must watch set 5 of that series.) From spine crawler pushes to macro madness, NesTea has all his bases covered, but he’d better come prepared for InCa or he might just get swept off his feet.

As always, you can watch the first map of any VOD on GOMtv.net even if you don’t have a premium account. You can also watch these matches live at 15:10 KST (GMT+9) on www.gomtv.net.

If you'd like to watch the GSL live in high-quality video or be able to watch all of the VODs available on their site, you can sign up for their premium service here: http://www.gomtv.net/2011gslsponsors3/premiumzone/
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