Najnovija Diskusija na Forumu

Author: SavaD
Date: 23.05.16, 19:12

Author: assasin
Date: 23.05.16, 01:15

Author: Nidzex
Date: 13.05.16, 12:10

Author: Nidzex
Date: 12.05.16, 16:12

Ažurirana Blizzard Art Galerija

World of Warcraft Mobile Armory dostupan na Android™ Telefonima

Originally Posted by Blizzard (Source)
The World of Warcraft Remote app for Android has leveled up to become the World of Warcraft Mobile Armory! We've just released a brand-new update for the free official World of Warcraft application for Android devices, and you can get it now from the Android Market. With the name change comes a number of improvements and additions that will help you stay even more connected to World of Warcraft wherever you go, including:

  • Talents and glyphs
  • Professions
  • Reputations
  • Calendar events
  • Bookmarks
  • Search improvements
  • And much more!

Visit the Android Market and download the free Mobile Armory app today.

Android is a trademark of Google Inc. Portions of this page are reproduced from work created and shared by Google and used according to terms described in the Creative Commons 3.0 Attribution License.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Adding more Battlegrounds to the game (Source)
We’d like to. We certainly haven't forgotten about the PvP community at all and we do a lot of PvP oriented behind the scenes work right now. While not very much of that effort is channeled into creating new maps at the moment, we would definitely like to increase the variety of Battleground and Arena maps that are available in the future. That's where things get sticky, though. One might think that creating a Battleground is a pretty simple process (they look simple, right?), but it's not.

Part of the reason is that Battlegrounds are like ducks. A duck looks like it effortlessly glides across the water, but their little feet are actually working madly beneath the surface to make it happen. Battlegrounds are the same way. They may look simple -- even static -- to a casual observer, but in reality there's an incredible number of very complicated processes going on behind the scenes. Part of the reason for this is due to a lot of technical hurdles that need to be jumped to make them perform as seamlessly as they do, battle after battle. As a result, it's actually extremely difficult to design Battlegrounds, partially due to the technical limitations that are currently in place.

The other part of the reason is that Battlegrounds (and Arena maps, for that matter) require a higher degree of polish than a PvE map does. If a bit of geometry causes you to hang up, or blocks line of sight in a dungeon or raid, then in the majority of circumstances you can probably just work around it until it's fixed. If the same flaw exists in a bg or arena map, then that imperfection might be exploited for an unfair advantage, which runs contrary to the spirit of fair competition we want in that kind of PvP. We know that a lot of the PvP community is ultimately more interested in having perfectly balanced and bug-free maps to play on, than they necessarily are in having new maps to play on.

The other thing to keep in mind is that, while boss mechanics might differ from raid to raid, broadly speaking all dungeons and raids have the same rule set (that is, they have raid locks and you have to run back to the portal when you wipe and so on). BGs and Arenas tend to have highly individual rule sets. The result is that, in addition to the factors I’ve already mentioned, we also have to craft every BG essentially by hand every time. We’d like to develop a tool to create PvP maps in the same way we have a tool we can use to create bosses or a tool we can use to create items. Such a tool would let us create BGs and other PvP-oriented maps more readily. That's something that we're working toward now, but it's time consuming and exacting work, and still quite a ways off.

Still, ultimately we think all this effort will pay off, and we're confident that you'll feel the same way. In the meantime, there are still plenty of players of the opposing faction to send back to the Spirit Healer, and we hope you can continue to have fun making red dead wherever you find it.

Need > Greed > Disenchant (Source)
Need: I need that piece of gear and will wear it/use it in my appropriate spec
Greed: I do not need that piece of gear and will probably not use it. I will most likely Vendor it or perhaps wear it "for pretty"
Disenchant: I don't even want to bother vendoring this. I would rather the materials that is made up of. I have great use of the disenchanted item than the original
I think this is a pretty fair diagnosis of the current functionality. I'd also note though that group communication is really important. If you're unsure about whether or not you should be rolling Need on an item instead of Greed/Disenchant, communicate with the party and let them know of your intent.

The system for rolling on items isn't perfect and doesn't have built-in functionality for off-spec rolls, etc., but part of this is because we expect there should be at least some base level of communication between the players, particularly if anyone in the group is running dungeons for items and not just the points.

Communication prevents a lot of heartache in dungeons I find ;)
Agreed. And for what it's worth, I'm sure we could implement enough rolling options that we could effectively remove any need to ever communicate with the party about what your intent behind each roll is -- the intent would be made clear by the button you press. Sometimes more options aren't always good though. We want the system to be useful and sensible, but not so comprehensive that it ends up being muddled and complicated.

We think the current options are pretty sufficient. If you need the item for your current spec, roll Need. If you can use the item for off-spec, roll Need, but perhaps wait for everyone else to roll first, and/or let the group know why you want to roll Need. If you have an enchanter in your group and you can use mats, roll Disenchant. If you don't need the item or the mats, or you don't have an enchanter in the group, roll Greed for a chance at some extra gold.

Even while queuing for random dungeons solo, I've virtually never run into any major loot disputes or issues. Particularly at this point in the expansion, a lot of players are running Heroics primarily for the JP/VP. Most players understand why you're rolling Need with little to no communication necessary. It's not hard to ascertain, for example, that a DPS death knight is rolling Need on a tanking item for off-spec, and not just to be a jerk. Provided that death knight is accommodating to the tank in the party before rolling, or at least makes an agreement with the tank in advance that they can roll against each other, it's all gravy. ;) 

Do I need to read the new book to figure out what's happening in-game? (Source)
We work to make sure that there is balance between what you can learn in game versus the books. That said, the books do allow a bit more insight than you normally could get via the game, but that has to do with the fact that books and games (while they can both deliver story) tell the story in different ways. Hopefully, for those that don't choose to read the books, they can learn what they wish or need in the game itself. For those who have the time and inclination to read the books, they can get a bit more back story and depth that they may not feel is complete enough for them in the game.

Death Knight
Death Strike Hotfix (Source)
The Death Strike hotfix was intended as a buff to single target Blood DK damage. Normally it’s not a big deal if one tank class does slightly higher or lower damage than other tank classes (as long as threat isn’t a problem), but when you have mechanics that greatly inflate tank damage, then it can be a bigger problem.

We discussed buffing Heart Strike or other attacks, but one of the concerns we commonly hear from Blood DKs is they feel torn about spending runes on Death Strike versus other abilities, and we didn't want to change their rotation in the middle of a patch, just modestly buff their damage.

[...] For clarification's sake, we intended to increase critical strike chance. Improved Death Strike was not changed, merely buffed.

The hotfix was applied quite recently, so those of you who did not notice the improvement last night are correct. You can see the updated hotfix note here:
  • Improved Death Strike now provides 40/80/120% bonus damage, up from 30/60/90%, and a 10/20/30% critical strike chance, up from 3/6/9%.

Ažurirana Blizzard Fan Art Galerija

Patch 4.2 Hotfixevi - 19 Jul

Originally Posted by Blizzard (Source)
July 19

General
  • The frequency at which players can use /yell, /say, and any emotes is now throttled to prevent excessive spamming of chat logs from occurring.

Classes
Death Knights
  • Improved Death Strike now provides 40/80/120% bonus damage, up from 30/60/90%, and a 10/20/30% critical strike bonus, up from 3/6/9%.

Druids
  • Flight Form now cancels the Leyara’s Locket buff.
  • Moonfire will now generate Lunar Energy when crossing from Solar to Lunar on the Eclipse bar.

Dungeons & Raids
  • All bosses in The Bastion of Twilight, Blackwing Descent, and Throne of the Four Winds once again award Valor Points in all raid sizes and difficulties. 10-player bosses award 35 Valor Points, while 25-player bosses award 45 Valor Points. This change does not apply to Argaloth in Baradin Hold. More information can be found here.

Firelands
  • Superheated cannot be cast on players, even if they attack the Flamewaker Animators as they are channeling energy towards the Unstable Magma.
  • Alysrazor
    • Collecting Blazing Power now refreshes Wings of Flame to its full duration each time.
    • Alysrazor will now always face the correct direction during Firestorm.
    • Imprinted should now be cleared from characters under all conditions when the encounter resets.
    • Interacting with a Molten Feather will now dismount characters, preventing the feather from being wasted.
  • Beth’tilac
    • Beth'tilac will now only eat spiderlings that move very close to her (the range on her ability to consume them has been reduced). In addition, eaten spiderlings will no longer sometimes remain on the ground or on players once she consumes them.
    • Drones should no longer evade or aggro characters on top of the web.
    • Fixate now truly fixates on random targets.
  • Ragnaros
    • On 25-player Heroic difficulty, Cloudbursts will now always properly apply Deluge to 3 players before fading away.
    • It should always be possible to interact with Cloudbursts, even if several players click on one at the same time.

Items
  • Heroic bind-on-equip items now sell to vendors for gold.

PvP
Arenas
  • A resolution has been put into place which should help alleviate Rated Battleground matchmaking delays. This fix corrects an issue that could occur if a team at the front of the queue was particularly difficult to match, resulting in a bottleneck which slowed matchmaking for all players in queue. More information can be found here.

Quests & Creatures
  • The melee evasion angle of several creatures has been adjusted. Most notably, melee classes should no longer be seeing abilities, such as Backstab or Shred, getting parried when standing well enough out of Ragnaros’s melee evasion angle, or other bosses/creatures with similar evasion angles.

WoWArmory Facebook Application Closing

Originally Posted by Bashiok (Source)
BashiokWe're in the process of deploying a new, open World of Warcraft Web API, which among other functions will provide a more fully-featured replacement for the existing WoWArmory website. Over the past few months we’ve been working with our partners and fansites to help them migrate away from using WoWArmory.com, and on August 2 we will decommission it, as well as the WoWArmory Facebook application.

When the Facebook application is turned off, users who installed it will no longer see it in their list of Facebook applications. They will also no longer have the ability to access Facebook pages that were associated with the application, and all news feed entries created by it will be removed.

Our hope is that through the new Web API, we can encourage a broad range of community-created features like the WoWArmory application, and are excited to see what else can be done by opening this information up to application and website developers. If you have any questions or comments about this change, please refer to our World of Warcraft Community Platform API forum here: http://us.battle.net/wow/en/forum/2626217/

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Tier 11 Instance Valor Points Change (Source)
The change is that instead of chain-running troll dungeons to cap VP they have an additional option. Adding that additional option doesn't suddenly make the valor rewards more accessible. Especially because the option that's being added is entirely less accessible than what's been available this entire time.

You can make an argument that current tier shouldn't be available for purchase with Valor at all, that's a valid opinion to state. But that's a different topic.

What you're saying is that by us adding additional but less accessible ways (raids) to obtain VP that it somehow makes the rewards less meaningful than they were when people could 'only use Dungeon Finder' to get them. Sorry but that just doesn't make any sense.

Arena Boosting (Source)
If by that you mean that you pay someone gold to join their team or they join yours and you all participate in Arenas, etc... together while they'll help you get to a higher rating because they are far more skilled than you? No, in and of itself that is not a violation of our policies.

Acquiring PvP Gear when you reach level 85 (Source)
What Aarschott explained to you does make sense. Level-85 PvP gear is intended to be earned and awarded to level-85 players. There is too much potential to "game" the system and stockpile really powerful gear so that you're fully equipped when you hit 85, if we were to allow you to buy level-85 gear with Honor you earned below the level cap.

The same applies for PvE gear. If you want powerful endgame items, you need to earn them via playing through endgame content.

Why don't you want a player having honor gear the second he/she hits 85? It's not necessarily good entertainment to go and get your butt kicked repeatedly in BGs for 150 sessions before you can begin to compete.
There are crafted items available to level-85 players which will help them substantially when first setting foot into Battlegrounds or Tol Barad. Getting a hold of this gear isn't too difficult.

The fact is that endgame progression is its own experience. Leveling is a very direct and obvious act of progression, but that changes when players hit the cap. Progression then trends much more toward itemization -- you have to participate in the endgame experience to get more powerful gear. But as I said, there is underrated entry-level crafting gear which can be very useful for helping to ease PvP-oriented players into level-85 Battlegrounds.

OK, then why do we start earning Justice Points at 70? We can stockpile them till we have 4K; so if this really is your reasoning, why don't we get our JP/Honor wiped when we ding 85? I mean we didn't earn them doing endgame content, why should we be able to buy a few pieces of gear with them?
No, that's exactly the point of the design. If you enjoy doing some leveling via Battlegrounds, you're afforded the opportunity to buy up to two pieces of epic item level 371 PvP gear when you hit 85. You can then use gold and/or crafting materials to fill out just about every other slot, plus use enchantments, gems, and reforging to get your character into a competitive state for collecting additional epic Honor gear.

Shaman
OMG NO SHAMAN IN PARAGON'S RAGNAROS KILL!!!§§§111 (Source)
It doesn't matter at all unless you can verify and prove that Heroic Ragnaros is impossible, or way more difficult to kill, when a specific class or specialization is represented in the raid.

You're forcing together a couple of incredibly fragmented pieces of data -- and the sample size of that tested data is 25 players in the whole world fighting one boss in the entire game -- to extrapolate an entire thesis on class balance.

No one is going to benefit from trying to make an argument out of this.

And why do you think the world first guilds continue to not bring any Shamans. Is it because they're in such a good place right now they didn't want people to complain that they were class stacking Shamans because of how amazing they are?

This is the 3rd world first end boss kill in the past 3 patches where there was not ONE DPS Shaman in the raid makeup (And only one Resto Shaman in the past 3 world first end boss kills). You can keep saying EVERY new patch that they can bring what they want and that there is nothing that you can do, but you should really look at why they aren't bringing one class every single time.
That's a pretty ineffective way to consider class balance. It's as though you're suggesting the answer to perceived shaman woes is for us to buff them until the top guilds in the world must bring them to their raids for world first kills. That's a vacuum in which class balance should never work.

One thing you're certainly not doing is counting all of the kills of each of the Heroic bosses which followed the world firsts. Shaman have certainly been present for Heroic boss kills in Cataclysm, but that data doesn't support your argument. You want to focus on, what, four total boss kills over the last eight months? Out of tens of thousands of Heroic boss kills which have occurred globally since Cataclysm, do you really think you're presenting a fair case?
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.
Website designed by AdriaDev