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Author: FasumAga Date: Friday, 03 July 2015
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Author: FasumAga Date: Wednesday, 01 July 2015
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Author: FasumAga Date: Sunday, 28 June 2015
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Author: FasumAga Date: Sunday, 28 June 2015

Deveta serija Screenshotova i Artova

Blizzard je pre par dana objavio devetu seriju screenshotova i artova za 750 hiljada lajkova na facebook fanpage stranici!
Prva slika prestavlja koncept Activated Vessel-ija.

Druga slike predstavlja screenshot iz nepoznate istance koju smo skoro videli na još nekim screenshotovima, sa ženskim Demon Hunterom u akciji... Ona se suočava sa grupom Dark Vessel's, i Dark Demon-ima, sa njenim skillom Multi Shoots!

Ask the Devs - Answers #4: Armor and Weapons

Odgovori na najnovija "Ask the Devs" Pitanja su objavljeni. Mi smo izdvojili glavne citate, ali Vam preporučujemo da pročitate celu vest:
  • We plan on implementing a system where winning an item via Need (when using the Dungeon Finder Need Before Greed loot system) will make a BoE item soulbound. We hope to have this working for the 4.2 patch.
  • The legendary weapon will be offered in both 10 and 25-man difficulties, however it will be 2 to 2.5 times faster to complete in a 25-man raid.
  • The Firelands legendary weapon has an amazing story and quest chain associated with it.
  • Account Bound items will be transferable to other realms "some day".
  • Blizzard wants to add more customizations to characters but isn't sure that dyes is the way to do it.
Originally Posted by Blizzard (Source)
Q: Is there any chance we could have caster weapons involved in casting animations? It would look cool to be holding a staff and casting a spell through it, at least as a customization option. - Dromanthis (NA/ANZ)

A: This is something we would dearly love to do. We agree that melee specs get to see their weapons a lot more often in combat while it's easy for casters to forget about them. It's definitely on the list, but understand that we have so many races now (and two sexes for all existing races) that the animations get expensive to produce.

Q: Would it be possible for city quartermasters to sell the same equipment that guards wear? Stats wouldn't matter. - Pokemonmasta (EU|English), Tajit (NA/ANZ)

A: Cool idea. We'll talk about it.

Q: Are you planning to return to the original principle of designing the Tiers, when the sets were themed with the classes, not with the bosses that drop them? Do you have any plans to make the tier items visually different depending on your spec? - Анви (EU|Russian), Trafalgarlaw (Latin America)

A: We try and alternate the themes in order to keep things feeling fresh. Players can get bored if things feel too formulaic. The Firelands raid has a really strong theme, so the tier sets are based on the various creatures that live on the elemental plane: for example, fire spiders for the warlock set. Other tiers don’t have as strong a unifying theme so we go back to the classes for that. In the Call of the Crusade patch, we did faction-specific armor to solidify the military feel and Horde vs. Alliance rivalry.

Varying tiers depending on spec is a cool idea, but it does add more work to the individual armor which usually means we’ll get less of it. Color shifts are one option, but tend to already use all of those. We have more unique art these days than ever before, but the number of items overall has grown tremendously faster.

Q: I like the creative items that are dropped from Icecrown Citadel such as Nibelung, Heartpierce, Deathbringer's Will. Can I see more of such items containing unique proc-effects in the near futuer? - Whitewnd (Korea)

A: Yes. We think the procs are a good way from keeping the weapons from just feeling like a predictable bag of stats. There will be more in Firelands.

Q: Will enchanters be getting back the ability to make wands? - Trustybee (Taiwan)

A: We have been discussing what role in the game wands are supposed to fill. We generally consider it a failure these days if a caster ever wants to wand for dps instead of using their spells. Working the wand into the cast animation (as in the question above) is one idea. In any event, we want to figure out what we want wands to do before we give them any more prominence.

Q: Any chance we can start heading away from WWE-esque belts? - Catriona (NA/ANZ)

A: Azeroth is stricken by a terrible plague that inflates the size of shoulders and belts over time. Our artists like the belts because they have more room for detail when they’re larger. That said, your concern is duly noted.

Q: Do you have plans to make is so that the tabards don't suddenly cut off whenever we wear long vestments? - Hôwl (Latin America)

A: This is a technical issue that’s fairly nasty to fix and ultimately trimming the tabard ended up looking better, at least as a short-term solution.

Q: Can we see gear won via need rolls become soulbound? - Lorinall (NA/ANZ)

A: Yes. We plan on implementing a system where winning an item via Need (when using the Dungeon Finder Need Before Greed loot system) will make a BoE item soulbound. We hope to have this working for the 4.2 patch.

To expand on that idea in case it’s not obvious, we don’t think players should be able to claim certain loot drops based on their class if their only intent is to sell the item. If you want to use the item yourself, awesome, go ahead and roll Need on it and you’ll get preference over players who can’t use that armor type. But if all you want to do is run to the Auction House, then everyone should have equal dibs.

Q: How do you plan on normalizing Legendary weapon aquisition rate between 10 man and 25 man raids? If the drop rate is the same for 'shards' in 10 and 25 man raids, this may 'force' 25 man guilds to run 2-3 10 mans in order to maximize shard/legendary aquisition. If the drop rate for 'shards' in 25 man raids was 2.5 times than that in 10 man, it could take a 10 man guild say, 2.5 months to gain a legendary whereas a 25 man guild would take 1 month. - Deathsaint (NA/ANZ)

A: Our main goal is to offer the Legendary in both 10 and 25 without requiring say a 25-player raid to feel like they have to switch to running 10s for the sole purpose of Legendary fragment acquisition (and the same is true for 10s). Our plan is to make Legendary completion take longer to acquire in 10-player raids. The exact ratio will be somewhat obfuscated because of the variation in the amount of fragments dropped per boss based on both raid size and raid difficulty. However, you can plan on it being maybe 2 to 2.5 times faster for the 25-player raid. It should feel analogous to number of Valor points or gold dropped in 25s, and is being treated the same.

Without giving too much away, the Firelands legendary weapon has an amazing story and quest chain associated with it. We think it truly delivers on the fantasy of a legendary weapon.

Q: I feel that the current item drop ratio per part for caster's is little bit weird. While belt slot items are very common, wrist and ranged (wand) item are drastically rare. Now players don't like going to Throne of the Four Winds because belt and pants are so easily acquired via other way. What if the drops of Throne of the Four Winds changed into rare slot items, such as wrist and wand? - 빛그리고사제 (Korea)

A: There are a few issues embedded in this question. One is that while we like the random nature of the Throne of the Four Winds gear overall, it occupies a strange niche in the current itemization scheme. Al'Akir for example is fairly challenging, but so are Cho'gall and Nefarian. The net result is that many players lack epic legs, heads or shoulders and so have a strong incentive to spend Valor Point on their tier set of legs. By the time they defeat Al'Akir, nobody wants his legs. We plan on tweaking those loot tables a little for 4.1; Al'Akir will drop some random necks and cloaks as well as helm or shoulder tokens in addition or in some cases instead of his current loot.

As far as some items being rarer than others, that is the kind of thing we vary so that every tier of content doesn’t feel like a photocopy of the previous tier with bigger numbers. Our PvP gear for a variety of reasons has become very formulaic, and we don’t want the same thing to befall PvE. Bracers are hard to get now (though the trolls in 4.1 have a lot!), but next tier it might be a different item that becomes precious.

Q: What are the criteria you use to design the loots in a certain dungeon/ raid? Is it the backgrounds of the encounters, the preference of the designers, or basing on the existing models? - Kiolds (Taiwan)

A: All of that and more. As in the question above, if the dungeon or raid has a really strong visual kit, then we definitely jump on that. When you consider say the Cataclysm dungeon tier, there was a really diverse set of environments with no strong unifying theme. We could have tried to plan ahead of time that say Corborus would drop a certain weapon so we should theme it like a ring worm. That kind of rigid planning though doesn’t allow us a lot of room to maneuver if we decide to add a boss, change the source of certain items or so on. Naming the items can come from a variety of sources. Sometimes we play off of the boss (Symbiotic Worm from Magmaw), but there are pop-culture references (License to Slay), inside jokes (Chestplate of Hubris), and words that just sounded appealing together (Battleplate of the Apocalypse).

Q: Is there any plan to allow Account Bound items to be transfer to other realms? This could really give meaning to the phrase "Account Bound". - 텔레토비아스 (Korea), Деадхил (EU|Russian), Åtchøûm (EU|French), Tellua (NA/ANZ)

A: Yes. Some day. It will take a lot of programmer time to implement, but it’s something we want to do.

Q: Is it possible to let the players create/edit their own looks? - Zed Loft (Taiwan), Vysha (NA/ANZ), Ráchel (EU|German)

A: As we said in an earlier Q&A, we definitely hear loud and clear from players that they want more customization for their character. This is something we want to provide, but we want to do it in the right way. Consider the Barber Shop feature. It lets you change your character's hair, but there’s not a lot of gameplay to it. We're not sure that feature really added a lot to the game in retrospect. Is WoW more fun for you now that you have a Barber Shop? Are you more likely to keep playing because of it? Maybe, but it wasn’t a cheap feature to add in terms of development time. Dumping a bunch of dyes on the game might have a similar effect, where some players might have fun playing around with the system for a bit, but a lot of players might change their colors once or twice and then forget about the feature after that. Now, not every aspect of the game needs a ton of depth and a lot of interesting decisions, but we tend to attract more players to a feature the more robust the feature is.

We also think it's fair to argue that the game just needs more armor and weapon art. As we said above, we deliver a lot of art these days, but we also produce an enormous number of new items every expansion or patch and it’s understandably disappointing whenever items use the same art. It would be really cool if not every mage or priest converged on the same look after a given expansion or patch.

Novi Dark Legacy i Teh Gladiators Stripovi

Situation Report: StarCraft Patch 1.3!

Quote from: David Kim (!)

Greetings, citizens of the Koprulu sector! It’s been some time since we last submitted a situation report for StarCraft II: Wings of Liberty, but with patch 1.3, we felt that it was a good time to address some of the changes we implemented and our thoughts on them. We’ve pulled out some of the most notable patch notes to explain our design philosophy and the thinking behind this update.

Balance Changes

  • Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).

  • There was a core problem with the Viking flower strategy in that there was no way to know how many Vikings were patrolling a specific area. In StarCraft II, scouting armies is already a difficult and important aspect of play, and it was definitely not our intention to make it possible for air units to use this patrol method to disguise their numbers. We consider this case more of a bug fix than a balance change.

  • Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

  • This was another case that we viewed as more of a bug fix than a balance change. The original concept of Vortex was that it was more than just a stasis or a lockdown. In addition to having the protoss player lock down a part of his or her opponent’s army, the spell was supposed to also be about creating situations for enemy interaction with the Vortex.

    For example: If I'm playing zerg and half of my army was Vortexed, I may decide to put the remaining half into the Vortex. Conversely, I could choose to simply sacrifice half of my units instead and run with the rest if greatly outnumbered by the protoss opponent. However, there was a bug in which splash units instantly killed everything coming out of a Vortex, preventing the different types of interactions we originally intended.

  • Khaydarin Amulet upgrade (+25 starting energy) has been removed.

  • This is perhaps the 1.3 patch change that was most discussed by the community and we wanted to take some to time to explain the rationale behind it. Ultimately, there were two reasons we wanted to remove this item.
    1. We felt this upgrade reduced strategic choice. When combined with stalker or charge zealot warp-ins, this upgrade made it nearly impossible to do any sort of harassment attack anywhere there was a pylon. We didn’t like the reduction in strategic options, as the opponent could only fight major battles with protoss in the late game.
    2. We felt late game protoss splash damage was slightly overpowered. This applies both to high templars and colossi. We felt that if we were to nerf both of these units protoss may end up too weak in the late game. Therefore, we decided to adjust high templars first and see how the game plays out. As we’ve mentioned many times before, we feel it’s safer to take small steps in making balance changes than making drastic changes to an entire race.

  • Charging Zealots will now hit fleeing targets at least once.

  • Even after researching Charge, there are times when zealots aren’t able to hit the opponent even once and just end up getting kited to death. Although this change will not suddenly flip the relationship in those cases, we wanted to improve it a bit. We want Charge zealots to perform better than normal zealots in as many scenarios as possible.

  • Battlecruiser movement speed increased from 1.406 to 1.875.

  • Although we don’t want to see battlecruisers used in every terran late game, we noticed they’re hardly ever used at all. To encourage their use in more games, we decided to buff their biggest weakness, movement speed.

  • Bunker build time increased from 35 to 40 seconds.

  • The focus of this change was strictly on reducing the effectiveness of offensive bunkering. With the build time increased, we noticed that there wasn’t as much of a change to defensive bunkers, whereas offensive bunkering is a lot more difficult to pull off.

  • EMP now drains up to 100 energy instead of all available energy. The effect on protoss shields remains unchanged.

  • We had three main reasons for implementing this change:
    1. We wanted ghost EMP to be less effective vs. infestors in the ZvT matchup. Infestors are fairly slow moving and have high costs. We felt that one EMP shutting down multiple Infestors was too much.
    2. After the high templar change, we noticed the ghost vs. high templar relationship was a bit too much in the ghost’s favor.
    3. Early/mid game sentries are almost a requirement vs. terran. However, there were scenarios at different skill levels where one EMP would manage to luck out and hit every single sentry, making it so that protoss had no chance to stop the mass Stimpack terran army.

  • Stimpack upgrade research time increased from 140 to 170 seconds.

  • It wouldn’t be the first time we’ve heard that there were concerns from players about the use of Stimpacks and there’s a reason why; Stimpack timing pushes by terran players can be extremely difficult for opponents to stop without employing effective scouting. We wanted these types of pushes to come slightly later in order to provide more time for opponents to prepare for these attacks and to potentially get scouting units together to effectively scout for these types of pushes.

  • Fungal Growth stun duration decreased from 8 to 4 seconds.
  • Fungal Growth damage increased by +30% vs. armored units.

  • Both of the Fungal Growth changes were mainly made to address a ZvZ issue with mutalisk vs. infestor, and to make infestors more useful vs. protoss. For mutalisks, we found they were just not useful enough in ZvZ due to the Fungal Growth stun duration being too long. So, the duration was reduced to make them a bit more viable in the ZvZ matchup. This reduction in stun duration means the damage goes in faster. However, we realized that mutalisks suffer mostly due to stuns combined with hydralisks shooting from below. As for infestors themselves, we found they weren’t that useful vs. protoss. We wanted to solve both of these issues while keeping infestors as powerful as they are vs. terran. Fungal Growth’s damage itself wasn’t as big of a problem as the stun, so we decided to go with this change so that the stun duration reduction is somewhat countered by the damage buff.

    The +30% armored damage change was more strictly targeted towards stalker-based protoss armies, as well as marauder-based terran armies. We wanted infestors to be more of a core unit in the ZvP matchup while keeping them just as useful vs. terran. The stun duration reduction change by itself didn’t allow these two things, so we had to make this damage change as well in order to arrive at the right place for the infestor.

    We've made every effort to weigh these types of changes very carefully and will continue to do so in the future. We understand the impact they have on gameplay and want to make sure that when we make a change, it’s for the betterment of the game as a whole. The metagame is always changing, and that can make balancing the game a challenge, but we are dedicated to constantly evolving StarCraft II and committed to providing the kind of epic gameplay experience the community expects.

Jider (Rogue) Solos C'thun & Twin Emperors

Verovatno se sećate Jider-a koji je objavio solo video zapise  Grobulus i Patchwerk pre mesec dana. On se sada vratio sa novim videom, koji je veoma interesantan a radi se o Solo Kill Twin Emperors i C'thun kao rogue!

From Jider
Phase 1 of C'Thun is quite simple, damage the Eye of C'Thun until 0% which then triggers Phase 2. This phase is significantly more difficult. To start, C'thun has a shield reducing all damage taken by 99% and various adds will spawn throughout the fight. Shortly after Phase 2 begins you will be eaten by a tentacle which is unavoidable and once you are inside his stomach you must kill two Flesh Tentacles to weaken and bring down his shield. The reason this fight was thought to be impossible to solo is after seven seconds of being in the tentacle room you instantly die if you are attempting the encounter alone. Normally, to get out of his stomach you must reach the platform in the center between the two tentacles inside but seven seconds is not enough time to do this.

So, after some theory-crafting I set out to apply clever use of game mechanics and soon enough had a working strategy. I would now pull Ouro to C'Thun's room. Like most bosses when you attempt to evade them they will port you directly to them so I used this ability to my advantage in Phase 2. Once eaten Ouro would perform the necessary task of porting me out and to increase DPS time on the tentacles inside I changed races to Goblin for the Rocket Jump ability. I also changed my spec to subtlety for shadowstep and finally leveled up Engineering for Tazik Shocker (glove enchant). Combined, these three abilities gave me enough time to do damage to the Flesh tentacles and eventually weaken C'Thun and brought the encounter down to a reasonable two hours.

Twin Emperors Explained : Both Emperors share the same health, When one loses health so does the other. Using good timing i pulled Vek'nilash alone while Vek'lor remained out of combat. There for they would not use teleport. And since they are split up they can not heal. Vek'nilash is immune to magic and can only be damaged by physical damage which is why i chose him. Vek'lor is immune to physical damage and can only be damaged by magic. When Vek'nilash dies so does his brother Vek'lor even though he is out of combat.

April Fools!

We hope you enjoyed our April Fools' Day jokes this year! If you missed them, check out this year's pranks: And so, the Blizzard Joke Squad go galumphing back whence they came, hiding amid the slithy toves that gyre and gimble in the wabe, busily plotting and scheming for the future. See you again next year!

Blizzard 2011 Prvoaprilske Šale

Prvi april je i to znači samo jedna stvar, Blizzard-ova prvoaprilska šala kojae su objavljene neŠto ranije one predstavljaju istancu Tomb of Immportal Darkness! Dungeon Helper - pomoćnika u istanci  Crabby koji podseća na spajalicu iz Microsoft Offica.

Tomb of Immortal Darkness
Originally Posted by Blizzard (Source)
Deep below the damp graveyards of Duskwood, an ancient evil stirs in the darkness....

Featuring new gameplay mechanics, revolutionary Deep Dark® technology, three challenging bosses, and a host of incredible rewards, the Tomb of Immortal Darkness will be the third dungeon to see the light – well, maybe just a dim spark in an ocean of utter blackness – in the next World of Warcraft content update. Click here for a preview of the epic adventures that await!

{yoogallery src=[/images/stories/news/2011/Apr/01/tomb] width=[230] height=[180]}

Crabby Dungeon Helper
Originally Posted by Blizzard (Source)
The next content update for World of Warcraft introduces a brand-new feature designed to make your experience in Azeroth a whole lot user-friendlier. Meet Crabby: The Dungeon Helper! This adorable and knowledgeable crustacean companion will guide you through the game with useful hints, tips, and tricks for every situation. Read more about this upcoming feature on our new Crabby information page.

{yoogallery src=[/images/stories/news/2011/Apr/01/crabby] width=[230] height=[180]}
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