Najnovija Diskusija na Forumu

Author: Fiuman
Date: 14.03.17, 02:52

Author: Bajko
Date: 10.03.17, 11:45

Author: CapnIce
Date: 06.03.17, 16:32

End of Time - 6 Novih Screenshotova

Izgled novih 24 Armor Seta

Fanovi nastavljaju da istražuju Diablo 3 Beta client, i imamo par vizualnih interesantnih informacija. Došli smo do čak kreativnih 24 Armor Seta. Ovi armor setovi do sada nisu mogli nigde da se vidi tako da je ovo nešto novo za nas. Nadamo se da ćete posle pregleda svih 24 armor seta, odlučiti koju ćete klasu igrati, baš zbog izgleda samog armora koji vas čekaju u igrici, iako još nije poznat lore istih. Po mom mišljenju Monk armor izgleda najbolje od svih, dok bi za Barbariana razmislio dal ću ikada da ga napravim :) Medjutim to je stvar ukusa, sami odlučite.

Napomena: setovi nisu dovršeni niti potpuni u smislu da sav armor ne izgleda onako kako će izgledati u finalnoj verziji igre. Dosta dataminovanih stvari iz klijenta je vrlo dated.

     

     

     

     

     

     

Deathwing Raid: Intervju sa Scott Mercer

Originally Posted by Blizzard (Source)
In World of Warcraft content patch 4.3, players will make their ultimate stand against Deathwing the Destroyer. Almost a year has passed since the corrupted Dragon Aspect burst forth from the Maelstorm to bring the Cataclysm down upon the mortal races. Now the determined survivors from the Horde and Alliance have rallied to unleash vengeance of their own.

To prepare for this earth-shattering battle, the Blizzard Insider recently discussed the upcoming Dragon Soul raid with Scott Mercer, lead encounter designer from the World of Warcraft team. Read on for all the epic details.

***

CAUTION: THIS INTERVIEW CONTAINS SPOILER INFORMATION ON THE CATACLYSM STORY AND THE FINAL BATTLE AGAINST DEATHWING.

***

Blizzard Insider: Before we dive into the details, can you tell us about Deathwing’s character arc to date?

Scott Mercer: Deathwing has changed the face of Azeroth probably more than any other villain in Warcraft’s history. He tore the Barrens in half. He caused tidal waves that transformed both continents. He even burned his claw marks into Stormwind Keep, leaving his personal signature on the Alliance capital. In many ways Deathwing embodies the Cataclysm itself, not just as the direct cause of it, but also as the thematic center of the expansion. His violent transformation from Earth-Warder to Destroyer ultimately led to all these changes across Azeroth, so in a very direct way, his character arc represents the force that set the entire expansion into motion.

That said, we’ve been building towards a showdown with Deathwing for some time. Players have been wrestling with his Twilight's Hammer minions since before Cataclysm, and we’ve already seen Deathwing defeat Alexstrasza in single combat. The powers that be in Azeroth know Deathwing presents a mortal threat, so in the wake of all the chaos and destruction, forces are finally rallying to oppose him. That’s how patch 4.3 begins, with the major players of Azeroth gathering to decide how they are going to tackle this seemingly unstoppable monster.


Insider: Can you tell us about the new 5-player dungeons that lead into the Deathwing raid?

Scott Mercer: The short version is that the players are sent on a series of quests to recover the Dragon Soul artifact so Thrall and the other dragonflights will have the firepower they need to confront Deathwing. The new 5-player dungeons involve the Caverns of Time and require the players to go forward in time to witness a future where Deathwing has destroyed the world. Then, from that bleak future, they must go back in time to the War of the Ancients to recover the Dragon Soul and bring it back to the present. We’ve discussed a lot more details on the new 5-player dungeons in other interviews. They're going to lead in directly to the patch 4.3 raid instance, which is called Dragon Soul. When the raid begins, the players have recovered the Dragon Soul artifact and arrive at Wyrmrest Temple to find it under siege by Deathwing’s forces.


Insider: Aside from a battle with Deathwing, what other encounters do you have planned for the Dragon Soul raid?

Scott Mercer: When players first arrive at Wyrmrest, they have to fight off a variety of Deathwing’s minions who are laying siege to the temple. There’s Morchok, a stone giant who is pounding the base of Wyrmrest, and Warlord Zon’ozz and Yor’sajh the Unsleeping, two servants of the Old Gods in league with Deathwing who are summoning more minions to sack the gates.

In addition to lifting the siege around Wyrmrest, the players also have to return to the Eye of Eternity to get the Focusing Iris so the Dragon Aspects can refocus their power into the Dragon Soul. We have some new gameplay elements in mind for these raids, including a mechanic where players are granted the ability to dodge a deadly attack from a twilight dragon by phasing away.



Insider: What details can you tell us about the Deathwing raid? How does it differ from other raids?

Scott Mercer: Dragon Soul is the most story-driven raid we’ve ever created. We’re even building several cut scenes to transition between the last three stages of the final encounter with Deathwing.

The first stage occurs as players are flying on an airship, chasing down Deathwing while his Twilight's Hammer drake riders are swooping in to harry the pursuit. In the second stage, players paratroop commando-style onto Deathwing’s back and start ripping up his armor, trying to pry a hole big enough to give Thrall a clean shot with the Dragon Soul. During this phase, players are actually riding on Deathwing as he’s swooping around and trying to knock the players off with barrel rolls and such. Players will have to hang on at key points in the fight to avoid falling while also tangling with all kinds of monstrosities that are rising out of Deathwing’s corrupted magma blood. Once the players get enough of Deathwing’s armor off, Thrall blasts Deathwing with the Dragon Soul and sends him crash-landing into the Maelstrom.

Insider: Very cool! And the final stage?

Scott Mercer: Well, the interesting thing about Deathwing’s armor is that it wasn’t really built to keep things out--he doesn’t have to worry about weapons like swords and arrows. Instead it was built to keep things in. His body is this incredibly volatile mixture of corruptive energy and burning magma, so without his armor to hold it all together, he starts to lose it and come apart in all kinds of crazy ways. The final stage of the raid begins when Deathwing’s deformed body rises out of the Maelstrom to face off against the players in the final showdown. I won’t go into too much detail about this final stage, but I will say that it’s going to be unbelievably epic. Even in his weakened state, Deathwing still presents a major threat, and bringing him down will require the combined efforts of the players, Thrall, and even the other Dragon Aspects.

Insider: What difficulties did you encounter while designing the Deathwing battle?

Scott Mercer: It took a lot of new technologies to set up the fight on Deathwing’s back. The artists in particular focused on selling the fantasy that you’re grappling with a giant dragon midflight. We’ve never done anything quite like that before. Overall, setting the right scope for an encounter like Deathwing required a lot of development disciplines working together--artists, coders, encounter designers, level designers, and animators. We built corrupted Deathwing as a giant set piece with a lot of moving parts--probably our most complicated character model to date--but we felt it was necessary to convey the epic scale and do justice to the final boss of Cataclysm.


Insider: Let’s talk loot. What rewards await players who are strong enough to tackle Deathwing the Destroyer?

Scott Mercer: There will be a new tier of armor sets, of course. We’re also adding a new legendary weapon--a pair of daggers for rogues--with a new quest chain involved in obtaining them. The artists and animators are working on a new mount, a drake from the red dragonflight that borrows many visual elements from the Alexstrasza character model. Players can get one version of the new mount as the reward for the meta achievement for completing all other Dragon Soul achievements. There will also be a second, rarer version of the mount, that’s obtainable as a single, guaranteed drop off Heroic corrupted Deathwing.

Insider: Thanks for your time. Is there anything else you’d like to share before you go?

Scott Mercer: Sure, there’s a lot going into the next content update besides just the Dragon Soul raid--Transmogrification, Void Storage, the new Darkmoon Faire, and more. The patch should have something for everyone.

StarCraft II: Wings of Liberty - Patch 1.4.0 Now Live!

Quote from: Daxxarri


StarCraft II: Wings of Liberty patch 1.4.0 is now live! This patch contains some balance changes, as well as a number of bug fixes, interface changes, and StarCraft II Editor improvements.

 

StarCraft II: Wings of Liberty - Patch 1.4.0

Table of Contents

General

  • A new Career page displaying placement in past seasons has been added to the League & Ladders section of the Profile.
  • A new "View Ladder" button has been added to the league display at the bottom of the Quick Match screen. Clicking this button will take you directly to your ladder page.
  • The post-game score screen for ranked ladder games will now show icons next to each player's name indicating his or her league.
  • The upload timeout period for publishing custom maps has been increased significantly.
  • SLI performance has been improved.
  • When file corruption is detected in un-repairable files (replays, saved games, or downloaded maps), a prompt to run the Repair Tool will no longer occur.

 

  • Game Options
    • Added three privacy settings to the Options menu under the Battle.net section.
      • Only allow friends to send me invites.
      • Only allow friends to send me chat messages.
      • Set status to Busy when playing a game.
    • Added the FPS Toggle hotkey to the hotkey dialog.
    • Added Display Game Tooltips setting to the Options under Gameplay that can be turned off to prevent tooltips from appearing when playing a game.
    • Added a new setting to the Options under Controls which allows a player to enable or disable the ability to adjust in-game mouse sensitivity.

 

  • UI and Display
    • A Launch PTR button will now appear on the login screen when the PTR is available. Clicking this button will close the retail client and launch the PTR client.
    • Improved error messages when a unit is required but none is targeted to provide required target information.
    • UI Stiven used in .SC2Layout files has more anchoring flexibility.
    • Loading an old saved game will now give an option to restart the mission in the new version of StarCraft II instead of loading it in the old version without access to achievements.
    • Player names in the Name Panel in observer or replay mode will now be based off the player's locations on the minimap. For example the player closer to the left side of the minimap will appear on the left side of the name panel.
    • When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.
    • Toggle Team Colors in 1v1 and Free-for-All when observing and during a replay will not change player colors.

 

  • Sound
    • An error notification sound is now played if a placement location cannot be found when unit training completes.
    • Most existing alert sounds are now reduced in volume when a new alert sound plays.
    • Transmissions without a valid sound file will now display a subtitle during cinematics even if the player has turned off subtitles.
    • Added a new Alert Fade option to control how much existing alert sounds fade when new alert sounds are played.

 

Balance

  • General
    • Unit vision up ramps has been reduced by 1.

 

  • PROTOSS
    • Immortal
      • Attack range increased from 5 to 6.
    • Mothership
      • Acceleration increased from 0.3 to 1.375.
      • The Mothership's Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate "Mothership Lag" issue when a Mothership comes online.
    • Stalker
      • Blink research time increased from 110 to 140.
    • Warp Prism
      • Shields increased from 40 to 100.

 

  • TERRAN
    • Barracks
      • Build time increased from 60 to 65.
    • Hellion
      • Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
    • Raven
      • Seeker missile movement speed increased from 2.5 to 2.953.

 

  • ZERG
    • Infestor
      • Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
      • Neural Parasite range decreased from 9 to 7.
    • Overseer
      • Morph cost decreased from 50/100 to 50/50.
      • Contaminate energy cost increased from 75 to 125.
    • Ultralisk
      • Build time decreased from 70 to 55.

 

StarCraft II Editor Improvements

  • General
    • Custom maps with dependencies containing trigger libraries will now load significantly faster in the editor.
    • Map Status and Publish dialogs indicate if the lighting map is out of date or not.
    • Syntax highlighting for galaxy script and XML data can now be disabled.
    • Actor cheats are now available to map creators when testing their map from the editor.
    • Actor dump messages are now available to map creators. Includes AliasDump, AnimDumpDB, AttachDump, HostedPropDump, HostedPropDumpAll, RefDump, RefTableDump, TextureDumpDB, TextureDump.
    • Portrait Stivens now have their own desc to use in .SC2Layout files. Currently supported fields are: BackgroundImage, BorderImage, MovieStiven, ModelLink, UseTransition.
    • Creating Cycles in UI Stiven anchoring will no longer crash the game, instead it will output an error message.
    • Added alignment option when using the IMG tag in text. Values are top, bottom, middle, absolute middle.
    • Added Disable Observers map option, which prevents players from becoming observers in the game lobby.
    • Added two fields to MovieStiven Descs : Loop, LockAspectRatio.

 

  • Data Editor
    • Data Editor UI has been reorganized for a better workflow.
    • Complex fields in the Data Editor can now be expanded by double clicking on the plus sign.
    • Increased maximum number of unit command card buttons per card from 32 to 64.
    • If a teleport effect's range is greater than 500, it will now ignore placement.
    • Revive orders can now automatically choose the hero to revive based on the command selected and the order they were created.
    • Map creators can now set time scale on bracket anims.
    • An attack can now be specified to cause no shield flash at all via the 'None' Shield Flash Type value on CActorAction.
    • Actor now makes a distinction between actors that are created via the ActorCopy message and through all the other creation mechanisms.
    • Actors that are copied now get an ActorCopy message upon construction rather than an ActorCreation message, so that client data can distinguish between the two scenarios.
    • Added raw XML editing mode to Data Editor.
    • Added default parents for new objects in the Data Editor.
    • Added a "Transient" flag to the Arm Magazine, Learn, Research, Revive, Specialize, and Train abilities to indicate that the orders should not be added to either the unit's main order queue or to a queue ability. These orders will complete immediately.
    • Added a "Use Unit Order Queue" flag to the Arm Magazine, Learn, Research, Revive, Specialize, and Train abilities to indicate that the unit's main order queue rather than a queue ability should be used for those orders.
    • Added support for Unit Weapon Validators to check any weapon on the unit if no weapon is specified.
    • Added a flag to units called "Built On Optional" to indicate units can now be built on the terrain if they are not placed on another unit.
    • Added a "Turn Button Highlight On/Off" trigger to highlight buttons by button link. This will support highlighting buttons regardless of how the button is used (i.e. Select Larva, Select Worker, and Submenus).
    • Added support for items with abilities to display AoE cursors, show progress, and use the minimap for targeting.
    • Added support for the Revive ability to issue targeted commands.
    • Added support for persistent effects to attach revealers to units.
    • Added AnimSetTimeScaleAbsolute message for forcing animation time scale to a particular value, regardless of prior scales.
    • Added boosted cliff level support for units and doodads. Placed objects can specify the boosted cliff level amount. Units and doodads will then boost the cliff level of any cells in their footprints that are marked to 'Boost Cliff'.

 

  • Terrain Editor
    • Added view setting for displaying terrain object names.

 

  • Trigger Editor
    • Timer Expires events can now match Any Timer.
    • Trigger Dialogs can now be attached to a unit.
    • Attempting to create or hookup a trigger dialog of the wrong type will now result in an error message.
    • Dialog Items of type Image can now have their image property set as an entry into the Assets.txt file in addition to a raw file name.
    • Added De-saturated and Desaturation Color properties to Dialog Items.
    • Added Mouse Enter and Mouse Exit Event Types for the Dialog Item is Used event.
    • Added Handle of Player trigger to query a player's Battle.net handle.
    • Added "Unit Learn Progress" and "Unit Revive Progress" triggers to get the progress of Learn and Revive abilities.
    • Added a "Lock Unit Status Bar Display" and 'Unlock Unit Status Bar Display' triggers. These are intended to replace the "Set Unit Status Bar State" trigger.
    • Added a "Show/Hide Alert Type" trigger to turn on/off specific alerts for a player group.
    • Added a "Enable/Disable Command Type" trigger to allow/disallow submenus, select larva, and select worker commands.
    • Added a "Pause Sound" trigger to pause/unpause a sound.
    • Added an "XP Gain Disabled" option usable with the "Player Melee Option" and "Enable/Disable Melee Option For Player" triggers. This option defaults to on.

 

Bug Fixes

  • Gameplay
    • Hitting Escape when using the Options menu while playing a game will now properly revert any changes made.
    • Loading a saved game with a game speed different than the minimum game speed now works correctly.
    • Failing to load a saved game from a previous build will now show the proper error message.
    • Reduced Violence no longer prevents custom death models from working.
    • Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.
    • In the Load Game Panel it is no longer possible to delete a saved game while playing it.
    • In the Load Game Panel, choosing to keep\save an unsaved file in the Recent Tab now properly saves the file.
    • Switching between a control group hotkey and selecting a unit no longer registers as a double-click.
    • The Base Camera and Jump to Location hotkeys can no longer be used while the game is paused.
    • Escape and F12 can no longer be used for custom grid hotkey profiles.
    • Default key display will not show up when Custom Observer hotkey has been set.
    • The range for structures hitting other structures is now consistent with non-structure units.
    • Units with movement suppressed can now issue an order to board a transport instead of just follow it.
    • A full refund will now be issued for any training requests that cannot complete because unit placement fails.
    • Commands that have no charges left will display a 0 instead of just hiding the number.
    • Resources spent repairing are now reported as resources lost when the repaired unit dies.
    • Fixed an issue with the Camera Follow mode not turning off when scrolling away from a unit being followed.
    • Fixed an issue with cycling chat recipients while in a party and watching a replay.
    • Fixed an issue in the Load Game Panel that sometimes caused the wrong map preview image to display.
    • Fixed an issue where the Hotkey dialog sometimes displayed inaccurate unit commands.
    • Fixed an issue where units would seem to pop when travelling along cliffs.
    • Fixed an issue where flyers may not decelerate in some cases.
    • Fixed issues displaying some hotkeys for non-US keyboard layouts.
    • Fixed issues with cursors when using NVidia 3DVision.
    • Fixed issues where an ally unit's command card was visible without shared control enabled.
    • Fixed some issues with DVORAK keyboards not working correctly with Grid hotkey profiles.
    • Fixed several issues with the Units Lost tab not tracking resources correctly.
    • Fixed erroneous hotkey conflict detections with some observer commands.
    • Fixed an issue where voice chat audio may have repeatedly played if voice chat was disabled while someone was chatting with you.

 

  • Protoss
    • Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank's sieged attack.
    • Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.
    • Fixed an issue where workers would not path around Force Field while harvesting.

 

  • Terran
    • The Command Center Load SCV command will now only ask to load as many SCVs as it can contain.
    • SCVs will now always face the building when resuming construction.
    • SCVs can no longer repair themselves while inside a Bunker or Medivac.
    • Fixed an issue where the Reaper could get stuck in some cases.

 

  • Zerg
    • Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders.
    • Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.
    • Burrowed units are no longer cloaked by the Mothership, as this is redundant.
    • Attack upgrades are now retained by units controlled by Neural Parasite.
    • If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
    • Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.
    • Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed.
    • Spore Crawlers and Spine Crawlers now disable their Stop button when rooting.
    • Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.
    • Fixed an issue where Broodlords on the high ground were not revealed when attacking enemy units on the low ground.

 

  • Custom Map
    • Alliance tests for the status bars and the info panel now use the passive and defeat alliance states to determine allies rather than vision and control.
    • Force effects now preserve existing unit velocity.
    • Units with an interact ability now clear the interacting state when killed.
    • Items that cannot be dropped can now be moved in the inventory.
    • Banks are now marked as verified when saved.
    • The Unit Attachment Point trigger now reports the correct height.
    • If more than one unit is selected with the Select Unit Group trigger after units have been deselected by means besides the Clear Unit Selection trigger, the newly selected units will now show up in the info panel.
    • Range indicators are now updated when an upgrade is applied.
    • Alerts will now use the Text field for a name if no Name is defined.
    • Newly created units that gain a weapon via an upgrade will now have that weapon enabled when created.
    • A unit's height will now be changed immediately via triggers if the duration requested is 0.
    • Quitting out of a map will now cause the player leave trigger event to be dispatched before the player actually exits which will give triggers a chance to change the victory/defeat state.
    • The Enable/Disable Command Type trigger now disables minimap clicks properly.
    • Actors shown or hidden via triggers should now show immediately instead of being delayed by a game loop.
    • The Unit Selection trigger no longer resets the selected submenu if the selection isn't actually changed.
    • Alerts with the "Self" flag cleared will no longer show the alert to the issuing player.
    • If a unit has a custom revive type configured, it will now use that when reviving via triggers.
    • The maximum value for the real version of the effect amount trigger now reports values correctly.
    • Persistent effects with a period of 0 can now execute at most once per game loop.
    • Revive abilities that only have a per-level cost will now work correctly.
    • The Gain Level trigger event will now dispatch multiple times if the amount of XP gained results in multiple levels being awarded.
    • Filters now work properly for range actors.
    • Issue order effects can now accept a point as a valid target.
    • The requirement validator now also checks shown requirements.
    • The Unit Has Behavior Flag trigger function now allows checking all flags properly.
    • Yaw can now be get/set properly via Camera trigger functions.
    • The Player Effect Used Unit Owner trigger function can now use all expected parameters properly.
    • Abstract data types cannot be used for non-default data.
    • The used number of charges is now clamped properly when modified via triggers.
    • Charges with a fractional used amount are now handled properly.
    • Changing the Kill XP unit property now results in a unit granting a custom amount of XP when killed.
    • Missiles now impact properly when the target filters of the ability or weapon that launched them are upgraded.
    • Behaviors granted by an ability are now replaced when that ability is leveled up.
    • Items with carry or equip behaviors now manage behavior stack counts properly.
    • Item abilities configured as transient will no longer interrupt existing orders.
    • Learn abilities can no longer learn themselves.
    • Behaviors which disable turning no longer disable movement.
    • Units with negative life armor no longer take damage if shields or behaviors absorb damage.
    • Objectives will no longer play sounds for players who cannot see them.
    • If a unit is killed while morphing, it will revert the morph before reviving.
    • Units may be created as "Under Construction" as long as an ability is configured to create it. Previously a unit needed to be able to produce it.
    • Creating and destroying objectives should no longer cause a crash.
    • Added a flag to Warp Train abilities to disable warp-in on ramps.
    • Added checks to prevent circular effect, loot, tactical, and validator data.
    • Fixed an issue where a targeted ability configured to use a teleport effect would fail to enter targeting mode.
    • Fixed an issue using the Set Unit Progress action on Zerg units.
    • Fixed an issue with clicking on an inventory slot while in targeting mode while using an item.
    • Fixed an issue where a force effect location would use a parent effect location instead of its own.
    • Fixed an issue with reviving a unit multiple times.
    • Fixed some issues with life change trigger events being dispatched from behaviors that modify life.
    • Fixed damage display on the hero info panel when the Collapse Buffed option is set.
    • Fixed some lockups during loading due to complicated custom data relationships.

 

StarCraft II Editor Bug Fixes

  • Data Editor
    • Duplicating a unit with a missile attack now properly duplicates the related actor data.
      • Terrain Editor
        • Terrain paste operations will now fail with a warning if pasted textures do not exist in the map texture set.
        • Assimilators, Extractors and Refineries now properly handle resource amounts defined in the properties dialog.
        • Editor minimap now correctly updates after placing water.
        • Invalid preplaced objects no longer prevent object groups from being initialized and using their patrol data.
        • Terrain objects are now properly snapped to cliff cells during placement and movement.
        • Fixed an issue with copying cameras that have custom colors applied.
        • Fixed an issue with previewing world relative sounds in the editor while the Terrain Editor is open.
        • Fixed an issue where closing the editor while the previewer is recording would crash the Editor.
      • Trigger Editor
        • The source column will correctly display Local for local elements within libraries.
        • Triggering Player/Unit Property Change event responses now returns the total amount of change if multiple changes occurred.
        • Fixed a potential crash issue that could occur when repeatedly clicking the Array checkbox for variables.
        • Fixed script editor slowdowns related to syntax highlighting.
      • Publishing
        • Fixed an issue that could cause team settings to be reset in the Game Variants in some cases.
        • Fixed a crash when attempting to publish a map with no neutral players defined.
        • Fixed a crash when attempting to publish a map with over 500 custom units or upgrades.

DIABLO 3 BETA JE ZVANIČNO POČELA!!!

Da dobro ste pročitali, Friends & Family Beta testu je kraj! Vreme je novi stage, za otvorenu Betu i igrači koji su se prijavili za betu preko Battle.net accounta, će takodje dobiti svoje beta ključeve u okvriu promocija i naleta slanja ključeva izabaranih korisnika! Ili ćete dobiti ključ za Beta test ili ćete dobiti mail da je na vašem nalogu aktivan Diablo 3 Beta igra. Proveravajte vaš email svakog dana, jer moguće baš Vi da budete srećan dobitnik!

Originally Posted by Blizzard (Source)
The fiery gates leading to the Burning Hells have begun to swing open, and the Diablo III beta test is officially underway. Invitations to participate in the beta test are now being delivered to the chosen heroes. As with beta tests for other Blizzard Entertainment games, the testing process for Diablo III will occur in phases. In addition to selecting players who have opted in via their Battle.net accounts, we’ll also be providing keys through beta promotions and giveaways -- stay tuned for more info. We welcome those invited to provide feedback or report bugs on the official forums.

If you have a beta license, you are free to show, share, or talk about any portion of the beta content to which you have access, as this beta test is not confidential.

We’d like to remind those looking forward to an invite to be wary of phishing attempts. If you believe you’ve received an invite to the Diablo III beta test, it’s best to refrain from clicking on any links in the email, and instead log in to your Battle.net account to see if a Diablo III beta game account was granted. Or, if you were sent a key, attempt to add it manually by going to the Add or Upgrade a Game section of the Battle.net account management page.

For those who have received an invite to the beta test, we thank you for helping us test out our server stability and hardware. For those of you still hoping for an invite, we wish you the best of luck and hope you’ll keep an eye out for some of the beta-key giveaways and promotions we’ll have right here on the Diablo III community site.

For more information, please see the beta opt-in announcement and FAQ.

Firelands Raid Hotfixevi - 20 Septembar

Originally Posted by Blizzard (Source)
September 20

Dungeons & Raids
Firelands
  • Hell Hound Rend Flesh damage has been reduced by 25%.
  • The damage multiplier granted by energy to Unstable Magma has been reduced by 50%.
  • Alysrazor
    • Health and damage have been reduced by 25% on normal difficulty. Health and damage have been reduced by 15% on Heroic difficulty.
    • Alysrazor now drops 1 additional feather in 10-player mode and 2 additional feathers in 25-player mode in all cycles.
    • The Wings of Flame buff duration on Alysrazor is now uniformly 30 seconds.
    • Alysrazor’s Fiery Tornados now move slower.
  • Baleroc
    • Health and damage have been reduced by 25% on normal difficulty. Health and damage have been reduced by 15% on Heroic difficulty.
    • Baleroc now swings 25% slower while Decimation Blade is active.
    • The duration of Tormented has been reduced on normal difficulty.
  • Beth'tilac
    • Beth'tilac's health and damage have been reduced by 15% on both normal and Heroic difficulty.
  • Lord Rhyolith
    • Health and damage have been reduced by 15% on both normal and Heroic difficulty.
    • The health and damage of additional enemies in this encounter have been reduced by 15% on both normal and Heroic difficulty.
  • Majordomo Fandral Staghelm
    • Health and damage have been reduced by 25% on normal difficulty. Health and damage has been reduced by 15% on Heroic difficulty.
    • Druid of the Flame have had their health reduced by 15%, and Sunfire damage reduced by 25% on both difficulties.
    • The health and melee damage of Spirit of the Flame have been reduced by 25% on normal difficulty, and reduced by 15% on Heroic difficulty.
  • Ragnaros
    • Ragnaros' health and damage have been reduced by 25% on normal difficulty.
    • Ragnaros' damage has been reduced by 15% on Heroic difficulty.
    • Magma Trap damage has been reduced on all difficulties.
    • The health and damage of additional enemies in this encounter have been reduced by 25% on normal difficulty and 15% on Heroic difficulty.
    • Wrath of Ragnaros now knocks targets up, but not back, on normal difficulty.
  • Shannox
    • Health and damage have been reduced by 15% on both normal and Heroic difficulty.
    • Riplimb's health has been reduced by 15%.
    • Rageface's health has been reduced by 15%.
    • Magma Flare damage and Hurl Spear damage have been reduced by 15% on both difficulties.

Rogue Tier 13 and Visual Retrospective

Originally Posted by Blizzard (Source)
Adventurers will be tested like never before in 4.3 as they take on Deathwing and his minions, emerging with powerful new treasures. Please enjoy this preview of the rogue tier 13 set, as well as a visual guide to tiers 1 through 12 for Transmogrification purposes.

Blackfang Battleweave


A "bat-themed" armor set for rogues seems like a no-brainer, but we were careful to skirt the more obvious inspirations. World of Warcraft often makes playful references to pop culture, but it’s important -- particularly with player gear -- that what we create has integrity within our universe. Rogues look good in close-fitting masks, collars, and cowls rather than elaborate armored helms. It also helps reinforce the rogue's sneaky silhouette if the shoulder pads have a streamlined shape... even if that shape has sharp, bladed details.

Rogue Tier 1-12







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