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Author: Platin Date: Sunday, 26 July 2015

Patch 4.1 PTR Informacije - 8 April

Originally Posted by Blizzard (Source)
  • Honor is now purchasable from the Justice Commodities Vendor at 250 Honor per 375 Justice.
  • Justice is now purchasable from the Honor Commodities Vendor at 250 Justice per 375 Honor.
  • Conquest is now purchasable from the Valor vendor at 250 Conquest per 250 Valor.

Raids & Dungeons
  • The Dungeon Finder: Call to Arms will now identify which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.
    • The least represented class icon will show within the Dungeon Finder to indicate the role that is eligible to earn the bonus reward.
    • Players must queue solo with the currently indicated least represented class (by the system) and complete the dungeon up to and including the final boss in order to be eligible for the bonus reward.
    • The bonus reward will be displayed to eligible (system identified as least represented) classes within the UI.
    • Once the dungeon is completed the eligible player will receive a goodie bag with various potential rewards including: gold, rare gems, non-combat pets, and (very rare) mounts.

Halls of Origination
  • Temple Gardian Anhuur should now properly go into his Shield Phase at 33% even if he was channeling his 66% shield phase.

Lost City of Tol'vir
  • Soul Fragments that spawn during the High Prophet Barim encounter should now perform an emote when they merge with the Harbinger of Darkness.

Wailing Caverns
  • The maze section has been removed to make the overall dungeon more accessible and quicker to complete. Nearby creatures and bosses have been adjusted to compensate.

Guild Challenges
  • Gold rewards are deposited into the guild bank once the guild reaches level 5. The text for the Cash Flow guild perk has been updated appropriately.

Quests & Creatures
  • New Cooking and Fishing Dailies have been added to Darnassus, Ironforge, Thunder Bluff, and Undercity.

Classes: General
  • Several persistent ground effects now display different visuals for hostile and friendly players. The following spells have the same visual effects for friendly players, but new alternate visuals for hostile players: Ring of Frost, Consecration, Desecration, Wild Mushroom, Flare, Ice Trap, Power Word: Barrier, Smoke Bomb, and Hand of Gul'dan. As a general rule, the alternate effects have a red tint or hue indicating they are created by an enemy player. There are currently some issues with this new change which are affecting several of these abilities and is not working as intended at this time.

  • Enrage no longer increases physical damage taken.
  • Stampeding Roar's duration has been increased to 8 seconds, up from 6. The movement speed effect has been increased to 60%, up from 40% and is no longer cancelled by cancelling shapeshift form.

Hunter Bug Fixes
  • Deterrence: The area damage of the paladin ability Hammer of the Righteous will no longer hit Hunters with Deterrence active.

  • Frost Armor has been reworked:
    • It now reduces physical damage taken by 15%, instead of providing 20% additional armor.
    • The Chilled proc from Frost Armor can no longer proc Fingers of Frost.
    • The attack speed slow from the Chilled proc is now 20%, down from 25%, but it also affects ranged attack speed.

  • Selfless Healer: The damage bonus from this talent now has a 30 sec duration instead of 10 sec.

Paladin Bug Fixes
  • Avenger's Shield can no longer be blocked.
  • Judgements of the Just debuff can no longer trigger talents and other effects.
  • Seal of Truth: Fixed a tooltip error that stated swings at targets with Censure fully stacked dealt 9% weapon damage. They actually dealt 15% damage and the tooltip has been updated accordingly.

  • Dark Intent: The friendly target of this ability now receives 1% (stacking 3 times to 3%) periodic spell damage and healing bonus instead of 3% (stacking 3 times to 9%). The casting Warlock still receives 3% (stacking 3 times to 9%).

  • Unstable Affliction damage done when it is dispelled has been doubled, but this damage can no longer be critical.

User Interface
  • Targets and focus targets now display on the mini-map.
  • Moved Video and Sound to a new �Options� screen.
  • Added a network category to the new Options screen and included the two network checkboxes.
    • The Network category contains the options "Optimize network for speed" and "Enable IPv6 when available".

  • Visual Settings Updates
    • Removed the red bar preventing the overall graphics slider from going to ultra based on computer specs.
    • When the user moves the overall slider to a setting that would have previously been prevented, any option that can't go as high as that setting will get the warning icon with a tooltip explaining why it can't go higher. For example: The user sets the overall slider to Ultra and the water setting can only go to Fair. The water setting would automatically switch to Fair.
    • Support for DirectX 11 can now be found in the Advanced tab of the Options screen.

  • At the login screen:
    • Moved the "Reset User Options" button from the popup window that appears when you click Options to the actual Options window.
    • Clicking Options now goes directly to the Video tab of the Options screen.
    • Removed the now-unneeded popup.

  • The New Features (!) Option Screen has been updated:
    • Cast action keybinds on key down (Combat)
    • Pick Up Action Key (ActionBars)
    • Nameplate Motion Type (Names)
    • Graphics API (Advanced)
    • Network category

Matchmaking, Up and Coming List Hotfixes and New Lore: Colossus Short Story!

We’ve recently implemented a couple hotfixes to improve specific StarCraft II features.


We’ve made some improvements to the matchmaking system and it should now be better than ever at pairing evenly matched opponents. This will be especially true for team matches. The system is now more accurate when attempting to find a good match, which can result in slightly longer wait times if one can’t be found immediately.

Up & Coming

The behind the scenes variables have been tweaked for how quickly or pertinently maps enter into the Up & Coming list. This change will take a day or so before the Up & Coming list reflects rising custom map stars more accurately.

Aldrion, a respected high templar among the Aiur protoss, is plagued with visions that he is unable to understand.

There was no way out. The screams made him certain of that. He could sense the dark templar huddled together in panic, their structure surrounded on all sides, but he was powerless to intervene. Their fear burned into his mind until his consciousness was pierced with it, each sensation bright and distinct before bleeding away into the abyss. He already knew how it would end. The machines were coming...

Despite his desire to meditate and calm his mind, Aldrion has been called to serve; he is to work in concert with another Aiur protoss and a dark templar in their search for an artifact hidden away long ago by their people: the colossus. This dangerous relic is from a time when protoss mistakes led to genocide—the Kalath Intercession—but the rise of the zerg threat and the fall of Aiur have driven the protoss to desperate measures.

Will latent animosity between the Aiur protoss and the dark templar foil the mission before it can be completed? Is the timing of Aldrion's visions more than just a coincidence?

Check out the latest short story in the StarCraft Lore section: Colossus by Valerie Watrous!

Patch 4.1 Preview -- Dungeon Finder: Call to Arms

Originally Posted by Blizzard (Source)
In patch 4.1 we'll be introducing Dungeon Finder: Call to Arms, a new system intended to lower queue times. Call to Arms will automatically detect which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.

Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the "Call to Arms: Tanks" icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you'll always be able to see which role currently has been Called to Arms, if any.

Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Cockatiel, and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magister's Terrace, and Deathcharger's Reins from Stratholme.

This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don't feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.

While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn't be working toward the goal of helping DPS players progress, and ultimately wouldn't keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they’re cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don't get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won't feel like a waste of effort.

We think it's a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it's actually not uncommon for DPS to be the least represented role, and so if this new system works out and we're pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.

Savage Defense i Blood Shield "Problemi"

Originally Posted by Daxxarri (Source)
There are two issues here.

One is that the combat log is saying “refresh” in a confusing way when it’s really just applying damage to the shield (i.e. a new shield has not been created). We’re looking at some ways that might be fixed.

The second issue has to do with our combat log (or third party logs) apparently disagreeing about what happened. Remember, our combat calculations are done on the realm side and then reported to the client, but the client only gets those reports periodically. The message has to travel a potentially long distance between your client and our realms. It’s important that the calculations are done realm-side though, to maintain gameplay integrity.

Because of the latency inherent in client – realm communication, it can appear that a hit lands before the shield procs, yet still applies to the shield, leading to the mistaken impression that the proc isn’t occurring properly. In reality, the server is (probably) performing the steps correctly, but the client sometimes lags behind. For example, there's a case where what actually happened is this sequence: 1) shield proc, 2) hit, 3) absorb, but the client is slightly behind and instead (incorrectly) shows 1) hit, 2) shield proc, 3) absorb in the combat log. Or it could appear that you lost shield points without actually taking less damage, when in reality either the shield or your health pool weren’t affected. Or it could appear that if you take multiple hits nearly simultaneously that the shield did nothing to the later hits, but in reality the shield was gone on the first hit and your client just hasn’t been notified of that fact yet. We will investigate this issue just to make sure, but we’re pretty confident that Savage Defense and Blood Shield are working correctly and are just sometimes getting misreported. With Savage Defense lasting longer in 4.1, you may see this kind of thing more often.

The takeaway is that latency can in some cases cause combat log display issues like the one we’re seeing here. We understand that a lot of you use the combat log as a reporting tool to analyze a fight after the fight has concluded. The combat log as currently implemented is supposed to give you a data feed in real time. We’d like to redesign the combat log to fill that post-combat analysis role better (as Ghostcrawler alluded to in a recent Q&A) but that is a Very Big Task. Just delaying the current combat log so that it was in 100% parity with the server could cause serious issues with third party mods among other things, so we have to be careful not to turn a single screw and end up dismantling the whole machine, so to speak. Despite its limitations, it remains an accurate and useful tool in the vast majority of circumstances.

StarCraft II Wins LARA Award!

Quote from: Blizzard Entertainment
On March 30, StarCraft II: Wings of Liberty took home the highly prestigious LARA – Best International Computer Game award. Blizzard Entertainment Europe was on hand in Munich, Germany to receive the trophy. World of Warcraft: Wrath of the Lich King took the LARA Online Award in 2009, making this year’s award the second LARA Blizzard has won.

StarCraft II Official Mods Now Available!


Maybe you’ve already had a chance to experience our official Aiur Chef, Left 2 Die, and StarJeweled mods while they were in beta, but even if you have, you’ll definitely want to check them out again: the final release versions have just been published. Each mod has been polished with improvements and bug fixes, plus they now feature official achievements complete with brand-new avatars to unlock!

Eager to get into the action? It’s easy to get started -- just jump into StarCraft II and hit the Featured section of the Join Game interface to start a match! You can find all three mods featured on the StarCraft II community site’s Maps and Mods page, where you can also check out great map making tutorials to teach you the techniques it takes to create your own mod masterpieces.

Official Mods Achievements

Aiur Chef

Executor Chef - Cook at least one of each dish in all three rounds of one game of Aiur Chef.

Virtuoso -Win a game of Aiur Chef. Awards Zealot Chef portrait.

Supreme Cuisine - Score over 2000 points in a game of Aiur Chef.

The Heat Is On - Kill another zealot chef when hit by the Great Equalizer.

Allez Cuisine! - Cook two dishes within 30 seconds of each other.


Left 2 Die

Live and Let Die - Complete the "Left 2 Die" scenario on Normal difficulty.

Please Hammer, Don't Hurt 'Em - Kill a Stank before it kills anything on Hard difficulty. Awards Stank portrait.

Die Another Day - Complete the "Left 2 Die" scenario on Hard difficulty.

Here Comes the Hammer - Complete the "Left 2 Die" scenario before the fifth night on Brutal difficulty.

License to Kill - Complete the "Left 2 Die" scenario on Brutal difficulty.

Night Of The Living - Survive 5 Infested Horde Attacks in the "Night 2 Die" mode of the "Left 2 Die" scenario.

Night Of The Living II - Survive 10 Infested Horde Attacks in the "Night 2 Die" mode of the "Left 2 Die" scenario.

Night Of The Living III - Survive 15 Infested Horde Attacks in the "Night 2 Die" mode of the "Left 2 Die" scenario.



Tag Team - Win a 2v2 game of 'StarJeweled' with no A.I. players.

Jewel Crafter - Win a 1v1 game of 'StarJeweled' against a Medium A.I. opponent.

Jewel Star - Win a 1v1 game of 'StarJeweled' against a Hard A.I. opponent.

Jewel Super Star - Win a 1v1 game of 'StarJeweled' against a Very Hard A.I. opponent.

Jewel Rock Star - Win a 1v1 game of 'StarJeweled' against an Insane A.I. opponent.

Jewel of Denial - Heal 3000 points of damage in a game of 'StarJeweled' using the Healing Wave ability. Awards Ornatus portrait.

World of Orecraft - Do a 6 combo gem break and receive "For the Swarm" notification in a game of 'StarJeweled'.

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!

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