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Author: kreator Date: Tuesday, 19 August 2014
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Author: Silencer Date: Monday, 18 August 2014
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Author: Dreiko Date: Monday, 18 August 2014
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Author: Nidzex Date: Friday, 15 August 2014

Cataclysm Preview: The Stonecore

Originally Posted by Blizzard Entertainment (Source)
Within the Temple of Earth, locked in the heart of Deepholm, lies the Stonecore. It was inside this mysterious domain that the Twilight's Hammer toiled over Deathwing, hammering elementium plates to the Dragon Aspect's skin to hold his tormented body together. It was also here that Deathwing began his ascent into Azeroth, shattering the fabled World Pillar and destabilizing the entire region of Deepholm.

Although the corrupted Dragon Aspect is now gone, his fanatical Twilight's Hammer followers are still entrenched within the deepest recesses of the Stonecore. For these zealous worshippers, the point of Deathwing's ascent is sacred ground, and they would gladly give their lives to preserve its sanctity.

Shaman of the Earthen Ring have recently arrived in Deepholm to mend the broken World Pillar, but their efforts have come under attack by a host of malevolent forces, not the least of which is the Twilight's Hammer. As Horde and Alliance heroes struggle to aid the shaman, the Stonecore
has become a demoralizing symbol of the grim hold that
Deathwing's followers still have on Deepholm.

Aside from the presence of Twilight's Hammer cultists, details concerning the Stonecore are scarce. The few explorers who have braved the Temple of Earth's inner sanctum tell of jagged, erratic passageways--the work of some yet-unseen elemental beasts--twisting throughout the area and, more times than not, leading to dead ends. Most troubling of all are reports of a monstrous stone wyrm lurking in the shadows of the subterranean region. Beyond that, whatever guards the site of Deathwing's ascendance in the deepest caverns of the Stonecore is a mystery.

Whether or not the Stonecore's native elemental creatures are under the sway of the Twilight's Hammer is unknown. There is no doubt, however, that they will view intruders with hostility. Unless the subterranean lair is cleansed, the efforts of the Earthen Ring and other benevolent forces in Deepholm will be meaningless. As long as the Twilight's Hammer retains its hold over the Temple of Earth, the entire region will remain covered in Deathwing's lingering shadow.

{yoogallery src=[/images/stories/news/2010/Oct/19/] width=[230] height=[180] title=[The Stonecore]}

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
What A Long, Strange Trip It's Been 310% Hotfix.(Source Re: What A Long, Strange Trip It's Been)
The hotfix is scheduled to go live tonight. 

Missing Glyphs in 4.0.1 (Source Re: Inscription issue with 4.0.1??)
The missing glyphs we know of are Mage Armor, Long Word and possibly Vanish. The others have been found through discovery as far as we know.

Unshifting clears Vengeance (Source Re: Unshifting clears Vengeance! D:)
We could make shifting to Cat clear Vengeance but let it stay on in caster form. We're only paranoid about Cat AP for obvious reasons.

Holy Paladins on Beta (Source Re: Holy Paladins - Compilation of Problems 4)
After looking at more of the raid attempts on beta, we are worried that Holy paladins are doing too much area healing and not enough single target healing.

While we definitely want to scoot paladins away from their Lich King monopoly on tank healing and towards raid healing, we don't want to go too far. We're thinking about nerfing Holy Radiance and buffing single target healing. Again, the goal is not that Holy paladins only ever heal the tank, but we want them to actually be able to heal the tank as well.

On Holy Radiance, we think the 20 yard range shifted the spell from one where position was relevant to just blowing it on cooldown. We'll probably keep the 20 yard radius, but have a falloff to where the healing is highest within 8-10 yards of the paladin. This will also help the spell stay relevant in 5-player dungeons without being overpowered in larger raids. The cap for Holy Radiance (and Healing Rain for that matter) also aren't working correctly at the moment.

If we decide to buff single target healing, it would probably just be points on the 5 direct heals. We think Beacon is in a good place and aren't looking to overhaul the overall Holy mechanics. It's just a numbers issue.

Judging Seal of Insight (a change I alluded to earlier) will help with mana problems, especially when Divine Plea is on cooldown or you're nervous about using it. 

Beacon of Light Nerf (Source Re: Holy Paladins - Compilation of Problems 4)
We thought Beacon was overpowered when the paladin could literally heal two targets to 100% at once. In that era, there was never a reason to heal the Beaconed target. Not only was it powerful, it was really easy and required little action or decision on the part of the paladin. Having the Beacon splash some healing onto a target who may or may not need it feels balance-able to us. It means the paladin still needs to decide when to heal the Beaconed target indirectly (i.e. use Beacon) or when to heal them directly. It means there is the risk of doing the wrong thing, which could mean switching Beacon when you shouldn't have or healing the Beacon when you should have healed someone else.  

BlizzCon 2010 StarCraft II Invitational!


Quote from: Lylirra
After three months of intense battles on, we've selected sixteen of the best StarCraft II: Wings of Liberty players from across the globe to compete for glory in this year's BlizzCon StarCraft II Invitational Tournament. Today, we're excited to announce the official roster and reveal the first round of upper bracket matchups.

So, without further ado, here are your BlizzCon 2010 StarCraft II Invitational competitors!

Region Country Competitor
China Dai “Loner” Yi
  Ye “Luffy” Hao
Europe Benjamin “mTwDeMusliM” Baker
  Dario “TLAF-Liquid`TLO” Wünsch
Korea Min-Soo “NEXGenius” Jung
  Han-Eul “MakaPrime” Kwak
Latin America Jian Carlo “Fenix” Morayra
  Patricio “Capoch” del Olmo
North America Christopher “HuK” Loranger
  KyeongHyun “SeleCT” Ryoo
Russia Dima “mTwDIMAGA” Filipchuk
  Oleksiy “White-Ra” Krupnyk
Southeast Asia Daryl “ice” Xiang
  Thanapol “RedArchon” Kuachat
Taiwan Chia-Cheng “SEN” Yang
  Jen-Yu “SoftBall” Chan

Join us this Friday and Saturday, October 22 and 23, as these players go head-to-head for the chance to win over $45,000 in cash prizes. Matches begin at 1:30 p.m. PDT on Friday in Hall B of the Anaheim Convention Center, so we encourage all BlizzCon 2010 attendees to grab a seat! The matches will be hosted by a rotating all-star team of shoutcasters including StarCraft II Game Director Dustin Browder, Rob "Voice" Simpson, Sean "Day[9]" Plott, Nick "Tasteless" Plott, and Dan "Artosis" Stemkoski. If you're unable to attend BlizzCon this year and want to experience all the action from the comfort of your own home, don't forget to tune in to the BlizzCon 2010 Tournament stream or DIRECTV.



As a special bonus, we'll also be featuring a StarCraft II exhibition match between StarCraft: Brood War legend SlayerS_`BoxeR` and recent TG-Intel GSL Season1 champion Fruit Dealer (aka Cool). Don't miss out on these epic matches taking place on Friday at 7:30 p.m. PDT at the RTS Tournament Stage.

Fruit Dealer

Cataclysm Beta Raid Test 18 Oktobra

Večeras kreće novi Cataclysm Beta Raid Test! Stvari uveliko se odvijaju brzo i možete očekivati informacije o novim predmetima.

Originally Posted by Daelo (Source Beta Raid Testing Schedule for Oct. 18)
More raid testing!

There will be two sessions, an EU session starting at 11AM server time (PDT), and a US timed session at 4PM server time (PDT). We'll open the zones on all Beta realms (including KR!) for both sessions.

The following encounters will be tested:

Chimaeron in Blackwing Descent
Theralion and Valiona in The Bastion of Twilight
Conclave of Wind in Throne of the Four Winds

Blackwing Descent is a raid zone with an entrance located along the side of Blackrock Mountain.
The Bastion of Twilight's entrance is located within Twilight Highlands.
The Throne of the Four Winds entrance is in SW Uldum off the coast.

Since these are the beta realms, this schedule is subject to change at a moment's notice due to bugs and server issues. More raid tests will be occurring over the next few weeks.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
AoE Balance (Source Re: Tanking changes are based on a flawed pre)
You're conflating two different problems, both related to AoE.

Problem 1: Mage uses Blizzard every pull. Starts to wonder what that Frostbolt button is for.

Problem 2: Warrior uses Thunder Clap every pull*. Starts to wonder what that Shield Slam button is for.

* - Yes, I know you need to TClap for the debuff, at least on dangerous pulls. But the debuff lasts a long time. There is a big difference between generating threat with Shield Slam / Devastate / Revenge and using Thunder Clap for the debuff and just using Thunder Clap to generate threat.

AoE balance for both dps and tanks (hell, for healers too for that matter) is very delicate. If the numbers are too low, then it's never effective to use them. BC felt like this for much of the duration. If the numbers are too high, then it's always effective to use them, particularly given how easy it is when you don't have to pick out individual targets.

In both cases, the problems come down to repetition. Most endgame players kill a lot monsters. When every fight feels similar, because you approach it the same way with the same tools, then it's easy for boredom to set in. Ideally, you'd go from say a 5 pull to a 2 pull to a swarm to a single target boss to a 5 pull to a 3 pull to a boss with adds, and so on. But even in that situation, if the pacing is too predictable then you fall back into a pattern and boredom can get in again. 

Paladin (Source Re: Holy Paladins - Compilation of Problems 4)
Holy Paladins
I feel like we have done this several times and what many paladins are looking for is not an explanation, but buffs. Nevertheless, I'll take you at your word and try and boil down our design intent.

The Past

The BC and LK design of the Holy paladin was basically to use one or two spells and get a lot of use out of them. This is sort of like the mage dps design, where there aren't a lot of sources of damage, but there are a lot of other factors (cooldowns, procs etc.) that make how you use those spells more interesting. So rather than the paladin having 5 different heals, they pretty much used Flash of Light or Holy Light (depending a little on what gear stats and encounters looked like at the time) but with other spells to boost those heals, such as Beacon of Light and Divine Favor, and then all the paladin support abilities, like the Hands.

Paladins (all three specs really) were designed to be a really passive class, with Protection doing a lot of passive threat generation (e.g. Consecrate) and survivability (e.g. Ardent Defender), Ret doing a lot of passive damage (e.g. Seal damage, Vengeance) and Holy doing a lot of passive healing (e.g. Judgement of Light).

It made paladins play really differently for sure, but it was also kind of boring. Because so much of what the class did was passive, players weren't making a lot of choices. Because they weren't making a lot of choices, there wasn't a huge difference between good and bad paladins except gear. I don't really think any of the specs were as "faceroll" as they often get labeled. However, the deltas between the good and bad player weren't large enough -- great paladins were great and bad paladins were pretty good. Honestly, the group to whom that is the most unfair is the paladin -- you can work and work just for a marginal gain above the guy who just picked up the class.

We made some pretty radical changes to the paladin class for Cataclysm. There is another resource to master. There are opportunities to do the wrong thing. A great paladin will have earned his or her greatness.

The Holy paladin niche, especially in Lich King, was to be the single target healer. In a raid, this almost always meant the tank healer. We designed boss damage to tanks specifically around what Holy paladins could heal. It was okay for paladin healing to be overpowered, because they really weren't competing with anyone for tank healing privileges and we could just make the bosses hit harder. The paladin tree wasn't very sexy though. It came with a lot of passive, boring or downright useless talents. Paladins were at the forefront of our mind when we decided to change talent trees.

Being in the same role all the time also gets boring. Imagine only one melee class (say rogues) had a reliable interrupt, so rogues were always given interrupt duty. Imagine mages had the only form of crowd control -- every encounter that's what the mage would be doing. When the Holy paladin can only heal the tank, then every encounter starts to feel similar to the poor paladin healer. They never have a chance to offer to stick with the second group or to raid heal or to watch the melee. With our attempt to make 10-player raids feel more legit, we wanted to handle the possibility that you might end up with two paladin healers (or perhaps a Disc priest and a paladin healer). We'd prefer you to run with a diverse raid comp, but we understand that isn't always possible.

There are Holy paladins who are used to being overpowered, because frankly that's the way things were for a long time (again, metered by the fact that your niche was very narrow). For them, anything is going to feel like a nerf. Likewise, there were players who were attracted to the class because it was very simple. We heard for years from the paladins who wanted something more to do, so it doesn't surprise us that now that we're delivering on that, some of the paladins who were fine with the status quo are now voicing their displeasure. Overall, we're very happy with the new design. We think it's fun to heal as a paladin. The numbers might not be quite right yet, but that's the kind of thing we're still tweaking. Perhaps two years from now there will be a lot more going in with Holy Power, but we think we have a good framework from which to iterate.

The Future

We think Holy paladins are good at 85. Holy Radiance is a powerful AE heal. Light of Dawn is too, though it's more situational. It really shines in larger raids. (Maybe we should have switched which was the talent and which was the core ability, but we knew Light of Dawn could have a more dramatic graphic effect since it was instant, which we wanted to reserve for the healer.) Paladins have more choices now about how to heal single targets -- they have a similar arsenal as the other healers when choosing between efficiency, speed or throughput. They can choose to avoid healing the Beaconed target or go ahead and heal the Beaconed target, with different results for each. They still have a little bit of self healing with talents light Enlightened Judgements and Protector of the Innocent to try to keep that feel of them healing two targets at once, as well as being sturdy healers, as fits someone wearing plate and carrying a shield. Mana efficiency is something to keep an eye on, but we have a lot of knobs to turn with things like Seal of Insight and Beacon of Light. We recently made a change to make Judging Seal of Insight provide more mana to the paladin. Paladins can heal fine in 5-player dungeons and are doing great in raids so far, though we're about to get a whole lot more data on that.

The Present

Unfortunately, many of these strengths don't show up at 80. Missing Holy Radiance is huge. Mana isn't much of a problem on live today partially because health pools are still much smaller. There isn't much of a choice about whether to use Holy Light because the comparatively low expense of Flash of Light, coupled with the risk that someone may die at any second makes the decision about which heal to use not too challenging. We haven't seen too much evidence yet that paladins are much poorer tank healers than other classes, though I understand many of you feel that to be the case. (It also doens't help that the popular logging programs and websites aren't showing Holy mastery yet.) If we do decide Holy can't competitively tank heal any longer, then we will buff them. This is tricky though. Too much of a buff and paladins and raid leaders are just going to conclude "Oh, Holy paladin = main tank healer" again. Contrary to what you might suspect, our blue posts reach a very small fraction of even the raiding community. Mana may be a bigger problem at 80 just because we tended in the past to avoid putting regen stats on healing plate, and many paladins are sticking with the old models of stacking spellpower or haste, even when faced with mana problems.

Also contrary to how you might feel, we think we did pretty well with healer balance in Lich King. All 5 healing specs were represented. We think we can erode their niches a little, such that the two druid raid can heal fine, or such that you can put a Holy priest on the tank and a paladin on the raid, without having the healer that nobody will want. We haven't been in a situation where a healer gets sat for a long time. I don't think it will be that way in Cataclysm either.

As a footnote, it's always hard to talk about the "average healer," let alone the "average WoW player." There were paladins struggling for mana before this most recent patch and those who balanced their Flash of Light and Holy Light use. There were probably some who healed the raid and doing an awesome job. We have to look at lots of different players and often talk about you in more general terms than you actually possess. Just because any of the above doesn't apply to you personally doesn't make it an invalid conclusion. Just keep that in mind. 

Novi Stripovi

Cataclysm Raid Testing Video i Loot

Video zapisi sa jučerašnjeg Cataclysm Raid Beta Test dostupni su na Youtube!

Omnitron Defense System

Halfus Wyrmbreaker

Sada kada imamo Radi Test, dobili smo i informacije o novim Loot-ovima koji su pali u toku jučerašnjeg raid testa. Modeli predmeta još nisu dostupni, tako da još nemamo screenshot-ove!

ilvl Type Spec Slot Item
359 Axe Melee Two-Hand Shalug'doom, the Axe of Unmaking
359 Crossbow Physical DPS Ranged Finely-Tuned Throat Needler
359 Staff Heal Two-Hand Dark Mender's Staff
359 Staff Physical DPS Two-Hand Malevolence
359 Sword Melee One-Hand Soul Blade
359 Wand Heal Ranged Finkle's Mixer Upper
359 Wand Spell DPS Ranged Theresa's Booklight
359 Off-Hand Spell DPS Off-hand Book of Binding Will
359 Plate Heal Legs Legguards of the Emerald Brood
359 Plate Heal Shoulder Burden of Mortality
359 Plate Heal Waist Corehammer's Riveted Girdle
359 Plate Melee Feet Massacre Treads
359 Plate Melee Hands Plated Fists of Provocation
359 Plate Melee Shoulder Pauldrons of the Great Ettin
359 Plate Melee Wrist Bracers of Impossible Strength
359 Mail Spell Head Helm of the Nether Scion
359 Mail Spell Wrist Chaos Beast Bracers
359 Mail Phys.DPS Hands Proto-Handler's Gauntlets
359 Mail Phys.DPS Wrist Chimaron Armguards
359 Leather Spell Feet Fading Violet Sandals
359 Leather Spell Shoulder Hide of Chromaggus
359 Leather Phys.DPS Feet Storm Rider's Boots
359 Leather Phys.DPS Hands Double Attack Handguards
359 Cloth Heal Chest Robes of the Burning Acolyte
359 Cloth Heal Feet Slippers of Moving Waters
359 Cloth Heal Hands Brackish Gloves
359 Cloth Spell DPS Feet Melodious Slippers
359 Cloth Spell DPS Feet Einhorn's Galoshes
359 Cloth Spell DPS Wrist Bracers of the Bronze Flight
359 Neck Spell Spirit Neck Wyrmbreaker's Amulet
359 Finger Melee Finger Bile-O-Tron Nut
359 Trinket Melee Trinket Fury of Angerforge
359 Trinket Melee Trinket Heart of Rage
359 Trinket Phys.DPS Trinket Essence of the Cyclone
359 Trinket Phys.DPS Trinket Unheeded Warning
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