Eternal Embers and Seething Cinders Droprates
You’re assuming the drop chances for embers averages out to .5 per boss
in 10’s and 2 per boss in 25’s, which it doesn’t. Whether you’re in 10’s
or 25’s you’re going to see an equal drop average for Eternal Embers
per player, and the same can be said for Seething Cinders.
New Content - Differences between PvE and PvP Players
The answer to your question revolves around a common difference in how
PvE players and PvP players approach the game. Generally speaking, PvE
players want more quests, more dungeons and more raids to experience --
more and new content is king. On the other hand, while some PvP players
do want new maps, many others would be happier if we perfected the Arena
or BG maps that already exist - or even if we cut existing maps. After
all, PvP players don’t graduate out of Arathi Basin or Dalaran sewers
the same way PvE players graduate from dungeon to heroic, or raid tier
to raid tier. We did make some improvements to the existing PvP maps,
such as trying to return Ring of Valor to circulation and changing the
way flags work in Eye of the Storm (for rated play).
We’d love to add a lot more maps than we currently do, but we need to do
it in such a way that doesn’t make the PvP experience worse for players
who are more interested in refining their PvP experience than in seeing
Patch 4.2 Hairstyles
We had a bunch of hairstyles we threw in for testing on the PTR and the
majority of them did not pass the test. (quality, art direction, bugs,
Patch 4.0 Raids now puggable
We specifically intend for the 4.0 raids to be puggable now that
Firelands is out. Grabbing some tier 11 by way of Justice, quest
rewards, plus across the board difficulty nerfs should really be enough
to get them going.
The patch has only been out a day or so though. I think it'll probably
take a little bit before people really get it into their heads that they
should be pugging the previous tier because it's not too hard to be
successful. It's just getting people used to the various encounters and
Maybe people are waiting for the holiday weekend? If nothing else,
leading one yourself is always an option. I think we'd agree that we
need some better ways to get pug raids together considering we intend to
follow the "New Raid is Hard, old Tier is Puggable" format from here
Still unsure what that means regarding the final raid (i.e.
Deathwing). Do pugs not get to see him until the next expansion is
released? (Not saying whether that's a good thing or not, but personally
I enjoyed getting to Arthas on some of my alts without spending near as
much time as I did on my main.)
In ICC we had a stacking raid buff over time which gradually made the
content easier. Not saying we’ll do that exact thing again but the
philosophy was around even then that everyone who wants to can
eventually see the content, but it’s going to take very organized groups
(which typically means raiding guilds) to see the encounters first.
So casuals will constantly be a tier behind for the rest of the life
of this game? If that is what is actually coming out of your mouth I'll
save myself the time and unsub now. What a piss poor vision for your
game. There are normal and heroic versions of raids for a reason. That
heroic difficulty was implemented so that the two segments of the
population (casual and hardcore) would both have something to do. You
are now bifurcating the raiding population AGAIN, by telling casuals
that they have to run around in the left overs.
Trying to label all of our players as “casual puggers” vs.” hardcore
raiders” is ridiculously simplistic. Among raiders there is an enormous
diversity of players. There are those who will raid virtually every
night when new content is out, to guilds that raid once a week (and even
then will cancel raid nights fairly commonly). If you must try to label
raiders, you’d be closer to the Blizzard model if you said normal mode
is for organized raids, heroic mode is for more hardcore organized
raids, and the previous tier of content (and Baradin Hold) is targeted
for pick-up groups. Also consider that even within a raid zone we try to
design easier bosses (usually near the front) and more challenging ones
(usually at the end) which can help blur those lines and offer smoother
transitions for each category.
Overall, we think you’ll have a better experience playing World of
Warcraft if you play with friends, either existing or those you meet in
game. WoW, while much more solo friendly than most older MMO games, is
still intended as a multiplayer game. We provide features like Dungeon
Finder for when playing with friends isn’t possible, and as we said
above, we’d like to offer more features like that.
Are there any considerations for a tab for your tabards?
[...] To clarify: he asked if we were considering it, and yes we are considering it. :)
On a serious point though some people are upset about the removal of the
key ring. While that seems like we're just taking it out to be bullies,
it specifically frees up storage space we can then make into useful
features. Not that it will specifically be used for 'tabard storage',
but we are going to be using the space the removal of the key ring freed
Thrall and Aggra's "wedding"
Correct. Their pledging of their lives to one another was essentially
their 'wedding', although I'm sure Orcs don't use such nomenclature to
refer to these things. Maybe 'life bond' fits better.
Does Blizzard plan on adding the rest of the dungeons and raids to the Dungeon Journal?
Absolutely. With the time it takes to present a single boss in the
Dungeon Journal we were only confident supplying Cataclysm content with
the release of the feature in 4.2, but we are on a path to filling it
out with all dungeons and raids in the entire game.