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Author: ZeRoX Date: Sunday, 19 October 2014
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Author: Silencer Date: Saturday, 18 October 2014
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Author: Warheart Date: Thursday, 16 October 2014
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Author: ScepticuS Date: Tuesday, 14 October 2014

Cataclysm Prolog: Invazija Elemenata je poćela!

Jedan od finalnih Cataclysm Pre Launch Eventa je počeo! Elementali su počeli da vrše invaziju na glavne gradove i ostala mesta. Vaš je posao da uzvratite udarac i zaradite Achievement Tripping the Rifts! Zajedno sa invazijom Twilight Kultisti su počeli da prave probleme u većim glavnim gradovima, specifično u Stormwind i Orgrimmar.

{yoogallery src=[/images/stories/news/2010/Nov/01/cultist/] width=[180] height=[140]}

Quest-ovi Propagande Kultista
Twilight's Hammer počeli su da prave paniku širom Orgimmar-a i Stormwind-a šireći propagandu da je svetu došao kraj. Sledi lista trenutnih quest-ova:
Lokacije Invazija Elementala
Invazije Elemental-a su počele širom zona. Različiti elementali napadaju odredjene zone.

Earth
1. Loch Modan
2. Redridge Mountains
3. Desolace
4. Western Plaguelands
5. Burning Steppes
6. Silithus
7. Nagrand 
8. Blade's Edge Mountains
9. Howling Fjord
10. Grizzly Hills
11. Storm Peaks
Water
1. Silverpine Forest 
2. Ghostlands
3. Wetlands
4. Thousand Needles
5. Stranglethorn Vale
6. Swamp of Sorrows
7. Un'goro Crater
8. Zangarmarsh
9. Shadowmoon Valley
10. Dragonblight
11. Icecrown
Wind
1. Darkshore
2. Hillsbrad Foothills
3. Duskwood
4. Arathi Highlands 
5. Eastern Plaguelands
6. Terokkar Forest
7. Netherstorm
8. Borean Tundra 
9. Sholazar Basin
Fire
1. Westfall
2. The Barrens
3. Dustwallow Marsh
4. The Hinterlands
5. Searing Gorge
6. Blasted Lands
7. Winterspring
8. Hellfire Peninsula
9. Zul'Drak 

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Armor Penetration (Source Re: Arms Warrior PvE/PvP in Cataclysm)
Armor penetration as a concept is not overpowered. We're not worried about Sunder Armor for example. Armor penetration as a stat was overpowered. There was no reasonable mathematical way for us to prevent armor pen rating on gear from just being better and better the more you stack, which has a number of problems, such as making other stats unattractive and making a dude with a lot of armor pen overpowered.

PvP Damage (Source Re: The idea that PVP will be slower in Catac)
Some of those numbers have already come down. If you recall, Fury dps was low with the patch, so we buffed it, knowing that we would have to nerf it again to keep it under control at 85, especially with Colossus Smash and Deep Wounds. Ret had a similar issue with Inquisition.

We definitely want to increase survival time in PvP relative to what it was in Lich King. We are considering increasing resilience at 85 or even bumping health pools across the board even more. 

Rogue
Vanish in Cataclysm (Source Re: GC, vanish immuning is no more. Intended?)
The purpose of Vanish in Cataclysm is to get back into stealth. If you want to avoid harmful effects, use Cloak of Shadows.

We grew tired, as did many players, of "Vanish never works LOL" so we looped back to the original intent of Vanish being about stealth. That is why the tooltip specifically says that harmful effects won't break Vanish, but does *not* say that the harmful effects won't land. We understand some rogues liked using Vanish to "dodge spells" but the ability was never designed to work that way and never was going to work that way very well. The more we tried to let it be a damage negater, the harder time we had letting it guarantee stealth.

There is a current live bug with pets and guardians being able to still target a vanished rouge. That will be fixed in an upcoming patch. Other than that, we are not aware of any issues that keep the ability from working as advertised. Most concerns seems to be rogues who want it to work a different way. 

Warrior
Colossus Smash (Source Re: Arms Warrior PvE/PvP in Cataclysm)
The origin behind Colossus Smash was that we realized warriors were at a disadvantage against heavily armored targets because they do no magic damage. We also wanted to put something in their rotation that was more than just another +weapon damage or +AP attack. Finally, we wanted to replace Execute in the Sudden Death talent, since that was keeping Execute's damage low, instead of it feeling like a powerful finisher.  

Red Shirt Guy / Wildhammer Fact Checker

Neko je postao internet heroj Ko nije upoznat, trebalo bi da pogledate Originalan video i Odgovore kao i Blue Posts. Svaka čast Red Shirt Guy za pitanje, a na PTR serverima se vidi i ispravka koju je Blizzard napravio. 



Verovali ili ne Red Shirt Guy se obratio javnosti zbog raznih "bezobraznih" komentara koji su igrači ostavljali zbog njegovor načina govora. On je objavio video zapis na youtube gde govori zbog čega je govorio tako unervoženo i o tome da ima problema sa Asperger sindromom. Iskreno ne razumem zašto je ovo uradio, jer je po meni njegovo pitanje bilo odlično. Verovatno se osećao loše pa je hteo da objasni ljudima zbog čega je zvučao tako "robotski".

Cataclysm Raid - Al'akir and Nefarian

Paragon je objavio još dva video zapisa sa Cataclysm Beta Servera. Prvi video je borba protiv Al'akir Air Elemental Lord-a - glavni boss iz Throne of the Four Winds istance. Drugi video zapis je poslednji encounter u Blackwing Descent, Nefarian i Onyxia!





Cataclysm Beta - Novi Raid Loot
Još više Itema pronadjeno je na test serverima.

ilvl Type Spec Slot Item
359 Dagger Physical DPS One-Hand Organic Lifeform Inverter
359 Shield Tank Off Hand Akmin-kurai, Dominion's Shield
359 Plate Heal Feet Life Force Chargers
359 Plate Heal Waist Belt of the Blackhand
359 Plate Melee Wrist Electron Inductor Coils
359 Plate Random Legs Thunder Wall Greaves
359 Plate Tank Shoulder Pauldrons of the Apocalypse
359 Plate Tank Waist Jumbotron Power Belt
359 Mace Heal Main Hand Andoros, Fist of the Dragon King
359 Mail Physical DPS Chest Voltage Source Chestguard
359 Mail Physical DPS Shoulder Spaulders of the Scarred Lady
359 Leather Heal Shoulder Passive Resistor Spaulders
359 Leather Heal Waist Belt of the Nightmare
359 Leather Physical DPS Shoulder Poison Protocol Pauldrons
359 Leather Random Agi Legs Wind Stalker Leggings
359 Leather Random Int Legs Gale Rouser Leggings
359 Cloth Heal Shoulder Mantle of Nefarius
359 Cloth Heal Waist X-Tron Duct Tape
359 Cloth Spell DPS Chest Shadowblaze Robes
359 Cloth Spell DPS Head Power Generator Hood
359 Neck Melee Neck Rage of Ages
359 Finger Physical DPS Finger Lightning Conductor Band
359 Finger Spell Spirit Finger Security Measure Alpha
359 Cloak Spell DPS Back Shadow of Dread

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Deathy Acting Funky (Source Deathy Acting Funky)
For those of you who attended or watched BlizzCon 2010 and claimed a Deathy pet, you may have noticed that he’s acting strange. In fact, he seems to think he’s Grunty the Murloc Marine. This is an unintended consequence of the groupthink from which all murlocs suffer. Deathy will be undergoing an extensive rehabilitation program and should be acting appropriately destructive once his idol, Deathwing, shatters the world in an upcoming patch that will debut prior to the release of World of Warcraft: Cataclysm.

Tank Changes (Source Re: Upcoming Tanking Changes)
We have a few more changes which have just come through the pipeline we'd like to share. Some of these changes override changes previously announced in this thread.

This is the sort of rapid iteration our development teams excel at, which is why we're sometimes unable to share every single tweak we make with the public. Game balance is an ongoing project, but since we have a good platform in this thread for sharing tanking changes, let us have a look at the latest:
  • Guardian of Ancient Kings (talented) – 50% damage reduction, 3 minute cooldown, 12 second duration.
  • Icebound Fortitude (talented) -- 50% damage reduction, 3 minute cooldown, 12 second duration.
  • Survival Instincts (talented) -- 50% damage reduction, 3 minute cooldown, 12 second duration.
  • Shield Wall (talented) – 40% damage reduction, 2 minute cooldown, 12 second duration.
  • Shield Wall (talented and glyphed) – 60% damage reduction, 4 minute cooldown, 12 second duration.
Patch 4.0.3 on test realms (Source Re: Test realm for 4.0.3 is up.)
The test realms are currently loaded with 4.0.3 data. Most of the content that will be implemented with this patch will not be activated upon its release. That will come shortly after with patch 4.0.3a, which we are likely to deploy at some point during the 4.0.3 PTR phase.

There are a few changes, but the majority of the patch 4.0.3 content is "under the hood," so to speak. There will be a number of bug fixes going in, though some of them will not be active until 4.0.3a either due to the way production on these two patches is being handled. It's somewhat of a unique patching process for us in World of Warcraft's history, so we'll do our best to clarify what is changing and when. 

Early level balance (Source Re: Upcoming Tanking Changes)
Very few players raid below max level. All of the tanks will be fully capable of handling 5-player dungeons below max level. It's important that things don't feel too broken below max level, but balance is not exposed to anywhere near the same harsh spotlight it is at max level. You'll be fine below level 79. 

Healing burst damage (Source Re: Upcoming Tanking Changes)
I said that dragons don't breath for 100% of tank health. If they breathe for 60% of tank health and your tank dies, then you made a fatal error in your healing strategy. If the dragon breathes for 60% of tank health while simultaneously clawing the tank for 60% of tank health, then we made an unhealable encounter and deserve to be ridiculed for it.

You seem to be implying that you shouldn't ever have to worry about the tank dying, which is not our design intent. You should not have to worry about the tank dying in two melee hits before you can get a spell off, assuming you weren't asleep at the wheel for the period prior to those two hits. When the dragon breathes is usually telegraphed far in advance so that everyone can work together (including the tank) to make sure the tank is topped off and emergency spells are at the ready.

Survival Talents (Source Re: Upcoming Tanking Changes)
Selfish players won't take survival talents. Pug players who don't interact with a regular group might not. But we think organized guilds will. This kind of situation happens already, and we think it will happen even more in Cataclysm:

The raid wipes. The leader, or the officer, or the tacticians or whoever start looking through combat logs and parses to see what they can do better. Ah, the Resto shaman kept running out of mana. They start to look at why. Well, this one rogue and one dps warrior took a ton of damage that ended up wasting healer mana. Maybe they stood in the fire. Maybe they were too focused on dps and not on situational awareness. Maybe they skipped over a couple of talents that could have minimized damage. We don't expect every guild to post damage *taken* logs and tell their guys to fix those problems. But some will. 

Paladin
Divine Storm (Source Re: Ret AoE - Divine Storm?)
We've been toying with a change to Divine Storm to make it more like Fan of Knives. Specifically, you could use it whenever you want, for mana, but it would share a cooldown with Crusader Strike. It would have nothing to do with Holy Power (unless Divine Purpose still applied). The idea would be that sometimes you're okay giving up the single target rotation of Crusader Strike -> Templar's Verdict in return for being able to use an AE attack every 4.5 to 3 sec. It's too early yet to know if this design will work out.

Divine Storm has a great visual and many long-time Ret paladins have a soft spot for it, so we'd like to get it back to more common use. 

Shaman
Searing Totem (Source Re: Searing Totem)
As I said a few weeks ago, we're still working on the AI of Searing Totem. If we can chill out its latent homicidal tendencies, then we could consider bumping the range. Currently bumping the range would just infuriate your group leader more often. 

Warrior
Warrior changes clarification (Source Re: Upcoming Tanking Changes)
  • Warriors get 15% block chance for choosing Protection.
  • Their mastery stat on gear increases their chance to block and their chance to critical block.
  • Shield Block provides +25% block chance temporarily. If any of that chance is wasted (that is it would put you over 100%) the excess counts as critical block instead.
  • The Vigilance talent no longer provides 3% damage reduction. It is otherwise unchanged.
  • Finally, Shield Wall provides 50% damage reduction on a 2 min cooldown (talented). If you use the glyph, you can have 50% damage reduction on a 3 min cooldown instead.
That clearer? It only sounds complicated because we're trying to explain the difference between the 3.3.5 patch, the 3.9 patch, the current beta patch, and the beta patch after these changes. Those are all different states of the game, so it's often hard to keep track of what change is where. After the big dragon arrives, everything will be in sync.  

Najavljene izmene za Tank Spec

Originally Posted by Zarhym (Source Re: Upcoming Tanking Changes)
Here are a few additional changes we are making which will be applied in patch 4.0.3a:
  • These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.
Death Knight
  • Icebound Fortitude -- Damage reduction changed from 30% to 20% (or 60% to 50% talented). Cooldown still 2 minutes. Duration still 12 seconds.
Druid
  • Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.
  • Bear Form -- Stamina bonus lowered from 20% to 10% and Heart of the Wild health bonus from 10% to 6%. Bear health should be close to plate tank health with this change.
  • Survival Instincts -- Damage reduction changed from 60% to 50%. Cooldown reduced from 5 minutes to 2 minutes. Duration still 12 seconds.
Paladin
  • Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.
  • Paladin tanks are not intended to go cap block as fast as they can. It’s fine if you want to do that, but we don’t treat it as “the new defense cap” and we don’t balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.
  • Guardian of Ancient Kings -- Damage reduction changed from 60% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.
Warrior
  • At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.
  • The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.
  • Shield Block will spill over into critical block if any portion of the 25% would have been wasted because your block + dodge + parry is so high already. If you are somehow always over 100% (which will be pretty hard now), you only get the critical block when Shield Block is up. The intent is to make sure Shield Block isn't wasted, not to make sure you have mastery coming out your ears (or any other orifice in the facial region).
  • Shield Block is not intended to be a magic damage cooldown (neither is Blood Shield, which also is physical damage only). We don’t want to duplicate the exact same ability on every tank when we can avoid it. Bosses generally don’t spam out a lot of magic damage on short cooldowns. On the other hand, Shield Block has a much higher up-time than Barkskin. We still believe the Cataclysm raiding environment is going to be a lot less centered around tanks dying to spike damage than players currently experience at level 80. Mitigating a lot of damage to save healer mana can be very valuable in Cataclysm.
  • Vigilance -- No longer reduces damage by 3%, but will still reset Taunt cooldown and provide Vengeance for the warrior.
  • Glyph of Shield Wall -- Now buffs damage reduction by 10% (to 60%), but only adds 1 minute of cooldown.
  • Shield Wall -- Damage reduction changed from 40% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.
Originally Posted by Nethaera (Source Upcoming Tanking Changes)
As the release of World of Warcraft: Cataclysm draws near, we continue to fine-tune various class abilities. Based on feedback and our own testing, we're in the process of assessing and amending tanking cooldowns -- at level 85 in particular. Some of these abilities, like druid Savage Defense and death knight self healing, are particularly difficult to model, so further testing will be necessary before there is sufficient information to base adjustments on.

In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes:

Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.

Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.

Update - Here are some additional details based on the questions and feedback we're seeing:
  • The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.

  • Shield Block will spill over into critical block if any portion of the 25% would have been wasted because your block + dodge + parry is so high already. If you are somehow always over 100% (which will be pretty hard now), you only get the critical block when Shield Block is up. The intent is to make sure Shield Block isn't wasted, not to make sure you have mastery coming out your ears (or any other orifice in the facial region).

  • Shield Block is not intended to be a magic damage cooldown (neither is Blood Shield, which also is physical damage only). We don’t want to duplicate the exact same ability on every tank when we can avoid it. Bosses generally don’t spam out a lot of magic damage on short cooldowns. On the other hand, Shield Block has a much higher up-time than Barkskin. We still believe the Cataclysm raiding environment is going to be a lot less centered around tanks dying to spike damage than players currently experience at level 80. Mitigating a lot of damage to save healer mana can be very valuable in Cataclysm.

  • Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.

  • Paladin tanks are not intended to go cap block as fast as they can. It’s fine if you want to do that, but we don’t treat it as “the new defense cap” and we don’t balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.

  • These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.

Cataclysm Digital Pre-Sale Dostupan na US i EU zvaničnim sajtovima

Cataclysm Digital Pre-Sale je dostupan na EU i US zvaničnim sajtovima! Ovo je digitalna kopija, i ne možete da dobijete kutiju uz nju, već client uvek skidate preko interneta. Ukoliko želite da kupite Cataclysm u box varijanti sa diskovima, to možete poručiti preko computerlandgames i komparator online prodavnice. 
 
Cataclysm Digital Pre-Sale FAQ
Originally Posted by Slorkuz (Source Cataclysm Digital Pre-Sale FAQ)
Q. In what regions is the Cataclysm pre-sale available? What day/time is Cataclysm launching in my region?
A. The pre-sale is available in the following regions, with realms scheduled to launch at the following times:

Americas, Australia, New Zealand, and Southeast Asia - December 7 at 12:01 a.m. PST Europe and Russia - December 7 at 12:01 a.m. CET

Q. When will my credit card (or other payment method) be charged?
A. You will be charged on the day that you place your pre-order for World of Warcraft: Cataclysm.

Q. Why do I need to log in to the game once after I’ve upgraded?
A. The first time you log in after pre-ordering, your account will become eligible to begin receiving the Cataclysm data when it’s available. The data will automatically download in the background while you play World of Warcraft or while you have the Launcher window open.

Q. Can I pre-order a physical copy of Cataclysm and have it shipped?
A. Not from Blizzard Entertainment, but many retailers offer pre-orders of physical boxes and Collector’s Editions.

Q. Will a digital version of the Collector's Edition, with the exclusive pet, be available?
A. No. The World of Warcraft: Cataclysm Collector's Edition is exclusive to physical retail copies. The digital version consists of the standard edition.
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