Blizzard Entertainment na Dreamhack Winter!
Quote from: Ancilorn (Source Blizzard Entertainment at Dreamhack Winter!)
We’re
pleased to announce that Blizzard Entertainment will be attending
Dreamhack Winter 2009, the world’s largest computer festival, which is
taking place from 26th to 29th November in Jönköping, Sweden.Dreamhack attendees will be able to visit the Blizzard booth to take part in various competitions and contests, and also to play both StarCraft II and World of Warcraft: Cataclysm.
You can find out more about Dreamhack Winter 2009 at http://www.dreamhack.se/dhw09 .
We look forward to seeing you there!
World of Warcraft's 5th Anniversary
World of Warcraft je objavljen 23. Novembra 2004 godine i danas joj je pet godina postojanja. Svako ko se loguje u sledečih par dana dobiće WoW's 5th Anniversary achievement i lepog malog Onyxian Whelpling!
Patch 3.3 Release Date
Quote from: Datth (Source Connecting Issue. Only since 3.3.0.)
We
only provide mirror links for full client patches. Background downloads
do not count. You have around 1+ month to download this file so we're
not really worried about your speed.
Izgleda da imamo da čekamo jos jedan mesec i nekoliko dana do patch 3.3.0 na live serverima. Za sad ostjau još da objave Season 8 Armor kao i krajnju priču icecrown Citadel. Ne vidim razlog da čekamo mesec ipo dana.
The Heart and Souls of Icecrown CitadelSouls
Quote from: Blizzard (Source)
With
the final battle against the Lich King just on the horizon, Lead
Content Designer Cory Stockton and Lead Systems Designer Greg Street
discuss what awaits players inside Icecrown Citadel and offer a glimpse
at the design process behind Wrath of the Lich King's ultimate raid and
dungeon encounters.
What were you looking forward to most about developing Icecrown Citadel?
Cory: I think the most exciting thing about developing Icecrown Citadel was just knowing that we were working on the final chapter of the Northrend expansion, and that we'd really be able to give players that ultimate sense of completion of the storyline. Arthas is a huge character in Warcraft lore, so we took a lot of pride in making this the best experience we possibly could.
Icecrown and the Frozen Throne are important parts of the world of Azeroth and have quite a bit of history, especially for longtime Warcraft players. How do you convey the significance of these places and the events that took place there in design?
Cory: History was a large factor in the design of Icecrown Citadel from the very beginning. When we first sat down to discuss the layout of the raid itself, we immediately went back to Warcraft III: The Frozen Throne to think about how the spire from the ending cinematic could be translated into World of Warcraft. We decided to actually build Icecrown Citadel around the original spire to pull players even more into the storyline. This kind of thinking carried on throughout the entire design process.
Greg We want Icecrown to be an epic experience from top to bottom, and that includes the loot you get. We're not going to shower players in items -- well, more than we already do -- but we do want to make sure the items are sufficiently powerful so that they're upgrades for all of our players.
Is there an existing model in World of Warcraft for Icecrown Citadel's itemization or style of play? What lessons that you'd learned from earlier projects wound up being applied to Icecrown Citadel?
Greg The nice thing about Icecrown Citadel from an itemization perspective is that we have lots of bosses. That's something of a relief coming from the Crusaders' Coliseum, where we had only five bosses. For Icecrown, we can afford to have multiple options for a particular slot -- say a healing leather bracer or a melee trinket -- and even itemize some of the more unusual pieces. We have a pretty effective system for figuring out who is going to drop what to make sure that an individual boss will be interesting to a variety of players in terms of loot. Most of our lessons learned are in the realm of what differences there should be between 10- and 25-player itemization, the role of tradeskill recipes, and what kinds of items to place with badge vendors.
Cory: I think we learn lessons from every raid that we do. We didn't model Icecrown specifically after any of our previous raids, but you can definitely see influences. For example, we have a winged structure in Icecrown that players will remember from Naxxramas. Another example of an influence would be the teleporters from Ulduar. We know that players really loved that concept, so we brought it back in Icecrown.
Can you talk a little about how artists and designers on the team collaborated on the creation of Icecrown Citadel?
Cory: The design and art teams worked extremely closely throughout the entire development process. The biggest single influence on the look and the layout of the dungeon comes from our concept art, and there was no shortage of that for Icecrown Citadel. Once we locked down the layout, we were able to get to work on the final art extremely quickly thanks to the existing style we'd developed for the Icecrown zone. We really wanted the players to feel connected to the environment, but we wanted to make sure it still had an amazing look. Often times, these two things are hard to mix, but in this case, I think we've been able to pull off an amazing dungeon from both the art and design standpoint.
What sorts of new loot and item abilities will we see in Icecrown?
Greg There are three main sources of loot for Icecrown: the bosses themselves, the Emblem of Frost badge vendors, and a new faction, the Ashen Verdict, that will provide suitable rewards as well, particularly at the Exalted level.
As far as the items themselves go, we want them to feel epic. In addition to having favorable optimization, we also want to try a lot of experiments to make the items feel cool and unique. We are going to try to do a lot of weapon procs, for instance, which is something we haven't done much since the original World of Warcraft.
When you set out to itemize "sister" areas -- like the Icecrown Citadel dungeon and raid, or Halls of Stone, Halls of Lightning, and Ulduar -- do you take any steps to make loot from these places feel similar?
Greg Absolutely. We approach that on two fronts: the art and the names. When we did the Halls of Stone and Lightning, we hadn't completed the Ulduar raid yet, so the items there didn't necessarily have Titan-influenced art models for us to use. We are doing the Icecrown dungeon at the same time as the raid, and it's a style we already know pretty well, from Naxxramas and even the Warcraft RTS games.
Naming is something we've had a lot of fun with. There's a ton of lore to draw from for Icecrown loot and it has a very strong "kit." World of Warcraft players know to associate the Scourge with spiders, bats, and cultists along with more traditional forms of undead, like skeletons and liches.
Do you itemize Icecrown's "trash" -- the enemies between bosses -- differently from elites elsewhere in the world?
Greg We make sure there is epic trash loot -- specific items that only drop from trash. It helps keep players interested between bosses. However, we aren't doing Heroic trash, just Heroic bosses, so there won't be unique trash loot for Heroic versions of the 10- and 25-player versions of the raid. We try to construct the trash in such a way that it isn't trivial to go farm the first pull or whatever in hopes that an epic drops. We make our raids more accessible now in general, so I'm not sure the motivation is there to try stunts like that the way it once was. We want players who have raided so far in Wrath of the Lich King to be able to actually fight the Lich King, so chances are a lot of raiders will have plenty of opportunities to gear up. Now, the Heroics are another story -- those will be as challenging as they were in Ulduar and Trial of the Crusader, and the items will likewise be even better.
What have you done to make the tier-10 sets feel like a meaningful advancement from tier 8 and tier 9? How do they visually represent Icecrown's lore and history?
Greg Not only do we want them to be a meaningful advancement, but we want them to feel really awesome. This is Arthas loot you're talking about. We started by spending a lot of time on the concept art to make sure it tied into the type of creatures you'll encounter and the whole Icecrown art "kit" in general. For example, the rogue tier-10 set has a strong geist look to it, while the hunter set has strong Nerubian elements, and the mage set looks a lot like the Blood Princes. You can see the Icecrown look and feel in a lot of pieces, which itself drew strongly from the Lich King's original helmet. Look for lots of blue, ice, skulls, and spikes.
We have also spent a lot longer on the set bonuses than we usually do. It's important that they feel awesome for every class and spec. Going back to the Crusaders' Coliseum, part of the challenge we made for ourselves was to create an instance that didn't require as much time or resources as Ulduar to develop, yet was still cool. We had set bonuses for the tier-9 gear, but they were often simple -- more crit on a common ability was a typical one. For tier 10, we're really going for set bonuses that change your game up a little. At the very least, you should want to change your rotation a little, though this is easier with some classes than others.
If you had something like a mission statement or a slogan for itemizing Icecrown, what would it be?
Greg Epic. Cool things. Proc'y stuff.
Seriously, that's our mission statement. One of the risks of itemization is making things feel too formulaic. We know that when we step outside the bounds too much, players can have a bad reaction to it, like, "Why does my gear for this tier suck?" It's easy to fall into the trap of making the new gear feel just like the last gear with 20 more stat points. That is the exact design approach we use for the PvP gear, and left unchecked, it would be easy to go the same direction with the PvE gear as well. We're trying not to do that. We think we owe it to Icecrown for the gear to be memorable, but that means we're going to take a few chances.
Can you talk about any of the new mechanics we'll see in the raid?
Cory: One of the coolest new things we're doing in Icecrown is the gunship air battle. Players will be able to board their respective faction's gunship and then take to the air for a battle to the top of the citadel. They'll be fighting on the decks as well as using vehicles' cannon emplacements. If you're really daring, you can put on a goblin rocket pack and propel yourself back and forth between the two battling gunships. Needless to say, this will be a type of encounter that our players have never experienced before.
Icecrown Citadel's structure is extremely vertical -- what challenges does that present from a layout perspective?
Cory: Well, we knew from the start that the layout was going to be vertical, just due to the nature of the original spire. There are a number of things that we're doing to help players get around and not get lost. We're using elevators, teleporters, and even gunships to get players where they need to go in the dungeon. We are also going to have an in-game map with full support for all floors -- that should help too.
Icecrown is the last major raid and dungeon before the release of Cataclysm -- how has that affected the design?
Greg The major challenge from an itemization perspective is that the items have to last basically until Cataclysm. That means we can't afford to give them away too quickly, but they also need to feel powerful enough that players are motivated to keep trying for them. On the other hand, the really fun thing about doing a final raid tier is how it unties your hands. We can afford to make these items great because nothing needs to follow on their heels. It's cool to be able to optimize the items very well, because it's okay if players don't want to replace these items for a long time.
Cory: We are really pushing as hard as we can to deliver the most epic experience possible. We know that our players have been waiting for this for a long time, and we plan to deliver. Everyone should expect to see this sort of storytelling and attention to detail in Cataclysm as well. I think we are always striving to pull the people who play our game into the storyline and really give them an explanation for why they're there. It won't be too long before they'll get a chance to bring the pain to Deathwing!
Thanks, both of you - we're looking forward to playing through Icecrown Citadel after patch 3.3 is released!
What were you looking forward to most about developing Icecrown Citadel?
Cory: I think the most exciting thing about developing Icecrown Citadel was just knowing that we were working on the final chapter of the Northrend expansion, and that we'd really be able to give players that ultimate sense of completion of the storyline. Arthas is a huge character in Warcraft lore, so we took a lot of pride in making this the best experience we possibly could.
Icecrown and the Frozen Throne are important parts of the world of Azeroth and have quite a bit of history, especially for longtime Warcraft players. How do you convey the significance of these places and the events that took place there in design?
Cory: History was a large factor in the design of Icecrown Citadel from the very beginning. When we first sat down to discuss the layout of the raid itself, we immediately went back to Warcraft III: The Frozen Throne to think about how the spire from the ending cinematic could be translated into World of Warcraft. We decided to actually build Icecrown Citadel around the original spire to pull players even more into the storyline. This kind of thinking carried on throughout the entire design process.
Greg We want Icecrown to be an epic experience from top to bottom, and that includes the loot you get. We're not going to shower players in items -- well, more than we already do -- but we do want to make sure the items are sufficiently powerful so that they're upgrades for all of our players.
Is there an existing model in World of Warcraft for Icecrown Citadel's itemization or style of play? What lessons that you'd learned from earlier projects wound up being applied to Icecrown Citadel?
Greg The nice thing about Icecrown Citadel from an itemization perspective is that we have lots of bosses. That's something of a relief coming from the Crusaders' Coliseum, where we had only five bosses. For Icecrown, we can afford to have multiple options for a particular slot -- say a healing leather bracer or a melee trinket -- and even itemize some of the more unusual pieces. We have a pretty effective system for figuring out who is going to drop what to make sure that an individual boss will be interesting to a variety of players in terms of loot. Most of our lessons learned are in the realm of what differences there should be between 10- and 25-player itemization, the role of tradeskill recipes, and what kinds of items to place with badge vendors.
Cory: I think we learn lessons from every raid that we do. We didn't model Icecrown specifically after any of our previous raids, but you can definitely see influences. For example, we have a winged structure in Icecrown that players will remember from Naxxramas. Another example of an influence would be the teleporters from Ulduar. We know that players really loved that concept, so we brought it back in Icecrown.
Can you talk a little about how artists and designers on the team collaborated on the creation of Icecrown Citadel?
Cory: The design and art teams worked extremely closely throughout the entire development process. The biggest single influence on the look and the layout of the dungeon comes from our concept art, and there was no shortage of that for Icecrown Citadel. Once we locked down the layout, we were able to get to work on the final art extremely quickly thanks to the existing style we'd developed for the Icecrown zone. We really wanted the players to feel connected to the environment, but we wanted to make sure it still had an amazing look. Often times, these two things are hard to mix, but in this case, I think we've been able to pull off an amazing dungeon from both the art and design standpoint.
What sorts of new loot and item abilities will we see in Icecrown?
Greg There are three main sources of loot for Icecrown: the bosses themselves, the Emblem of Frost badge vendors, and a new faction, the Ashen Verdict, that will provide suitable rewards as well, particularly at the Exalted level.
As far as the items themselves go, we want them to feel epic. In addition to having favorable optimization, we also want to try a lot of experiments to make the items feel cool and unique. We are going to try to do a lot of weapon procs, for instance, which is something we haven't done much since the original World of Warcraft.
When you set out to itemize "sister" areas -- like the Icecrown Citadel dungeon and raid, or Halls of Stone, Halls of Lightning, and Ulduar -- do you take any steps to make loot from these places feel similar?
Greg Absolutely. We approach that on two fronts: the art and the names. When we did the Halls of Stone and Lightning, we hadn't completed the Ulduar raid yet, so the items there didn't necessarily have Titan-influenced art models for us to use. We are doing the Icecrown dungeon at the same time as the raid, and it's a style we already know pretty well, from Naxxramas and even the Warcraft RTS games.
Naming is something we've had a lot of fun with. There's a ton of lore to draw from for Icecrown loot and it has a very strong "kit." World of Warcraft players know to associate the Scourge with spiders, bats, and cultists along with more traditional forms of undead, like skeletons and liches.
Do you itemize Icecrown's "trash" -- the enemies between bosses -- differently from elites elsewhere in the world?
Greg We make sure there is epic trash loot -- specific items that only drop from trash. It helps keep players interested between bosses. However, we aren't doing Heroic trash, just Heroic bosses, so there won't be unique trash loot for Heroic versions of the 10- and 25-player versions of the raid. We try to construct the trash in such a way that it isn't trivial to go farm the first pull or whatever in hopes that an epic drops. We make our raids more accessible now in general, so I'm not sure the motivation is there to try stunts like that the way it once was. We want players who have raided so far in Wrath of the Lich King to be able to actually fight the Lich King, so chances are a lot of raiders will have plenty of opportunities to gear up. Now, the Heroics are another story -- those will be as challenging as they were in Ulduar and Trial of the Crusader, and the items will likewise be even better.
What have you done to make the tier-10 sets feel like a meaningful advancement from tier 8 and tier 9? How do they visually represent Icecrown's lore and history?
Greg Not only do we want them to be a meaningful advancement, but we want them to feel really awesome. This is Arthas loot you're talking about. We started by spending a lot of time on the concept art to make sure it tied into the type of creatures you'll encounter and the whole Icecrown art "kit" in general. For example, the rogue tier-10 set has a strong geist look to it, while the hunter set has strong Nerubian elements, and the mage set looks a lot like the Blood Princes. You can see the Icecrown look and feel in a lot of pieces, which itself drew strongly from the Lich King's original helmet. Look for lots of blue, ice, skulls, and spikes.
We have also spent a lot longer on the set bonuses than we usually do. It's important that they feel awesome for every class and spec. Going back to the Crusaders' Coliseum, part of the challenge we made for ourselves was to create an instance that didn't require as much time or resources as Ulduar to develop, yet was still cool. We had set bonuses for the tier-9 gear, but they were often simple -- more crit on a common ability was a typical one. For tier 10, we're really going for set bonuses that change your game up a little. At the very least, you should want to change your rotation a little, though this is easier with some classes than others.
If you had something like a mission statement or a slogan for itemizing Icecrown, what would it be?
Greg Epic. Cool things. Proc'y stuff.
Seriously, that's our mission statement. One of the risks of itemization is making things feel too formulaic. We know that when we step outside the bounds too much, players can have a bad reaction to it, like, "Why does my gear for this tier suck?" It's easy to fall into the trap of making the new gear feel just like the last gear with 20 more stat points. That is the exact design approach we use for the PvP gear, and left unchecked, it would be easy to go the same direction with the PvE gear as well. We're trying not to do that. We think we owe it to Icecrown for the gear to be memorable, but that means we're going to take a few chances.
Can you talk about any of the new mechanics we'll see in the raid?
Cory: One of the coolest new things we're doing in Icecrown is the gunship air battle. Players will be able to board their respective faction's gunship and then take to the air for a battle to the top of the citadel. They'll be fighting on the decks as well as using vehicles' cannon emplacements. If you're really daring, you can put on a goblin rocket pack and propel yourself back and forth between the two battling gunships. Needless to say, this will be a type of encounter that our players have never experienced before.
Icecrown Citadel's structure is extremely vertical -- what challenges does that present from a layout perspective?
Cory: Well, we knew from the start that the layout was going to be vertical, just due to the nature of the original spire. There are a number of things that we're doing to help players get around and not get lost. We're using elevators, teleporters, and even gunships to get players where they need to go in the dungeon. We are also going to have an in-game map with full support for all floors -- that should help too.
Icecrown is the last major raid and dungeon before the release of Cataclysm -- how has that affected the design?
Greg The major challenge from an itemization perspective is that the items have to last basically until Cataclysm. That means we can't afford to give them away too quickly, but they also need to feel powerful enough that players are motivated to keep trying for them. On the other hand, the really fun thing about doing a final raid tier is how it unties your hands. We can afford to make these items great because nothing needs to follow on their heels. It's cool to be able to optimize the items very well, because it's okay if players don't want to replace these items for a long time.
Cory: We are really pushing as hard as we can to deliver the most epic experience possible. We know that our players have been waiting for this for a long time, and we plan to deliver. Everyone should expect to see this sort of storytelling and attention to detail in Cataclysm as well. I think we are always striving to pull the people who play our game into the storyline and really give them an explanation for why they're there. It won't be too long before they'll get a chance to bring the pain to Deathwing!
Thanks, both of you - we're looking forward to playing through Icecrown Citadel after patch 3.3 is released!
Patch 3.3 - Background Downloader
Prvi deo Patch 3.3 je dostupan preko Background Downloadera, i nosi veličinu od 450MB. Ne možemo još reći kolko će biti ovih partial fajlova, niti kad je planirano postavljanje novog sadržaja na live serverima.
{yoogallery src=[/images/stories/news/2009/Nov/20/] title=[Patch 3.3 - Background Downloader] height=[200] width=[590]}
Dnevne Blue Teme
Quote from Blizzard staff
Shadowmourne Quest (Source Re: The Sacred and Corrupt (Shadowmourn Quest)
The quest requires friendly Ashen Verdict rep to begin. It may also only be acquired by Warriors, Paladins and Death Knights.
Armored Froswtyrms confirmed to be PvE Rewards (Source Re: Giving Frostwyrms to Raiders)
There will be a Frostwyrms up for grabs for Icecrown raiders, achievable in a similar way to previous rewards such as the Ulduar proto-drake.
Icewell "Radiance" (Chill of the Throne) (Source Re: If Blizzard Cant even get tank balance ri)
The "Icewell Radiance" is designed to account for very high avoidance levels. It lets us lower the damage bosses do per hit because their hits will connect more often, keeping boss dps the same but lowering spike damage.
However, I also know what that message says to some people. It says that if I go into Icecrown and wipe on a boss all night that Blizzard lied to me about boss damage. We're just sort of bracing ourselves for the inevitable "I couldn't beat Marrowgar because he hits so hard. I thought bosses wouldn't hit hard."
Bosses hitting less hard does not mean bosses can now be facerolled. It just means they hit less hard. To be fair, most of the folks posting in this thread understand the difference. But it's not uncommon for us to see our quotes misused in other forums where we can't necessarily bop in to correct the misunderstanding.
Druid
Feral Tanks in Cataclysm (Source Re: Questions about Feral Tank in Cataclysm)
We talked about druids in bear form also getting AP from strength. Strength won't appear on leather and no piece should have Str and Agi together, so it's not like they would really double dip. That lets us still have tanking necks, rings and cloaks with strength on them that are attractive to all 4 tanking classes.
Almost all the items in the game are going to have to change. In many cases this is just a sweeping pass we can make on all gear, such as replacing the Agi + AP on leather with just Agi. So don't worry too much about what happens with old gear and talents mixed with the new stat system. The gear and talents in many cases must change.
Mage
Fingers of Frost (Source Re: Fingers of Frost problem: any analogs?)
The Fingers of Frost issue is really challenging to solve. It it procs on hit then the procs don't get eaten but you may have to interrupt a Frostbolt. If it procs on cast, the procs can get eaten. Those are really the only ways it can proc though. Mixing travel-time spells and instant spells can muddy things up. Things also get more complicated when you have silly amounts of haste, which through no fault of their own, many mages do.
Fingers of Frost seems to work fine so long as you have Frostbite, but due to some technical limitations, the two talents don't play well apart. A long-term solution might be to make Frostbite a prereq for FoF or just merge the two talents together.
Letting Fingers of Frost display its charges is a good idea. We might not be able to get that in for 3.3 but we'll put it on "the list."
Our thanks to Lhivera and others among you who have explored these issues so throughly.
Rogue
Rogue Weapon Swapping Addon (Source Re: New rogue changes not enough to stop addo)
We also killed the addon, but we didn't want to do it without also trying to fix the problem it was trying to fix.
Shaman
Elemental Tier 9 Nerf (Source Re: Ele t9)
We don't want players to stick with older tier sets when new pieces become available. (It's one thing if it's a really good trinket -- it's another if it's your entire set..)
We balance some things around absolute values (we're shooting for a target) and other things around relative values (how X looks compared to Y). A lot of shaman were saying they weren't going to upgrade to tier 10 despite the, frankly, gratuitous stats on the new gear. We concluded that was because the T9 set bonus was too good and the T10 set bonus was too weak. We suspected the T9 was too good for some time, but didn't want to nerf it while the T9 was all that was available. We did the same thing with a few other sets (or relics).
We try to pick interesting set bonuses, but that means that they will sometimes end up being over or under-budget once players figure out the best ways to optimize their play style around the bonuses. A little of that is okay -- it's interesting when a new set changes your spell rotation a little bit. But when an older set is so good that players feel like upgrading is a bad thing (ignoring the pain of having to get new enchants and gems or whatever) then we think we have a problem.
From a player point of view, I can understand why the attractive answer is always just to buff the new stuff. But continually buffing an outlier instead of bringing the outlier back into the pack is a good way to lead to power inflation on gear.
Warlock
Soul Shard System in Cataclysm Q&A (Source Re: GC& Soul shard resource system implementa)
I can't answer Q&As like this all the time or even very often. I probably won't be able to keep coming back to this thread to answer follow up questions. Understand that when I do answer some questions and it drives expectations that everyone is entitled to have *their* questions answers, things get complicated. Sorry for all of the caveats, but I've kind of learned what to expect.
1. Will it be implemented in Cataclsysm or faded in through patches considering the seemingly huge gap in content?
Cataclysm.
2. Even with the new system will warlocks be given a secondary defense to fall back on, on a long CD should fear become useless?
You mean like Demonic Circle?
3. Are there plans to link the system to a warlock pet? I know fel domination is one of them, but popping soul shards for more power for the pet are being considered? Example- Refreshing CD's?
Sure. We don't have a lot of details we can share yet.
4. What is going to happen to those spells that required soul shards?
They won't. Some of them may change though. Perhaps the un-enhanced version will be weaker than the current shard version. Stuff like summoning (people and demons) just won't cost shards.
5. Are there plans to change hellfire to an AoE knockback snare like a secondary defense warlocks can fall back on or will it be outright removed?
No, there are no plans.
6. Are there plans to extend Inferno's duration similar to before where we have to enslave him, but with no capping prohibitions?
As I opined recently, IN-FER-NO probably just needs a different mechanic. The trade-off for getting the demon can just be the cooldown.
7. Are there plans to reduce slot problems with curses? Like CoT and CoEx being merged?
Yes to the general question, no to the specific example.
8. Are there plans to add dispel resistance to curses through talents?
Probably not. We'd rather tone down the potency of dispels in general, not require everyone to stack more defenses for them.
9. Will CoD be modified to be castable on players? If so will you modify the damage/duration/CD on it or will it remain the same?
We haven't talked about it.
10. Do you plan on fixing the debuff problems to pets. The fact the duration on debuffs remain the same until the pet is out on the field while buffs continue their duration course regardless of the pet being summoned or not?
This isn't really a soul shard question is it? That is more of a technical limitation and not a design goal. The answer has more to do with prioritization than intent.
11. Will soul link be removed from the demon should it despawn/dimiss?
Don't know yet.
12. What are the plans for drain soul in the new shard system?
Don't know yet. One idea is an emergency backup system for long fights or situations where you screw up. Ideally we don't need this though so we haven't resolved it.
13. Are there plans to make enslave demon a little more viable for PvP and example is the doomguard and inferno?
If you're talking about warlocks stealing each other's demons, I'm not sure that will lead to those demons getting more use. It might make you giggle when you steal one though.
11) Will the soul shard system allow you to empower our primary nukes chaos bolt/soul fire for increased damage on a short cd?
Yes. The example we used at Blizzcon was some kind of duration-limited or "your next spell" limitation. We haven't set this in stone yet.
12) What will happen to soul fire? Will it still require a shard to use? Could it find more acceptance in our normal rotation considering its potentially our most powerful nuke
It won't require a shard. It might require a shard to make it something you want to cast though (imagine a PoM - Pyro).
13) How will the soul shard change work in regards to different trees?
No idea yet. The talent trees aren't done. One thing we threw out at Blizzcon was maybe Demo gets an extra shard, but that's just hand-waving at this point.
The quest requires friendly Ashen Verdict rep to begin. It may also only be acquired by Warriors, Paladins and Death Knights.
Armored Froswtyrms confirmed to be PvE Rewards (Source Re: Giving Frostwyrms to Raiders)
There will be a Frostwyrms up for grabs for Icecrown raiders, achievable in a similar way to previous rewards such as the Ulduar proto-drake.
Icewell "Radiance" (Chill of the Throne) (Source Re: If Blizzard Cant even get tank balance ri)
The "Icewell Radiance" is designed to account for very high avoidance levels. It lets us lower the damage bosses do per hit because their hits will connect more often, keeping boss dps the same but lowering spike damage.
However, I also know what that message says to some people. It says that if I go into Icecrown and wipe on a boss all night that Blizzard lied to me about boss damage. We're just sort of bracing ourselves for the inevitable "I couldn't beat Marrowgar because he hits so hard. I thought bosses wouldn't hit hard."
Bosses hitting less hard does not mean bosses can now be facerolled. It just means they hit less hard. To be fair, most of the folks posting in this thread understand the difference. But it's not uncommon for us to see our quotes misused in other forums where we can't necessarily bop in to correct the misunderstanding.
Druid
Feral Tanks in Cataclysm (Source Re: Questions about Feral Tank in Cataclysm)
We talked about druids in bear form also getting AP from strength. Strength won't appear on leather and no piece should have Str and Agi together, so it's not like they would really double dip. That lets us still have tanking necks, rings and cloaks with strength on them that are attractive to all 4 tanking classes.
Almost all the items in the game are going to have to change. In many cases this is just a sweeping pass we can make on all gear, such as replacing the Agi + AP on leather with just Agi. So don't worry too much about what happens with old gear and talents mixed with the new stat system. The gear and talents in many cases must change.
Mage
Fingers of Frost (Source Re: Fingers of Frost problem: any analogs?)
The Fingers of Frost issue is really challenging to solve. It it procs on hit then the procs don't get eaten but you may have to interrupt a Frostbolt. If it procs on cast, the procs can get eaten. Those are really the only ways it can proc though. Mixing travel-time spells and instant spells can muddy things up. Things also get more complicated when you have silly amounts of haste, which through no fault of their own, many mages do.
Fingers of Frost seems to work fine so long as you have Frostbite, but due to some technical limitations, the two talents don't play well apart. A long-term solution might be to make Frostbite a prereq for FoF or just merge the two talents together.
Letting Fingers of Frost display its charges is a good idea. We might not be able to get that in for 3.3 but we'll put it on "the list."
Our thanks to Lhivera and others among you who have explored these issues so throughly.
Rogue
Rogue Weapon Swapping Addon (Source Re: New rogue changes not enough to stop addo)
We also killed the addon, but we didn't want to do it without also trying to fix the problem it was trying to fix.
Shaman
Elemental Tier 9 Nerf (Source Re: Ele t9)
We don't want players to stick with older tier sets when new pieces become available. (It's one thing if it's a really good trinket -- it's another if it's your entire set..)
We balance some things around absolute values (we're shooting for a target) and other things around relative values (how X looks compared to Y). A lot of shaman were saying they weren't going to upgrade to tier 10 despite the, frankly, gratuitous stats on the new gear. We concluded that was because the T9 set bonus was too good and the T10 set bonus was too weak. We suspected the T9 was too good for some time, but didn't want to nerf it while the T9 was all that was available. We did the same thing with a few other sets (or relics).
We try to pick interesting set bonuses, but that means that they will sometimes end up being over or under-budget once players figure out the best ways to optimize their play style around the bonuses. A little of that is okay -- it's interesting when a new set changes your spell rotation a little bit. But when an older set is so good that players feel like upgrading is a bad thing (ignoring the pain of having to get new enchants and gems or whatever) then we think we have a problem.
From a player point of view, I can understand why the attractive answer is always just to buff the new stuff. But continually buffing an outlier instead of bringing the outlier back into the pack is a good way to lead to power inflation on gear.
Warlock
Soul Shard System in Cataclysm Q&A (Source Re: GC& Soul shard resource system implementa)
I can't answer Q&As like this all the time or even very often. I probably won't be able to keep coming back to this thread to answer follow up questions. Understand that when I do answer some questions and it drives expectations that everyone is entitled to have *their* questions answers, things get complicated. Sorry for all of the caveats, but I've kind of learned what to expect.
1. Will it be implemented in Cataclsysm or faded in through patches considering the seemingly huge gap in content?
Cataclysm.
2. Even with the new system will warlocks be given a secondary defense to fall back on, on a long CD should fear become useless?
You mean like Demonic Circle?

3. Are there plans to link the system to a warlock pet? I know fel domination is one of them, but popping soul shards for more power for the pet are being considered? Example- Refreshing CD's?
Sure. We don't have a lot of details we can share yet.
4. What is going to happen to those spells that required soul shards?
They won't. Some of them may change though. Perhaps the un-enhanced version will be weaker than the current shard version. Stuff like summoning (people and demons) just won't cost shards.
5. Are there plans to change hellfire to an AoE knockback snare like a secondary defense warlocks can fall back on or will it be outright removed?
No, there are no plans.
6. Are there plans to extend Inferno's duration similar to before where we have to enslave him, but with no capping prohibitions?
As I opined recently, IN-FER-NO probably just needs a different mechanic. The trade-off for getting the demon can just be the cooldown.
7. Are there plans to reduce slot problems with curses? Like CoT and CoEx being merged?
Yes to the general question, no to the specific example.
8. Are there plans to add dispel resistance to curses through talents?
Probably not. We'd rather tone down the potency of dispels in general, not require everyone to stack more defenses for them.
9. Will CoD be modified to be castable on players? If so will you modify the damage/duration/CD on it or will it remain the same?
We haven't talked about it.
10. Do you plan on fixing the debuff problems to pets. The fact the duration on debuffs remain the same until the pet is out on the field while buffs continue their duration course regardless of the pet being summoned or not?
This isn't really a soul shard question is it? That is more of a technical limitation and not a design goal. The answer has more to do with prioritization than intent.
11. Will soul link be removed from the demon should it despawn/dimiss?
Don't know yet.
12. What are the plans for drain soul in the new shard system?
Don't know yet. One idea is an emergency backup system for long fights or situations where you screw up. Ideally we don't need this though so we haven't resolved it.
13. Are there plans to make enslave demon a little more viable for PvP and example is the doomguard and inferno?
If you're talking about warlocks stealing each other's demons, I'm not sure that will lead to those demons getting more use. It might make you giggle when you steal one though.
11) Will the soul shard system allow you to empower our primary nukes chaos bolt/soul fire for increased damage on a short cd?
Yes. The example we used at Blizzcon was some kind of duration-limited or "your next spell" limitation. We haven't set this in stone yet.
12) What will happen to soul fire? Will it still require a shard to use? Could it find more acceptance in our normal rotation considering its potentially our most powerful nuke
It won't require a shard. It might require a shard to make it something you want to cast though (imagine a PoM - Pyro).
13) How will the soul shard change work in regards to different trees?
No idea yet. The talent trees aren't done. One thing we threw out at Blizzcon was maybe Demo gets an extra shard, but that's just hand-waving at this point.
Tier 10 Armor Set Bonus
WoWhead.com nam je pomogao da dodjemo do Tier 10 Armor set bonusa. Većina igrača se ne slaže sa ovim stats bonusima koji delovi daju.
Tier 10 Armor Tanking
- Death Knight: Scourgelord's Plate
- Druid: Lasherweave Battlegear
- Paladin: Lightsworn Plate





