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Author: Warheart Date: Friday, 19 December 2014
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Highmaul Raid Raspored, Patch 6.0.3 Hotfixevi - 12 Novembar, Warlords Launch Mini - FAQ

Highmaul Raid Respored
Originally Posted by Blizzard (Source)
As with raids in Mists of Pandaria, we're staggering the unlock of difficulties for the first raid in the expansion. As with those prior staggered unlocks, our goal here is to let you have fun playing, leveling, and to have time to explore and prepare yourself and your raid group before jumping into this first raid. We'll share information on the unlock schedule for Blackrock Foundry in the future, but are currently expecting it to unlock approximately 8 weeks after Highmaul.

December 2, 2014
  • Highmaul opens with Normal and Heroic difficulties accessible.

December 9, 2014
  • Mythic difficulty and the first wing of Raid Finder (Kargath/Butcher/Brackenspore) unlock.

December 16, 2014
  • Raid Finder Wing 2 (Tectus/Twin Ogron/Ko’ragh) unlocks.

January 6, 2015
  • Raid Finder Wing 3 (Imperator Mar’gok) unlocks.

Patch 6.0.3 Hotfixevi - Novembar 12
Originally Posted by Blizzard (Source)
Classes
  • Death Knight
    • Talents
      • Necrotic Plague now deals 20% more damage.
  • Druid
    • Balance
      • Lunar Peak should no longer incorrectly display as having 2 charges (it was always only 1 charge). Additionally, the tooltip will be updated in a future patch to clarify the damage increase only applies to Moonfire's initial damage.
  • Hunter
    • General
      • Explosive Trap now deals additional Fire damage over 10 seconds (down from 20 seconds). Total amount of damage dealt remains unchanged.
    • Talents
      • Binding Shot should now correctly stun targets affected by silence when they move more than 5 yards from the arrow. Additionally, targets should no longer incorrectly break out of stealth on entering Binding Shot's area of effect.
  • Mage
    • Fire
      • Combustion is now learned at level 80 (up from level 77).
  • Monk
    • Brewmaster
      • Stance of the Sturdy Ox now increases armor by 75% (up from 50%), and reduces magic damage taken by 15% (up from 10%).
  • Priest
    • General
      • Power Word: Shield now absorbs 20% more damage.
    • Discipline
      • Holy Nova's healing has been reduced by 41%.
      • Penance's damage and healing has been increased by 20%.
  • Rogue
    • Talents
      • Resolved an issue where Posthaste may sometimes not trigger correctly with Disengage.
  • Warlock
    • Destruction
      • Fire and Brimstone should now correctly hit all secondary targets within 10 yards, regardless of whether they're in combat with the Warlock.
    • Talents
      • Damage caused by Burning Rush while Soul Link is active should no longer incorrectly cause the Warlock to go into combat.
      • Stacks of Demonbolt debuff should no longer be incorrectly removed by Hand of Protection.

Raids, Dungeons, and Scenarios
  • The Postmaster received a talking to and should no longer be mailing large amounts of unimportant items to players.

Pet Battle
  • Grommloc, the delightfully dreadful baby murloc masquerading as Grommash Hellscream, legendary leader of the Warsong clan is now available. Players eligible to receive this pet will find it in their in-game mailbox. An Achievement for obtaining this battle pet will be added in a future patch.

ItemsRaids, Dungeons, and Scenarios

Warlords Launch Mini - FAQ
Originally Posted by Blizzard (Source)
I've seen a handful of questions with regards to what happens when Warlords of Draenor launches, so here's a brief FAQ that should hopefully clear up questions.

When will the launch of the game happen for my time zone/region?
Warlords of Draenor will launch in:

  • Europe at 12:00 a.m. CET on Thursday, November 13
  • North America (US) at 12:00 a.m. PST (1:00 a.m. Mountain, 2:00 a.m. CST, 3:00 a.m. EST) on Thursday, November 13
  • Oceanic will launch at the same time as the US.
  • Korea at 12:00 a.m. KST on Tuesday, November 18
  • Taiwan at 12:00 a.m. CST on Tuesday, November 18
  • China at 12:00 a.m. CST on Tuesday, November 18

How do I get to Draenor?
When the clock hits midnight (or whatever respective time zone you're in), you'll see the following things happen:
  • A server message (yellow text in your chat window) will be displayed, signaling the launch of Warlords of Draenor!
  • If you've already upgraded your account to Warlords of Draenor, a quest will popup in your quest log, directing you to the Blasted Lands. You do not need to be in a major city to receive this quest. If you haven't upgraded your account, you won't be able to receive the quest or venture in Draenor until you do.
  • Once you get to Blasted Lands, speak to Khadgar outside the Dark Portal to head to Draenor!
  • Note: you don't need to be online at midnight to get the quest, it'll be waiting for you whenever you do decide to login.

Do I need to install Warlords of Draenor or use the install disc?
If you're already playing on retail realms, you have all the files you need to play Warlords of Draenor - no further downloads or installs are required. If you haven't updated your WoW client to version 6.0.3 yet, you can either just run the Battle.net app to do so, or install the game using the Game Disc DVD (if you bought a Box Copy of Warlords of Draenor).

Do i need to logout at midnight before I start leveling?
Nope! If you've already upgraded your account to Warlords of Draenor, you won't need to do anything! You can always double check your account status by logging into the Account Management page at https://us.battle.net/account/management/
  • What happens if I boost a character to level 90 after Warlords of Draenor launches?
  • If you haven't upgraded your account to Warlords of Draenor yet, your boosted character will be placed in Blasted Lands.
  • If you've upgraded your account to Warlords of Draenor, boosted characters are placed directly in Tanaan Jungle.

Will I be able to invite a friend to my realm and quest together, vise versa? didn't see anything pertaining to this answered, would be nice to know.
Yup! You'll be grouped together on the same realm.

What happens if someone boosted a character, he's in Blasted Lands with the Iron Invasion quest chain but he can't login to play again till after WOD goes live?
The quest chain actually doesn't disappear when WoD launches. The Feat of Strength (and associated title) is no longer awarded, but you can still do the quests, gaining the quest rewards (gear) and the pet, Iron Starlette. So your friend would be able to continue the quest chain in Blasted Lands and unlock the rest of his abilities.

Warlords of Draenor Ponoćna Prodaja u Srbiji

ComputerLand Games nastavlja tradiciju ponoćne prodaje igre World of Warcraft. Ekspanzija Warlords of Draenor će biti puštena u noći između 12 i 13.novembra, te vas ovom prilikom pozivamo na dobro poznatu lokaciju ispod Vukovog spomenika na taj događaj koji počinje 12.11 u 22:00h. Spremili smo interesantan program pa svratite da se družimo!
 
pozivnica

Blizzcon 2014 Day Two Recap

Evolving Reaper of Souls Panel

Drugi dan Blizzcon 2014 imao je samo jedan Diablo panel - Evolving Reaper of Souls.
Originally Posted by Blizzard 
Blizzcon's "Evolving Reaper of Souls" panel from Blizzcon 2014:

There were four main portions of the panel:

  • A retrospective view on the evolution of Diablo III at release to what it is now.
  • A first look at new and changed Legendary and Set items from future patches.
  • The Legendary Workshop where a Legendary item was designed live on stage.
  • A short segment of community questions.

  • Evolution so far
    • Main idea of Diablo: Epic heroes and the promise of epic loot.
    • Look to the past
      • Linear difficulty with Inferno being really hard on higher Acts.
      • Elite timer which used to kill you if you couldn't kill an Elite monster fast enough.
      • So players were avoiding Elites.
        • Farming pots all the time.
        • Playing the Auction House instead of the game.
        • Later Alkaizer runs, spending more time in menus and loading screens than the game.
      • This was never the intended way to play the game.
      • The underlying issue was that players wanted to play this hard content but couldn't because good gear was so hard to get
      • Gear was hard to get because the original Diablo III was meant to have item progression which lasted for 10 years.
        • To provide this long reward tail, randomness was a goal instead of a tool.
        • Also, only Item Level 63 items were actually worthwhile.
        • Thus came many universally useless items, like Quivers with Strength.
        • Legendary items were made incredibly rare.
        • Loot fountains are great, unless there's only trash in them.
        • Loot 2.0 and Enchanting helped fix this issue.
      • Fantasy: You should feel like an epic hero!
        • But to become that epic hero you need gear.
        • What was the most efficient way to get gear?
        • The Auction House!
        • Doesn't feel epic though. Neither did Alkaizer runs.
      • Patches were needed to address all these issues.
        • Loot 2.0's less is more approach
          • Less items drop but they are generally much better with Smart Loot.
        • Difficulty changes with the addition of Monster Power
          • Allowed players to experience all content.
          • Still provided a challenge to the best players.
        • Paragon levels to provide a form of continuous progression.
        • Ubers to have one more thing to do.
      • Console version
        • The Console Team was given the liberty to challenge the old assumptions, mostly loot.
        • How to compare items? How do I know which item is better?
          • Damage/Toughness/Healing metrics of today were developed.
          • But they were only removing a symptom, not the problem.
          • Too many items, too many affixes, too much randomness.
            • At one point, before the Beta, there were some weird affixes.
              • +% Increased damage to Wizards
              • +% Casting Speed
              • +Attack
              • +Precision
              • +% Sell Value
          • Affixes were grouped into Primary and Secondary to give a guideline.
        •  This was basically Loot 1.5
      • Auction House
        • Was intended to protect players from dodgy third party item sellers like they exist for Diablo II.
        • Instead, became the primary way of progression, even for players who would have not otherwise used it.
        • It destroyed the entire reward-loop, essentially making the game pointless.
        • Thus, it was a non-winnable scenario for Blizzard.
        • The Meeting
          • Hearthstone and Heroes of the Storm prompted changes to the Diablo AH's structure.
          • In a meeting discussing possibilities, Mike Morhaime noticed that Josh Moshqueira hadn't said anything.
          • Being asked, Josh said that he honestly though that killing the whole thing was the best thing they could do.
          • Within 20 minutes, basically everybody agreed and the removal was announced shortly afterwards.
      • Replacing the AH
        • Removing the Auction House would leave a gap in the game as people had become so reliant on it.
        • How to close that gap?
        • Loot 2.0!
          • Items tailored specifically to your class.
          • Game-breaking Legendaries
            • and a realistic chance to find them.
          • Smart Drops, Affix Groups, Legendary Affixes, displayed roll ranges and the Compare tooltip all work together.
        • Adventure Mode
          • Helped reduce flip-farming from Vanilla
      • Sets
        • The Jade Harvester Set
          • Built around the idea of the WD placing DoTs on everything and then watching them die.
          • What if you could make those DoTs simply explode?
          • Now, the formerly weak WD was considered stronger than every other class.
          • Instead of nerfing Jade, all other classes should get equally powerful Sets!
        • The Marauder Set
          • Good in theory but very boring gameplay.
          • New philosophy: No power without gameplay!
  • Future items
    • Legendary Affixes are being added to existing Legendaries in the future, the goal is for all Legendaries to be worthwhile.
    • A look at some new items visuals.
    • Sets like Natalya's and Immortal King's will be getting a 6-piece bonus in the future.
    • New iteration of the Raiment of a Thousand Storms Set
      • 2P: The damage of your Spirit Generators is increased by 100%.
      • 4P: The third hit from your Spirit Generators grants a charge of Dashing Strike and the amount of charges Dashing Strike can store is increased by 5.
      • 6P: After using Dashing Strike, you Dashing Strike shocks all nearby enemies for 3000% weapon damage as Lightning.
    • Reworked Skull Grasp (ring) with "Increase the damage of Whirlwind by 441% weapon damage."
    • New Belt: Omryn's Chain with "Drop Caltrops when using Vault."
    • New Belt: Belt of the Trove with "Every 6 seconds, call down Bombardment on a random nearby enemy."
    • New Helm: Crown of the Primus with "Slow Time gains the effect of every rune."
    • New Wizard Set: Delsere's Magnum Opus
      • 2P: Casting Arcane Orb, Energy Twister, Magic Missile or Shock Pulse reduces the cooldown of Slow Time by 1 second.
      • 4P: Enemies affected by your Slow Time take 1250% weapon damage every second.
      • 6P: Enemies affected by your Slow Time take 500% more damage from your Arcane Orb, Energy Twister, Magic Missile or Shock Pulse abilities.
    • New Demon Hunter Set: Unhallowed Essence
      • 2P: Your generators also generate 2 Discipline.
      • 4P: Gain 40% damage reduction for 4 seconds if an enemy is within 20 yards of you.
      • 6P: Your generators and Multishot deal 10% increased damage for every point of Discipline you have.
    • New Barbarian Set: Wrath of the Wastes
      • 2P: Rend lasts three times as long.
      • 4P: Rend deals triple damage.
      • 6P: Whirlwind deals tiple damage to enemies affected by your Rend.
    • All these are subject to change!
  • The Legendary Workshop
    • A Legendary Item was designed live on stage with ideas from the community and some members of the audience.
    • The process had three stages
      • Gather: Brainstorm all ideas. Even bad ideas usually have a cool core.
      • Refine: Pick the best idea(s) and turn them into design(s).
      • Reflect: Talk about why ideas were rejected or picked.
    • Chosen idea: A Wizard Source which switches the element it empowers.
      • Selects a new element every couple of seconds.
      • The selected element deals double or triple damage.
      • Empowers Wizard as a master of elements.
      • Could be applicable to other classes as well, on form of a different item.
    • Rejected Ideas
      • WD carries around shrunken heads, so why not have him blow up his own head into a bunch of bats and replace it with one of the ones he carries.
      • Monsters caught in WD's Grasp of the Dead area would explode.
      • A belt which would grant you random skills from another class. Goes against design tenet "Concentrated Coolness" which means that no other classes can steal your cool skills.
      • Offensive Potions. Goes against "Clarity of intent" which means using things when you need them, in case of potions that is defensively.
  • Community Q&A
    • Q: Matchmaking for Public games so that high and low Paragon players are not matched together.
      • A: No plans yet. Is not regarded as a crisis yet. Some players might like carrying others.
    • Q: Some vanilla items like Witching Hour are still better than anything found on level 70.
      • A: Those affixes will not come to new items, instead new items should get Legendary powers which make them better.
    • Q: Double Unity is mandatory for higher solo GR.
      • A: Unity is a great item. The problem isn't that it's too strong, the problem is that it has no competition. So, make other items just as strong!
    • Q: Mighty Weapons feel weaker than other classes' weapons
      • A: Acknowledged the problem. Mighty Weapons will get cool new powers, just like all other items.
 
Evolving Reaper of Souls Panel



Warlords of Draenor Cinematic Intro Panel

Kao što i sam naziv panela kaže, World of Warcraft Cinematic Intro govorio nam je o izradi cinematica u Warlords of Draenor i Machinima koji je korišćen za Trailer kada su najavili igru.
Originally Posted by Blizzard
Panel
  • Blizzard has a new group called The Forge that will be focused on telling stories in the Blizzard universe.
  • In one cinematic idea, Chromie could have a vision of what is happening in Draenor as a flashback.
  • Another idea was the siege of Shattrath.
  • The idea selected was drinking the blood of Mannoroth, which caused everything to change.
  • The team then creates a temporary drawn rough version of the cinematic with temporary sound effects.
  • The Warlords cinematic was much darker than the Mists of Pandaria cinematic, so they pushed the realism more. They tried to capture all of the subtle things about Orcs, making their mouth move properly with the sound.
  • The Iron Star was used by Garrosh to impress everyone. He brought the concept with him after breaking out of jail.
  • Dave Kosak dressed up to pitch the Burdens of Shaohao story, and the team decided it would be something nice to animate. It was originally just going to be panning down a scroll while telling a story, but it got more intricate and cinematic like as the development process continued.
  • Lords of War originally was going to concentrate on the story of Yrel and Durotan, but things changed.
  • The Patch 5.4 cinematic was sketched out by using screenshots from the game.
  • Garrosh originally was using a normal Orc model, then got a new model that was a little bit better, and then got another model using some new tech used for the Pandaren. The new Garrosh model was done at the same time as the new Orc models. Garrosh has a lot more facial animation in the 5.4 cinematic than ever before. Going forward they will have to match the game system level of detail in facial expressions.
  • Mannoroth in the cinematic was a nice chance to upgrade the old model. During work on his model they were careful not to lose the essence of Mannoroth. He is the closest to the Warcraft III model, he doesn't have lips or eyelids.
  • The team uses live video references to create the cinematic shots.
  • They were looking for a shot at the end that would be perfect and reflect changing history, and found it with the scene of Grommash at the end.
  • The cinematic is broken down into little drawings that help define what colors will appear in each shot to keep things looking good and not overdoing the color.
  • The Warlords announcement trailer was done before most of the new models or zones were ready, so the team made the most of what they had ready.
  • The silhouette of the Warlords was mostly done by using existing assets, as the models of the Warlords models weren't done.
  • Most of the Warlord stories were going to be done with comics, but some got changed to the Lords of War series.
  • Lords of War started with little drawings and words to go with each panel. These got turned into layouts, which is then passed to the artists to be turned into the final art.
  • Sin City was the original art style reference for Lords of War.
  • The art was extremely violent at one point, so they pulled it back a little bit.
  • Chris Metzen said it would look better with color instead of black and white.
  • The cinematics team felt like they were getting close to done, but decided the blood scooping shot didn't look right. They went to the store and bought many different liquids to try and find a live reference that worked.
  • Every expansion had more and more in-game cinematics, and Warlords is no exception.
  • Khadgar was a shirtless human male until the model was finally done.
  • The cinematics team has to wait on assets to be done before they can finish the cinematics.
  • The cinematics were finished just in time to get them on the Warlords disc, completed in the last 3 weeks.
  • Lords of War wraps drawings around simple geometry and then adds a little bit of motion or camera angle changes. They have to keep the amount of movement reasonable so that people don't expect fully animated movies, so mostly of the environment can be animated, but characters had to have limited animation. It has to look like a storyboard and not an animation.

Q&A
  • Yrel will appear throughout Warlords.
  • All of the other teams at Blizzard were excited by Lords of War, so we might see motion stories for other games in the future.
  • The team worked closely to make sure Varian in Lords of War looked similar to how he does in WoW and that the WoW team was happy with his look.
  • Selling rough art from when the team is coming up with ideas is an interesting idea.
  • The Warlords in-game cinematics are using more CGI and tools the public has access to, so there aren't many things they can release to help the machinima community.
  • Most of the shots in Lord of War are one painting with many layers.
  • The team starts with a long cinematic with 50 shots, cut it down to what would make them cry (30 shots) and then puts some back that they really missed to bring them back up to 40 shots. They want to have enough quality footage and not make cinematics too long or too short.
 
Warlords of Draenor Cinematic Intro Panel

World of Warcraft Question and Answer Panel

Preuredićemo tekst u toku dana. Za sada samo raw Q&A.
Originally Posted by Blizzard 
Q&A
  • Toybox items that still require reputation might be oversights or technical limitations, they will take a look at them.
  • No third spec is planned. The Mists of Pandaria changes to the talent system help to make switching specs easier. (This has been addressed before)
  • The Old Gods do pose a great threat to Azeroth, but Sargeras is also scary.
  • More guild achievements will be added when they fit
  • Guild garrisons or housing is something the team will continue to discuss for the future. A guild garrison would need significant changes to the system. Joining a friends group to go into their garrison is the current solution for visiting a friend's garrison.
  • Better collision detection would be nice. Some objects have collision that shouldn't, which is why you sometimes get stuck on things.
  • The world is big, so it takes time to travel it. (Someone asked how long it should take to fly across the world)
  • No secondary glyph for fire cat form is planned. It is a very over the top visual, so they don't want everyone running around as a fire cat forever. Farming the seeds to get the form makes it inconvenient by design.
  • The team looks at talents that no one picks to try and improve or replace them so that they are more balanced, rather than nerfing certain talents that everyone picks unless it is necessary.
  • Only some classes having a class mount is just how the game has worked so far. If the team comes up with an amazing idea for a class mount, they will add it.
  • Doing /roar in a Druid form makes the racial roar noise instead of the animal form noise.
  • Battle pets have been received well by the community and they will continue to add more content rather than adding new systems.
  • No idea why Thrall is the only Orc with eyebrows. He was raised by humans and that helps to show he is different.
  • The character recustomization server still exists because the team doesn't want you to change your character's gender and race at will. They are also bigger parts of your character than small facial features.
  • Having legendary weapons in arenas is fun, allowing players to shine. It also depends on if classes are doing well or not. In the past legendary weapons in arenas have been a problem, but they could also do a PvP only legendary or something to balance it.
  • Internal simulations are done by bots running in the real client to gather real data. There is an obsession with a Patchwerk DPS balance, even though there aren't any fights like that anymore. Balancing DPS on a Patchwerk fight would not be balanced in most actual fights. Balance isn't perfect, the team can make mistakes, so keep the feedback coming.
  • Portal roulette is not fun for non-mages.
  • Beards disappear with certain helmets, which can be a bug.
  • New armor that is 3D is something the team is talking about, they are drawing it up and coming with ideas. No solid release date yet.
  • Armor used by NPCs and not on any player accessible items can be added as rewards in the future.
  • Transmog sets that don't match because some pieces are missing are just an artifact of how the art was used in the past, that is something that can be looked at.
  • Trade Prince Gallywix will come back and might be used to tell some new stories.
  • The team can make crafting and cooking bacon happen. They have the technology.
  • There are no plans to make legendary items / parts of items bind on account. You can go and solo bosses on characters that can use the item.
  • Social content like AQ gates opening is great, but it crashed the servers. One person being a hero and representing the server is something cool that can be done.
  • Farahlon may or may not make it into a content patch. The team isn't sure yet, which is why it was removed from the map. At one point they considered using it as an area for boosted players, but Tanaan Jungle felt like the better choice.
  • Mounts are account wide and still have class or profession restrictions because those mounts are perks of being that class or profession.
  • There was a Worgen story in Shadowmoon, but the team decided to focus on the Draenei instead, as the Worgen felt out of place there.
  • The team can make one click milling and prospecting if it is something players want.
  • Garrisons having a small chance to give you a few items of raid gear doesn't make them required.
  • Roleplaying fuels itself, the team helps by providing environments and opportunities conducive to roleplay. The Group Finder could let you find people who want to participate.
  • Garrisons are a better daily content option than daily quests were. There is more you can do with them.
  • Some spells got changed to the omni cast animation from a targeted cast, so that is something the team can go back and reevaluate these changes to make sure they are working.
  • It would be nice to have addons stored in the cloud, so that wherever you log in you would have your UI and settings.
  • Khadgar is stepping up
  • Transmog system revamp to free up even more space is still planned.
  • Dragons and the Aspects are important parts of the lore that will be used in the future.
  • The male night elf eyebrows missing from one of the faces might be a bug that is fixed in the near future.

Heroes of the Storm Deep Dive Panel

Heroes of the Storm Deep Dive Panel nam je otkriove četri nova heroja: Sylvanas, Jaina, Thrall i Lost Vikings kao i dva nova Battlegrounda: Sky Temple i Tomb of the Spider Queen.
Originally Posted by Blizzard

Hero Design Philosophy

  • Fantasy
  • Look - Communicates how the character should play in the game. If its a big beefy character, he's probably a tank.
  • These contribute to the hero's design.

New Heroes

  • Sylvanas
    • Not playable at BlizzCon, but she's close to release.
    • What defines Sylvanas? Shes an Undead leader, she has a bow.
    • In 2010 when we first showed her, we used to use color of heroes to determine which team they were on. She's much different today.
    • Our first iteration she was able to trap to silence heroes, and could block out enemy screens. Her kit didn't fit the fantasy of the hero, so they went back to Warcraft III.
      • Dark Archer. Black magic vibe. Banshees. Possess!
    • Needed to make sure not only her look was different than other archers in the game, they needed to have different kits. Sylvanas is a siege archer.
    • One of her development abilities was turned into a trait.
      • Strangling Shot: 50 Mana, 10 second cooldown. Disables buildings.
      • Trait: Black Arrows -  Basic Attacks and Abilities stun enemy minions, Mercs, and aggressive structures for 1 second.
  • Thrall
    • Gone through many variations through the years on design.
    • Thrall is a Warchief. He has his Doomhammer, one of the most iconic weapons in Warcraft.
    • Because of Thrall, the mounts system was conceptualized. They wanted him to ride of a Direwolf.
    • Back in 2010, Thrall's kit was very different. It didn't feel like him. His original kit was given to Rehgar.
    • Thrall has a lot of lightning. He's also a character you want to see in enemy faces, but not necessarily a tank.
    • Frostwolf Resilience: Damaging enemies gains charges, with enough charges, he heals himself.
      • Synergizes well will with Chain Lightning.
    • Feral Spirit: Roots enemies.
  • Jaina
    • Her development has been about refining the fantasy. She has a lot of history in the Warcraft universe.
    • She became a character which didn't really battle over time. They're bringing her back to her Warcraft III self.
    • They started with Water Elemental as being a basic ability. It was proven problematic.
      • They wanted her to summon it, but only last for a limited time.
      • Had an issue in the core gameplay loop. Water Elemental was becoming the core of Jaina.
    • What if Jaina was just a frost mage? No fire spells, no fire spells.
    • Cone of Cold in WoW makes you feel like you've broken the game based on its visual and audio feedback. Very cool moments. Jaina should feel like this.
    • Trait: Frostbite. Spells chill enemies, and spell hits deal 50% bonus damage when they're chilled.
    • Frostbolt, Blizzard, Cone of Cold makes her feel perfect.
  • Lost Vikings
    • Its Happening! It was a challenge for the development team. The characters are over 20 years old, they didn't have much distinction, and its 3 heroes in 1.
    • They needed to all be visually unique. In the original game they shared some colors, now they're all very unique.
    • They asked themselves before making Chen, if he could be a hero which would have individual spirit control. It felt clunky.
      • It didn't work well because the moment you pop Storm, Earth, and Fire, you aren't used to controlling three separate heroes.
      • Lost Vikings it works much better players have the expectation of playing three heroes all game long.
    • Originally didn't have individual abilities. They decided it wasn't good enough.
    • Talent system changes how each viking plays, so players can choose how crazy they want to make their vikings.
    • Can move around the field independent of each other. Solo cap Dragon Knight!

Battlegrounds

  • Philosophy: Think of them as a WoW raid. You've been through tons of them, and they all have common elements.
    • There should be a core, awesome mechanic for each battleground. Changes the flow of gameplay.
    • Watch Towers and Health Fountains are all shared.
  • Sky Temple (New BG)
    • Has the same core elements, mercs, towers as other bgs.
    • Takes place in a brand new universe, never before seen in another Blizzard game.
    • Ancient Egyption vibe. Temples, aquaducts.
    • Capture Points: Temple Guardians come out to kill you. If you stand on it longer, and survive, lasers come out to help you.
  • Tomb of the Spider Queen (New BG, WIP)
    • Takes place in the save universe as sky temple.
    • Is an interior battleground, the first one! It's spooky.
    • Experimenting with props to make it fun for the players.
  • Designing objects starts off with blocky shapes, then give them details.

What's Next

  • We're going to the Diablo Universe! Collide Heaven and Hell.
    • Everything is in a concept state, nothing is final.
    • Diablo Mounts and Skins will be coming out, and heroes.
    • Skeleton King! New Hero
    • The Butcher! New Hero
    • Crusader! New Hero
 
Heroes of the Storm Deep Dive Panel
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