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Date: 14.03.17, 02:52

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Date: 06.03.17, 16:32

Cataclysm - Izmene u Raid sistemu

Cataclysm će doneti par izmena u raid sistemu. Slede zvanične informacije:10-Man and 25-Man raids will share the same lockout.
  • 10-Man i 25-Man raid jačina biće skoro ista.
  • 10-Man i 25-Man raid će imati drop skoro isti, samo što će 25-man drop-ovati malo jače iteme.
  • Normal versus Heroic mode može da se bira po boss-evima, isto kao što radi u Icecrown Cirtadel.

Quote from: Nethaera (Source Cataclysm Raid Progression Refinements)
We're continuing to refine the raid progression paths in Cataclysm, and we'd like to share some of those changes with you today. Please enjoy!

The first of the refinements being made is that we're combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn't apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.

We're designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we'll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They'll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards
  • 10 and 25-player (Normal difficulty) -- Very similar to one another in difficulty; drop the exact same items as each other.
  • 10 and 25-player (Heroic difficulty) -- Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.

We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you're able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don't plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you're a big guild or a small guild the choice won't be dependent on what items drop, but instead on what you enjoy the most.

We realize that with any changes to progression pathways there are going to be questions. We're eagerly awaiting any that we may have left unanswered. To the comments!

Ekstra Informacije
Quote from: Zarhym (Source Re: Cataclysm Raid Progression Refinements)
Here are some clarifications to a few common questions we're seeing.

Regarding how the raid dungeons will share the same lockout. This means that you cannot do separate instances in the same week. If you defeat an encounter in 10 player normal mode then you are locked to the 10 player mode of that dungeon for that week and can flip between 10 player normal and 10 player heroic on a per boss basis (assuming heroic is available). In this scenario you cannot do the 25 player version. Is this correct?

Correct. There should be no circumstances under which you kill a boss more than once per week on the same character. However, in the same way that you can decide on a per-boss basis whether to try normal vs. hard mode, we might allow you to change between 10 and 25 on a per-encounter basis for additional flexibility. If you started a raid in 25-player mode and then found that you couldn’t get everyone together later in the week, you might be able to downsize the next few bosses to 10-player.

Will legendary items be available through 10 player dungeons? How about special mounts like Invincible?

In some of these specific cases, the answer is that we just don’t know yet. We’re going to have to walk a fine line between dropping the same items in both 10- and 25-player modes, versus still offering something extra for the 25s. If we over-reward the 25s, then players who like 10-player raiding will still feel compelled to find more warm bodies. If we don’t provide any extra incentive for 25s, then some players may stop playing with their friends in order to avoid the extra organization required for a large raid.

Overall, our goal is that you make the decision between whether to raid with 10 players or 25 players based on what you find fun and not because of the reward structure.

For perspective, it might help to look back at how we changed lockouts and hard modes on every single raid tier of Wrath of the Lich King to see what felt right and try to fix problems that arose from previous tiers. After seeing the first tier of Cataclysm raiding, we may decide to adjust our design for the next tier.

How many pieces of loot will drop for 10 and 25 player modes respectively?

When we say “25 should drop more loot,” we’re just sharing a philosophy. You shouldn’t assume that this means that 10-player modes will drop 1 item or that 25-player modes will drop 6 items, or whatever. We haven’t finalized how much loot will drop, but our general goal is that 25s should drop more to help make up for some of the logistical cost.

Will achievements be broken down by 10/25 modes? Will realm first achievements/titles be only for 25s? Will meta-achievement mounts be available for both versions still?

There will just be raid achievements, not 10- vs. 25-player versions in most cases. The achievement won’t care if you complete it in 10s or 25s. If we do meta-achievement mounts, it’s possible we’d still have different colors of mounts, or maybe even different mounts; but for some players that might mean that 25s feels mandatory again, which would be a potential problem. This is the kind of thing we’re going to have to consider carefully, and again, we might try a few different implementations before sticking with something we like.

We’re also not sure about realm first achievements or titles. We don’t want to encourage, say, 25-player focused guilds to run a 10-player raid instead because they think that will get them the ream first title faster. One potential solution is you can earn a realm first title in 10 or 25, but not both. These types of achievements also serve as great content for guild achievements.

Dnevne Blue Teme

Quote from Blizzard staff
Druid (Source Re: There goes Wild Growth)
Wild Growth cooldown change in Cataclysm
This kind of thing comes up a lot, where players see us messing with cooldowns and assume it's a nerf instead of our trying to give them room to actually cast more spells.

Raising the cooldown on spells like Wild Growth and Circle of Healing are good things for healers. It's one of the few* things that will buy you GCDs to actually cast other spells. With a 6 sec cooldown, you really only get to cast maybe 3-5 other spells before you need to hit that magic button again.

Let me put it another way... if there was no cooldown on Wild Growth would you ever hit another button? The frequency with which druids use it today suggests the answer is: not often.

* - an alternative is to make the mana cost so extreme that you're making a very bad decision any time you use Wild Growth or Circle and 5-6 targets aren't seriously injured. I'm not sure that would be any more fun though. You don't always have the precious seconds to analyze the situation and calculate how many players need instant healing. It's one thing to guess whether your fast or big heal is more appropriate on a target. It's a little trickier to do that for multiple targets at once.

In before "It wouldn't be overpowered if we didn't do raid damage" and "Well we come to expect nerfs when all of our overpowered spells get nerfed."  

Warrior tanking in Cataclysm (Source Re: Twitter chat on Warrior AoE tanking)
I'll abstain from using actual quotes here, but these things were basically said above.

Using Demo Shout to tank:

-- We don't like the feel of this. It hits for no damage and puts a debuff on the target that isn't visible and doesn't change the target's behavior at all.

Getting a new tanking AE to use when SW and TC are on cooldown:

-- What's the point though? Why not just remove TC's cooldown rather than add yet another ability you're supposed to spam in rotation?

On warriors losing Cleave:

-- You're not losing Cleave. You don't have infinite use of it, but you're not going to have infinite use of any of your abilities, because things will cost rage and if you spend rage unwisely you're going to starve yourself. Use Heroic Strike vs. single targets and Cleave against groups. Besides, I hardly see how Cleave is this panacea for the staggered adds scenario seeing as how it hits a grand total of one additional target (two if glyphed).

On tab targeting:

-- We really don't want to see a scenario (for any tank) where you just stop using your single-target abilities completely. It's fine to supplement those with an AE attack, but not completely ignore them in group situations. (As an aside, the paladin doesn't really do this now because he uses the same rotation for both singles and groups. The druid doesn't do this now because Lacerate doesn't hit hard enough relative to Swipe. Both are easily fixable though.)

[...] Let's take four scenarios that cover the majority of encounters:

1) If dozens of twilight whelps are streaming in, fine, just AE tank them and have the dps use Blizzard, Hurricane, Whirlwind, etc. I think you all know how to this by now.

2) If you're doing a four pull and the mobs hit really hard, then CC one or two and dps the others down single target. You'll want to keep threat on all the loose mobs, but not by spamming an AE ability unless you can buy yourself plenty of room. I know everyone is scared of CC, but we actually made a pretty good spread of CC abilities in LK, and then sadly nobody ever got to use them. In Cataclysm we are making sure to spread abilities around even more.

3) Now, if you're doing a four pull and you think you can get away without CC, then ideally you'd use your AE attacks but still pick a target to focus on. That's the one that gets your Shield Slams and Heroic Strikes and that's the one dps should focus on first. Keep in mind in today's world the warriors are Whirlwinding and the Rets are Divine Storming even the single targets, which generates threat on the off targets, which means you might lose those targets if you aren't tabbing among a bunch of them. In Cataclysm, everyone should be able to focus on one mob at a time again.

4) On the single target fight, like many bosses, you'd just use Thunder Clap for the debuff and otherwise keep up your single target rotation.  

StarCraft II Beta – Patch 10 (version

Quote from: Game Patch Notes
Bug Fixes
  • Fixed an issue where Larva were not dying after being cancelled.
  • Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point.

eSports Spotlight

Quote from: Nebu (Source)
The eighth StarCraft II Beta ZOTAC-Cup tournament saw a clash of two Swedish players in the finals. In the end the Protoss armies of "Bischu"stood no chance against the Zerg swarm of "ZpuX." Both finalists got through an impressive field, as once again 512 players signed up and participated in the tournament. Also, the Electronic Sports League Go4SC2 tournament series continues with the Cup Editions 6 and 7. Here the Swedish former Warcraft III star "Naniwa" defeated "cHoBo" from Poland, earning Naniwa 40 points towards his standing for the overall final. With only two remaining Cups until the final edition, #7 promised to be thrilling. And indeed it was! Nearly 400 players signed up, and in the final the German player "TheLittleOne" triumphed over the Zerg of "Zpux" from Sweden. In other news, the Razer StarCraft II Beta Domination invitational competition is ongoing, featuring 16 top players from Europe. Make sure to follow the group stage of this enthralling competition.

Galerija novih koncept radova

Quote from: Blizzard (Source)
We're pleased to announce the grand opening of our new Concept Art gallery, highlighting the myriad characters, environments, and other artwork we create during the development of our games. We plan to update this page regularly with a wide variety of never-before-seen pieces of art reaching all the way back to Blizzard’s early days, so be sure to check back often!

Europe - Arena Pass Registration

Quote from: Ancilorn (Source Arena Pass Registration Now Open!)
We’re pleased to announce that the 2010 Arena Pass service is now open. This service, available to all players with a European World of Warcraft account, will give access to our special Arena Pass realm, designed to give you the perfect platform to prove your competitive abilities.

Players on this realm will have the freedom to equip pre-made level 80 characters with gear of their choosing, including the latest Wrathful Gladiator Season 8 items.

Face enough challengers, and you will receive the exclusive Murkimus bind-on-account pet. The very best Arena teams will contend for the exclusive “Vanquisher” title, bringing great fame to their high-level characters on their home realms.

Sign up on our Arena Pass registration page and get ready for the most exciting Arena matches of your life!

For more information on the 2010 Arena Pass service, check out the Terms of Use and the FAQ.

Terms of Use:

To discuss the Arena Pass, please visit the Arena Pass Forum:

StarCraft II Beta – Patch 9 (

Quote from: Game Patch Notes
  • The StarCraft II Editor is now available!
    • Players will now be able to begin creating trigger maps in preparation for map publishing which will be made available in an upcoming beta patch.
  • Achievements & Decals are now live!
    • Players will now be able to earn achievements, browse the list of available achievements, and view achievements earned by friends.
    • Players will be able to highlight favorite achievements in their Showcase.
    • Earning certain achievements will unlock portrait and decal rewards.
  • The updated Homepage now includes a Recent Broadcasts panel and a News & Community panel.
  • A new Match History page is now available which will allow players to browse and filter their last 1,000 games played.
  • A new Community page is now available which features an in-game version of RSS news feeds.
  • A new Friends-of-Friends feature has been added, which allows players to easily find and connect with more real life friends on through existing friends.
  • Additional friends’ presence details are now available from the Friends’ list.
  • Improvements have been made on the Voice Chat system in game.
    • Please use the new voice chat and provide feedback via the StarCraft II beta forums.
  • The score screen now features a new graph tab.
  • The art for many parts of the user interface has been updated.
  • Hotkey templates have been added.
    • In the gameplay options menu select from standard name based hotkeys for right and left-handed players, grid based hotkeys for right, and left-handed players, and classic StarCraft keys.
  • Several hotkeys have been changed to avoid conflicts with the "Select All Warpgates" UI button:
    • The Set Worker Rally Point has been changed from W to R.
    • Build Sensor Tower has been changed from W to N.
    • Terran Infantry Weapons have been changed from W to E.
    • Terran Vehicle Weapons have been changed from W to E.
    • Weapon Refit has been changed from W to R.
    • Burrow has been changed from W to R.
    • Spawn Larva has been changed from R to V.
    • Neural Parasite has been changed from R to E.

Balance Changes

    • Marauder
      • Concussive Shells research cost decreased from 100/100 80 seconds to 50/50 60 seconds.
    • Immortal
      • Build time increased from 40 to 55.
  • ZERG
    • Infested Terran
      • Damage increased from 5 to 8.
      • Speed decreased from 1.5 to 0.9375.
    • Queen
      • Speed off creep decreased from 1.5 to 0.938. (Speed on creep unchanged.)
    • Spine Crawler
      • Attack period decreased from 1.6 to 1.85.
    • Infestor
      • Neural Parasite range increased from 7 to 9.
      • Fungal Growth projectile removed; Units in the target area are now instantly hit.


  • We've made a change to the (2)ScrapStation map to make the natural expansion easier to defend.
  • New maps have been added to the ladder rotation while others have been removed as follows:
    • 1v1
      • Added (2)IncinerationZone
    • 2v2
      • Removed (4)LostTemple
      • Removed (4)Metalopolis
      • Added (4)AridWastes
      • Added (4)Coalition
      • Added (4)Decena
      • Added (4)ScorchedHaven
    • 1v1(Novice)
      • Removed (4)NoviceKulasRavine
    • 2v2(Novice)
      • Removed (4)NoviceKulasRavine
      • Removed (4)NoviceShakurasPlateau
      • Added (4)NoviceDecena
      • Added (4)NoviceScorchedHaven
      • Added (4)NoviceTwilightFortress
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