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Author: ZeRoX Date: Thursday, 05 March 2015
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Author: rshipper Date: Thursday, 05 March 2015
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Author: rshipper Date: Thursday, 05 March 2015
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Author: Platin Date: Wednesday, 04 March 2015

PTR 3.2 - Thrall i King Varian dolaze na tlo Coliseuma Video

World of Warcraft: Wrath of the Lich King PTR 3.2 imao je ažuriranje patch-a pre par dana. Blizzard je dodao dosta novih sadržaja, ali je i dalje zatvorena Coliseum istanca. Mi smo u mogućnosti da vidimo specijalan dogadjaj  koji se ponavalja na svakih 20 minuta. Thrall i Garosh Hellscream su došli na Argent Tournament tlo, i spustili se na mesto gde su locirani goblini, odakle su polako krenuli ka zapadnoj strani Coliseum-a. Tu se sreću sa Highlord Tirion Fordring. Par minuta posle na drugoj strani (severnoj), King Varian Wrynn i Lady Jaina Proudmoore teleportuju se sa Stormwind gardom i polako idu da se nadju sa Highlord Tirion Fordring.

Oni su došli da prate dešavanja Argent Tournament-a. Videli smo u referenci Secrets of Ulduar Cinematic, u kome Garrosh Hellscream i King Varian Wrynn imaju medjusobni sukob u zidovima Violet Citadel u Dalaran-u. Samo Thonin je bio u mogućnosti da zaustavi njihovu borbu. lepo je videti ovakve dogadjaje i dalje u igri. Zato smo Vam i omogućili ovaj Video zapis koji Vam prikazuje dolazak King Varian i  Thrall u Coliseum-u.

Izmene u Arena 2v2 sistemu

Quote from: Bornakk (Source Upcoming Arena 2v2 Bracket Changes)
After further consideration, and after hearing from many players, we are going to change how we approach the 2 vs. 2 arena bracket in Arena Season 7. We still think the 3 vs. 3 and 5 vs. 5 brackets will ultimately offer the best play experience, especially for very competitive gamers for whom game class balance issues are most noticeable. However, we recognize that many players just prefer to play in the 2 vs. 2 bracket and will miss the chance to earn the current season's gear. Therefore, we are going to still allow the 2 vs. 2 bracket to grant access to the current season of gear with three important exceptions: the current season's weapons will not be available for purchase, the current season’s shoulder armor will not be available for purchase, and players will not qualify for the Gladiator title/rewards unless you earn the appropriate rating in the 3 vs. 3 or 5 vs. 5 bracket. We look forward to the changes in the next major content patch and hope to have a great next Arena Season.

SC2GG's Q&A Podcast

Ovaj podcast dolazi od nase drage ekipe iz SC2GG fansitea, koja je otisla na konferenciju za stampu proslog ponedeljka. Odgovorili su im mnogo pitanja tako da je ovo a-must to hear and read. Uzivajte.
- You can only pass through your own units with workers with mineral locking now. So your enemy can block that.
- High Templar may have a weak attack now the guy wasn't really sure if it was from last year.
- Raven has the point target defense thing and it can block attacks (like the Predator).
- Nukes cost less resources, no supply, and are a lot faster building time now.
- Thors are very effective against Hydralisk.
- One of the guys used Phoenixes to get rid of Ultralisks with Graviton. He said it was relatively easy.
- It is still relatively easy to stack Mutalisks.
- Battlecruiser's defensive matrix is pretty powerful.
- Probe's hot key is 'E'.
- Temporal Rift is very effective for catching enemies that are fleeing or fleeing an enemy's base. It slows enemies and allies also I guess by like 75%. Your units may pass through normally.
- Building Phoenixes basically forces your Zerg opponent to build Hydralisks which you can counter also.
- Banelings not very effective.
- Lurker has a much better targeting system. It will be much harder to dodge with Marines now.
- Some of you know that Overseer have kind of an ability like Dark Swarm (Defiler).
- Obelisk, Mules, and Spawn Larva are things that will be very useful if you constantly check back at them. For people with better APM. Constant use of the Spawn Larva is very useful.
- Nydus Worm is pretty easy with Overlord.
- Overlord Creep recedes slowly like if your Hatchery is killed.
- Most hot keys are on the left side of keyboard like with Probe moved to 'E'.
- Hot keys are may be possible to be editable (may be customizable for profile).
- Not sure about voice chat yet.
- Ideas implemented from community (replay rewind was from community).
- Haven't decided about new units in expansions yet (balance reasons).
- 12 hatch not so good anymore
- Warp Gate is micro, Gateway is Macro.
- Protoss are easier to power down with 200 shields and health with the Pylon.
- SemiOldGuy from TeamLiquid kept teching to Medivacs. You just need to build a baracks, a factory then a stargate can build them from the getgo (if you build a fusion reactor on the factory you can lift off and land your stargate there and instantly start producing 2 at a time)
- Every building kinda walls perfectly now.
- Rofl one guy apparently built 5 spawning pools and asked why they weren't spawning any Zerglings rofl.
- They put a pylon in a blocked view zone, and then started warping in units on top on their ramp.
- Psi Storm has amazing effects.
- Psi Storm cannot kill a roach in one go but will be weak enough for mopping.
- No 'Fastest' right now but 'Faster' moved just as fast.
- Widescreen gives you a little bit more playing field to view over normal.
- Pro teams are already starting team planning.
- Pros are nervous that SC1 is going to die.
- Korea not too excited about beta/SC2.
- Korea had the least amount of opt-in requests for SC2 beta.
- 2.0 was what the press conference was going to be about, but they found a bug and they didn't want to show people yet.
- Corruptors are a very powerful air unit.
- In case anyone didn't know, Ultralisks are fucking strong.
- The surrounding system works very nicely in certain cases.
- Beta is supposed to include the map editor.
- One Medivac easily supports a dozen Marines.
- Xel'Naga Watchtowers strategically reveals map.
- LAN OPTION MAY BE ON BATTLE.NET or lets you play people on the same IP server.
- Blizzard will be supporting Esports more.
- Salvage may be imbalanced as said by Dustin (Bunker Rush).

Tier 9 Models Preview

Ovo je sada i zvanično. Tier 9 modele koje smo prikazali pre par dana su stvarno izgledi novog seta u Patchu 3.2. Takodje sve klase / fakcije deliće isti model seta, ali sa različitim teksturama:
Quote from: Blizzard (Source)
In patch 3.2, Call of the Crusade, players will be able to work toward the all-new tier-9 class sets by competing in the Crusaders' Coliseum. To keep with the themes of the Argent Tournament, players will notice this time around that the Horde and Alliance have unique looks to distinguish them apart.

Alliance Mage

Horde Hunter

Alliance Priest

Horde Shaman

Alliance Warlock

Yogg-Saron Hotfix: Malady of the Mind i Psychosis Mismatch

Daelo je obavestio fanove o novom hotfixu koji je implementiran na Yogg-Saron eventu u Ulduar istanci. Postojao je sitan problem koji je kako mi razumemo mogao da prouzrokuje dosta wipeova, zbog nekih tehničkih problema oko Psychosis i  Malady of the Mind.
Quote from: Daelo (Source Yogg-Saron Hotfixes)
We've made one additional change to a specific element of the Yogg-Saron fight. Since the fight went live, there has been a hidden protection for players that prevents the casting of Psychosis and Malady of the Mind on targets with less than 30 Sanity. However, because Malady of the Mind has a slow missile speed and the hidden protection could take a second or two to apply, it was quite possible for the 30 sanity targeting threshold to be breached by these two random unavoidable effects.

To try to address this we're raising the threshold to 40 sanity, and increasing the missile speed of Malady of the Mind. Note that the spells are still being cast just as often, so the net sanity loss to the raid will still be the same. This hotfix just evens out the random targeting of the spells across the raid. Also note that the threshold is for targeting purposes of those two spells only, and this fix means Psychosis or Malady of the Mind can still bring you below 40 sanity. If you have 41 sanity, you're a valid target and can then be brought to 32 sanity by a casting of Psychosis on you.

Class Q&A Series: Warlock

Ghostcrawler je odgovorio na mnoga pitanja u vezi klase Warlock.Ukoliko ste zainteresovani i imate vremena pročitajte veliki Q&A:
Quote from: Eyonix (Source Class Q&A Series: Warlock)
Warlock Q&A with Ghostcrawler and the World of Warcraft Community Team

Community Team: We’d like start this Q&A off by asking a question that players of all classes often ask in regard to the very purpose of their class. In this case, we’re looking specifically at the warlock.

Q. Where do warlocks fit into the larger scope of things currently and where do we see them going from this point forward?

A. The warlock is a caster -- a ranged damage dealer. They can fill only one role, which makes them a “pure” class as opposed to a hybrid. Warlocks have a reputation for trafficking with darkness, and their spells and abilities reflect this -- demons, curses, drains, fears. All warlocks rely on damage-over-time spells and demonic pets to some extent. The Affliction tree focuses on damage-over-time spells, curses, and shadow magic in general. The Demonology tree emphasizes the damage and abilities done by demons. The Destruction tree gives up a little of both to become a little bit more like a mage with direct damage and fire magic. Overall, the vision is for warlocks to feel less fragile than mages. They have historically had higher health pools and easier to sustain mana, but fewer emergency escapes. Keeping the mage and warlock feeling distinct is a big challenge. They fill a similar role and share similar gear so sometimes even the profiles of their character art look similar.

Going forward, we want to try and make the warlock experience more different from the mage. Our new plans for Soul Shards will help here. We want to make them a core mechanic instead of a minor feature that can be neglected at best and feels tedious at worst.

We’re happy with the relative damage done by Affliction and Destruction. Depending on which Lich King patch you look at one or the other are slightly on top, but they’re close. Demonology still seems to lag a little behind. We think there is still room for a strong Felguard build in there. It might be that the pets still require too much management or it could just be that the rotation isn’t as interesting as the ones Affliction or Destruction use right now. Demonology suffers from a little bit of the same problem as the Beastmaster hunter, which is when the pet is such a big part of your damage you are crippled in moments when the pet is killed or ineffectual.

Except for a brief moment early in Lich King, warlocks have been under-represented in PvP and we want to see more of them. We don’t want to get there through fear bombs, though. In fact, we think the damage locks can do is in a pretty good place. The problem is survivability, especially when stunned. Now some of the 3.2 changes are going to chill out damage across the board and we are increasing the survivability of pets in PvP. Both of those changes should help warlocks, who historically have been a little better in endurance fights than quick scrums. If those changes aren’t enough, we’re prepared to make additional ones.

Lich King made the warlock pets more interesting but we think there is still a lot of opportunity here. Some of the pets have abilities that just don’t get much use (Imp Fire Shield anyone?) while other pets could benefit from a couple more abilities. The voidwalker for example does all of his damage through just a simple autoattack. While we are slightly positioning the imp as a Destruction pet and the felhound as an Affliction pet, we think we can make the choice of what demon to use at a particular time more interesting. The succubus has too narrow a niche, and the voidwalker is still used mostly as a level-up pet.

Q. What is it that makes them unique compared to all other classes?

A. Demons are a big one. Warlocks are a pet class, but they gain more of their own power from their pets and can make their pets do more than say a hunter or death knight. The way they do damage is different from a mage because a lot of their damage, even for Destruction, comes from damage-over-time spells instead. Warlocks bring some utility that doesn’t strictly increase raid damage, so we feel like it’s fine to keep those abilities unique to the lock -- things like summoning and health stones. But again, we think the real way to keep warlocks from feeling like mages with pets is to do more with the Soul Shard mechanic.

Q. Soul Shards is subject that has been a constant amongst warlock players since the launch of the game. While we've made some minor improvements over time, players still find Soul Shards to be an annoyance. Are there any plans in motion to make further improvements to the warlock Soul Shard system?

A. Yes. As we have hinted on occasion, we have a revamp of the entire system in the works. This is a big change, beyond the scope of the 3.2 patch, but we are confident -- CONFIDENT -- that the new system will be something warlocks finally enjoy. (I’m sure I will never, ever regret saying that.) We hope to be able to talk more about it at BlizzCon, but the basic idea is that shards provide a combat boost when needed without becoming a resource that needs to be farmed. Currently too many of the shard abilities are maintenance-like things such as demons and stones. Blowing a shard should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature.

Q. Most DPS classes can spend three (or less) talent points to decrease their threat by 30%, while warlocks must spend four talent points in two different trees to gain a 10% drop in threat. What are our thoughts on this, and why the discrepancy?

A. There are a couple of situations like this in the warlock tree. The essential problem is we want locks to be able to go down their different trees. When you have something important like threat-reduction or range, it either needs to go very high in the trees where everyone can reach it, or you need to have duplicate talents that essentially accomplish the same thing. The problem with the latter approach is that confusing things can happen when you get both talents -- either they stack (which is too powerful) or they don’t stack (which can be confusing or make talent builds difficult). The way we have tried to solve the latter problem is having some talents affect Fire / Destro and some affect Shadow / Affliction. Of course the problem with that approach is that warlocks use both kinds of damage spells. We recognize that we need to solve this problem, but sliding a lot of talents around is not the right way to do it, and also beyond the scope of 3.2. See below for a partial solution for the threat problem though.

Q. As a follow-up to the last question, would we consider giving warlocks a better "aggro dump" ability? Currently, their one "aggro dump," Soulshatter, has a long cooldown and costs a reagent.

A. We are going to lower the cooldown of Soulshatter to three minutes. We don’t think the shard cost is a big expense in PvE situations. Threat-dump abilities are tricky to balance. We don’t want these spells to feel rotational -- you aren’t supposed to do say Curse of Agony, Immolate, Soulshatter, Curse of Agony, Immolate, Soulshatter. They are there for emergencies.

Q. In PvP, warlocks feel at a disadvantage against melee classes (and hunters), particularly rogues. What are our thoughts in this, and are there any plans to provide warlocks with a little more help in this area? Additionally, players have often suggested allowing Demonic Circle to be usable while stunned, is this something we'd consider?

A. The reason we don’t like making Demonic Circle usable while stunned is that changes the ability from a remote evacuation into a stun-breaker. Our concern is locks would never use it except for the stun removal, which makes the spell a lot less cool. Circle is definitely one of those abilities that requires a lot of finesse. Clever locks can do amazing things with it and beginner locks might not get as much benefit out of it. It’s probably also fair to say that stuns (especially chained ones) have become too important in PvP, especially now that we have toned down the impact of some of the other forms of crowd control.

Q. Pet survivability is something that comes up often. Do we see this as a concern, and if so are there any plans to increase warlock pet survivability and/or consider decreasing the warlock's dependency on pets in PvP?

A. It is a concern. We never wanted it to feel like it was stupid to attack the pet -- like they were so unkillable that you just have to endure damage from the pet while you chase down the lock. You have to remember that locks were once really dangerous in PvP (this was back when we added resilience for DoTs) and so everyone was nervous about making their pets too powerful. It’s just incredibly frustrating to be on the other end of that and finally get a pet down only to have to then face the warlock. However times have changed and we think pets are too fragile now. We tried buffing their health a few times, but we think it’s finally time to add resilience to pets and fix it right.

Q. Continuing off of the previous question, are we happy with pet scaling currently? One constant request by warlocks in PvP, is to allow scaling for resilience. Would we consider making this change?

A. Yes, pets are never going to scale correctly as long as there are some stats that affect the master but not the pet. If the lock gains crit and haste, the demons don’t benefit as much as if the lock had gained spellpower. This is a problem. We need to make pets just scale with all stats. Technically, this is not a “flip the switch” kind of change. It’s complicated so it’s going to take some time to do right. We’ll get resilience and spell pen done first.

Q. Many warlocks often find it difficult to resummon or switch pets, especially when compared to other pet classes. Fel Domination with Master Summoner is nice for those who have the talents, but still somewhat problematic due to the long cooldown of Fel Domination.

A. As you probably know by now, we are dramatically lowering the cooldown on Fel Domination.

Q. Talents that increase the range for spells is often a point of concern, particularly for PvE-focused warlocks due to the warlock's mixture of using both Affliction and Destruction abilities. Is it possible that warlocks can be given a merged range talent in a low tier of either tree?

A. This is the same problem I mentioned above. Moving the talent up higher is one solution, but it would have to be very high and whatever talents are there now would have to come down. This then becomes a pretty significant re-architecture of the talent tree. It is something we want to address, but probably isn’t a 3.2 change.

Q. Do we have plans to add a little more burst potential to the Affliction tree?

A. Yes, and Haunt is probably the right place to do it. Haunt is one of the few Affliction spells that can’t reach the 200% crit level, so we are going to make that change through Pandemic.

Q. The spell Hellfire is one that warlocks rarely use, due to that fact it's channeled, generates a great deal of threat, and has self-damaging properties. What are our thoughts on how this spell currently functions, and what might we consider changing in the future?

A. We’d agree that the “interesting tradeoff” isn’t that interesting, and in fact it’s hard to find niches for so many different AE spells. Long-term this might be the kind of spell that gets cut.

Q. A common concern that comes up regarding warlock players is in regards to their minor glyphs. While they understand that these glyphs aren't meant to be game-changing, many of the minor glyphs focus on improving spells that aren't really used at all, such as Eye of Kilrogg. Would we consider looking at the minor glyphs available for warlocks and possibly making some improvements?

A. We can look at the minor glyphs. We are more concerned at the moment with making sure the major glyphs are interesting without being overpowered.

Q. Green fire for spells has been something that's often requested by warlocks. Would we consider adding this into the game, possibly in the form of a minor glyph so that we're not forcing it on players who may not desire their fire spells to be green?

A. We wouldn’t do it through a minor glyph. Originally, we were going to make the minor glyphs mostly cosmetic like this, but as we evolved the glyph feature we found that some spells just didn’t make sense to have a major glyph, so these became minors. We definitely understand some (many? all?) warlocks would love to have green fire and we’ll try and find a cool way to deliver on this. At this point, we’d probably rather do it with a flashy new spell rather than just change up an existing one, but we’ll have to see. As with the new druid forms, after waiting so long, we’d want to do it right.

Q. Would we consider adding a warlock-specific flying mount? Warlocks have promised to never complain again should such a feature be added. Okay, not really...

A. I think it fits the warlock kit pretty well to have some kind of crazy flying demon. We don’t have any art for such a creature yet, but we’ll keep it in mind. You’d have to go back to Dire Maul to get it. Okay, not really???

Q. Are there any plans to allow warlocks to slightly customize or change the appearance of their pets?

A. This is something we are discussing. There are several voidwalker and imp models we could use pretty easily and it might be nice to add more felhounds and succubi. This isn’t a high priority, but something we would like to eventually get around to improving. We are discussing whether this is simply just random variation (like the names) or whether it becomes an even bigger feature.

Instance Kapacitet Ažuriran

Pre par nedelja, Blizzard je primetio problem sa istancama gde igrači dobijjaju poruku da je popunjen limit otvorenih istanci. Izgleda da su oni našli rešenje kako bi se pojačale performanse na serverima i rešili ovaj problem, a sigurno bez sumnje oni će nastaviti ka pregledu i implementiranja novih tehnologija kako bi još bolje pojačali sistem.
Quote from: Bornakk (Source Instance Capacity Update)
We are aware of the concerns regarding situations where players are unable to zone into an instance due to an instance limit being hit, which results in a message stating that additional instances cannot be launched. This limit was implemented as a short-term solution to preserve the gameplay for players who are already in an instance and to prevent numerous issues that can happen when too many instances are active at the same time, but we are currently working on better solutions to ensure that players can get into instances when they want to.

As one of the solutions to this situation, we are in the process of modifying our hardware setup to allow for more instances to be active without negatively impacting the performance of these instances. Once this hardware reconfiguration is complete, we expect to see a noticeable reduction in the number of players hitting the instance limit. However, this improvement to the hardware is a complicated and delicate process that will also require extensive testing before it can be fully implemented, so it may be some time before the updates can be completed. We would like to assure you that this issue currently a top priority for us, and we are working on resolving it as quickly as possible.

Further information and updates regarding this will be provided as we make progress in this process. Thank you for your patience during this time.
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