Worldwide Invitational (Source Re: The Definitive FAQ. Read before posting.)
World Wide Invitational is not a European equivalent only. It was held
twice in Seoul in 2006 and 2007 before it was held in Paris in 2008.
There will be no Worldwide Invitational this year, as it will be
combined with Blizzcon. Whether there will be further WWIs or not is
something we have no news about right now.
Blizzard Development Team (Source Re: I GOT IT.....)
are different types of designers. Some work on quests, encounters,
world events or zones. My team works on classes, items, tradeskills,
UI, PvP, combat and pretty much most of the crunchy bits of WoW. It's a
great team of very talented players and they don't get the recognition
they deserve. This is partially because some of them wish to remain
anonymous. (Shameless plug: we are hiring an item designer. Check the
hiring portion of the site for more details.)
Within our team,
nobody owns a particular class. We all work on them together and nobody
make a change (at least a serious change) without getting consensus
from everyone else. We draw on our own experiences, community feedback,
internal testing, data collected from the live game, and correspondence
with friends, guildies and other players whose opinions we've grown to
We also interact a lot with the other designers,
because they all play the game too and many have a great deal of
raiding or PvP experience. They come to our meetings or just drop by
with an idea or a piece of feedback. That goes for the rest of the WoW
team, and in fact all of Blizzard. We are extremely collaborative and
not particularly hierarchical.
Our designers tend to be fairly
technical as the industry goes, and some of us know a little
programming, but typically we aren't writing actual code though we do
write scripts and make data queries if you understand the distinction.
programmers are a separate but equal department. They do write code and
they are extremely talented, sometimes intimidatingly so. We ask them
for new features or code changes that would improve the game and they
tell us what is feasible, what is risky, and suggest alternative ways
to get what we want. They are all gamers too so it's really a back and
forth process as we work on an idea together until we come up with
something we are happy with.
The process is similar for
interacting with artists, or really any other component of the team.
The big secret of WoW's success is that Blizzard just manages to hire
very, very good people who "get it."
Hire more developers! (Source Re: I GOT IT.....)
your list of problems with WoW looks like, I can assure you ours is
much longer. We are very hard on our own design and we don't think
there is a single aspect of WoW that can't be improved. If you sense a
problem in the game, particularly one that has been around a bit, it is
almost certain that we know about it and just haven't gotten to it yet.
Sometimes players suggest that we do hire 100 class designers so that
we can get even more changes into the game. That isn't a good idea for
a couple of reasons. One, we already change the game faster than some
players can realistically handle and we give them whiplash. Second, I
just said that WoW's secret is that we hire great people. We can't hire
up too quickly without diluting our talent pool, and even great new
hires need some time before they really understand our philosophies.
Just as WoW's art has a consistent style, so does the rest of the game,
and learning that takes time.
BattlegroundsObjectives in the new Isle of Conquest Battleground (Source Re: Isle of Conquest Preview)
for skipping objectives ... that is something we've thought about. In
this particular battleground, the objectives are more of a strategic
choice and less of a "you must cap them all" scenario. Though kudos
will be in order for those who manage to take all of the unique
[...] The whole battleground is designed with the
intention of you seizing your goal. So yes, rush to the hanger and
acquire the airship so you can assault the enemy keep. Or rush to the
factory, and claim it, so you can bring the walls of the enemies keep
down around their ears. Don't think for an instant though, that you're
going to be able to win the day without the assistance of at least one
of the three offensive locations.
As for reinforcements and why
you should hold the resources that garner them. We don't have a fixed
number to give for their totals just yet. However, the Oil Derrick and
the Cobalt Mine aren't just conduits for reinforcement acquisition.
They also give you honor. The longer you hold either of them, the more
honor you're going to amass - win or lose.
Airships in the Isle of Conquest (Source Re: Isle of Conquest Preview)
The airship will have a set flightpath, though you will need control of the hangar to be able to get on board.
ClassesBalancing classes (Source Re: When will the "fix" come to the poor reta)
we make balance changes, we don’t always provide advance warning. If
it’s something coming in a future patch, we might offer a preview. If
it is something that is currently a problem AND it is easy for us to
fix (not everything is), then we act on it. We see no reason to sit on
a balance change for a week just so the medicine goes down easier. That
isn’t fair to everyone else that isn’t your class.
Crushing Blows and Blocking (Source Re: What was so wrong with crushing blows?)
blows were basically like another way for mobs to crit -- sometimes
(and you didn't know when) a really big hit was going to come. It might
have made healing exciting but the only way to handle it tanking was to
randomly throw up your short cooldown defenses and hope that sometimes
they overlapped. Of course sometimes you'd get a crushing blow right
after a normal hit and a special attack and you'd be liquid.
way more bosses work these days is that a big hit is going to come at
reasonably predictable intervals. If the intervals aren't predictable,
at least they have cooldowns so you know when they aren't going to
happen. Then timing the use of your cooldowns with these big hits is a
test of skill for the tanks, and often the healers.
that blocking no longer provides the mitigation it once did, and we
think that is a problem. But we don't think bringing crushing blows
back is the way to fix it.
Hunter DPS in PvE (Source Re: GC, Why should PVE hunters bother playing)
think Survival PvE dps is in a good place, and we're hoping Marks looks
better with the last recent tweaks. It's just a little early to tell.
BM is still low and needs a buff.
PvP is another story and we're not happy with hunter performance there, at least in Arena.
Vindication (Source Re: When will the "fix" come to the poor reta)
was overpowered. Period. Trying to portray it as a misguided nerf based
on us not understanding the mechanic is unlikely to be effective at
getting the nerf reverted. When we announced this change, the typical
forum response was “Thank goodness.” Now you can try and spin that as
community being misinformed about how the talent works (that happens
sometimes). You can try to spin that as the community just hating you
and wanting to see your class destroyed. In this case we find both of
those explanations unconvincing.
Health is not stamina, but the
two are closely related. The fact remains that Vindication did the
equivalent damage of a very big hit.
The design of Vindication was not for killing healers. The design was
that you could debuff your opponent. The mana and health consequences
of the debuff were so severe that they totally overshadowed lowering
the target's damage by decreasing their Str or Agi.
we will more than likely change the talent to be a debuff that feels
more like a debuff and is usable in PvE and PvP.
Totem Mechanics (Source Re: Totem Mechanics - FOR THE LOVE OF GOD.)
We've already announced our intention to change some of the totem mechanics.
will however touch on one thing. If totems have super-gigantic ranges
then their position matters a whole lot less (at least in PvE where
they are rarely in danger). They become a whole lot more like other
types of buffs. When and where you place them is supposed to matter.
The design intent of totems is not that they are pretty much irrelevant
to playing the class. That's not what the shaman is all about.