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Author: Dreiko Date: Saturday, 22 November 2014
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Author: Urosh92 Date: Wednesday, 19 November 2014
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Author: ImmOrTaL Date: Sunday, 16 November 2014

Recent In Game Fixes 05/19

Blizzard je implementirao dosta Ulduar Hotfixeva u novom 3.1.2 Patchu. Vredno je pročitati kako bi znali šta je buffovano i nerfovano.
Quote from: Bornakk (Source Re: Recent In-Game Fixes - 4/16/09)
  • Innervate now properly restores the correct amount of mana to Shapeshifted targets that do not have a mana bar active.
  • Thrust and Shield-Break attacks in the Argent Tournament are correctly being mitigated by the number of Defends that are active on the target.
  • The Supercharged ability on Storm Tempered Keepers near Auriaya will no longer increase the damage of Storm Wave.
  • Some of the trash mob packs have been removed in the areas leading to Ignis the Furnace Master and Freya.
  • In the tunnel leading to Mimiron, the Clockwork Sapper’s Ice Turret's ability, Ice Nova, now does considerably less damage in both difficulty modes.
  • In the Antechamber leading to the Assembly of Iron, the Rune Etched Sentry's ability, Flaming Rune, does considerably less damage over time in both difficulty modes.
  • The Molten Colossus near Ignis the Furnace Master will no longer cast Unquenchable Flames.
  • Chamber Overseer's Staggering Roar does consider.
  • Some issues were fixed and Algalon the Observer should now properly reset every time a raid wipes.
  • The hit point increasing hard mode ability for XT-002 Deconstructor has been reduced to 50% in the 10 player Normal setting, and 60% in the 25 player Heroic setting. The corresponding damage increase for XT-002 has also been reduced to 15%. Life Sparks also have half of their previous hit point values.
  • The engineering boot enchant, Nitro Boosts, will no longer be usable in rated or skirmish arena matches.
  • The duration of Kologarn's Crunch Armor effect has been greatly reduced in normal difficulty. This change negates the explicit need to tank swap Kologarn.
  • Thorim's Chain Lightning will no longer affect more than 8 targets in normal and heroic difficulty.
  • General Vezax now does 10% less melee damage in normal difficulty.

Ažuriranje Ulduar predmeta

Quote from: Bornakk (Source Ulduar Item Updates)
The following items have had their stats improved in patch 3.1.2 to match their appropriate item level:
  • Icecore staff
  • Boreal Guard
  • Malice

The following weapons have had their speed changed to make them more optimized when used in PvE content compared to equivalent weapons obtained in the Arena:
  • Golden Saronite Dragon
  • Remorse
  • Stonerender
  • Voldrethar, Dark Blade of Oblivion
  • Dark Edge of Depravity
  • Aesir's Edge
  • Hammer of Crushing Whispers
  • Caress of Insanity

The dps of the ranged weapons listed below has been increased due to not having an equivalent ammunition upgrade. Please visit this thread for more details:
  • Envoy of Mortality
  • Furious Gladiator's Heavy Crossbow
  • Furious Gladiator's Longbow
  • Furious Gladiator's Recurve
  • Furious Gladiator's Repeater
  • Furious Gladiator's Rifle
  • Furious Gladiator's Shotgun
  • Giant's Bane
  • Magnetized Projectile Emitter
  • Siren's Cry
  • Skyforge Crossbow
  • Veranus' Bane

Poboljšati Hunter DPS putem range weapona

Quote from: Ghostcrawler (Source Improving hunter dps through ranged weapons)
The developers believe hunter dps is too low, so today we are implementing a change to ranged weapon damage to improve dps across the board.

Bows, crossbows and guns of item level 226 or higher (which means weapons from Kel'Thuzad, Ulduar and the Furious Gladiator pieces) will do around 30 more dps. This should translate to a hunter damage increase of a few percent.

We don't think this will be quite sufficient in boosting hunter dps to where we think it needs to be and we have another buff that we plan to get in sometime over the next couple of weeks. We'll announce that change when it gets closer. (We have some plans for other classes as well, but we ask that you please keep this thread on the topic of hunters and the ranged weapon changes.)

As hunters may recall, we had an ambitious plan to change the way ammo worked for 3.1 that ended up being overly ambitious, causing us to scale back. However as part of that change, we stopped itemizing bullets and arrows. Since hunters could not upgrade from the ammo available at the launch of Lich King, their damage had started and would continue to fall behind as other classes upgraded their gear. This change basically incorporates the ammo damage into the weapons -- as you get better ranged weapons, it's as if you got better ammo to go along with them. This is likely to be a design we continue for the next few tiers of content until we have the opportunity to overhaul ammo completely. 

PTR 3.1.2 Patch Notes

Slede nove ažurirane izmene 3.1.2 PTR Patcha:
Quote from Blizzard staff
World of Warcraft PTR Patch 3.1.2

The latest test realm patch notes can always be found at

The latest patch notes can always be found at

  • New art textures have been added for Argent Tournament mounts. Any mounts already purchased from the Argent Tournament vendors will be updated automatically. Argent Tournament mounts with the old textures will still be available for purchase from the Argent Tournament vendors for a small Champion's Seal and gold cost (standard faction requirements apply).
  • Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

Equipment Manager
  • When enabled from the Interface Options menu, this feature will allow players to store sets of equipment, easily swap between saved sets using hotkeys, and pull items directly from backpacks or bank slots (must be at the bank to equip inventory from the bank).

  • Vehicle health and damage output in Strand of the Ancients and Lake Wintergrasp now scale with the item level of the operator's gear. Power scaling is now 1% damage and 1% health per average item level.
  • All Lake Wintergrasp daily quests have been changed to a weekly format. The honor and Stone Keeper's Shards rewarded for completing these quests have been increased to compensate.

Death Knight
  • Improved Death Strike: This talent now also increases the healing from Death Strike by 25/50% and the tooltip has been adjusted to reflect the actual functionality after the hotfix in 3.1.0.
  • Ghoul Frenzy: Now has a 10-second cooldown.

  • Innervate: This ability has been redesigned to grant 450% of the casting Druid's base mana pool to the target over 20 seconds.
  • Improved Moonkin Form: Now grants 10/20/30% of spirit as spell power.

  • Disengage: Cooldown reduced by 5 seconds.

  • Mirror Images: The images summoned by this spell will now target the creature that most hates the Mage, and should no longer cast Fire Blast or Frostbolt on targets that are affected by crowd control debuffs that break immediately on damage unless they are already casting these spells when crowd control is applied.

  • Blessing of Wisdom and Greater Blessing of Wisdom: Now grant 92 mana per 5 seconds to prevent being overwritten by Mana Spring Totem.
  • Exorcism: Can no longer be used on player-controlled creatures.

  • Divine Hymn: Healing and healing scaling reduced by 30%. Buff on affected players changed from 15% to 10%.
  • Renewed Hope: Effect can no longer be dispelled.
  • Soul Warding: Mana cost reduction is now 15% down from 30%.

  • Conflagrate updated: Consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 12 seconds of your Immolate, or 8 seconds of your Shadowflame. In addition, the increased critical strike chance of Conflagrate provided by this talent no longer requires the Immolate effect to have 5 seconds or fewer remaining on the target.
  • Fire and Brimstone: Now increases the damage done by your Incinerate and Chaos Bolt by 3/6/9/12/15% on targets afflicted by Immolate, and increases the critical strike chance of your Conflagrate by 5/10/15/20/25%.
  • Nether Protection reduced to 30% damage reduction, down from 60%.
  • Sacrifice (Voidwalker) redesigned: Sacrifices a portion of the Voidwalker's health, giving its master a shield that will absorb X damage for 30 seconds. While the shield holds, spell casting will not be interrupted by damage. 1-minute cooldown.
  • Shadow and Flame: Now also includes Shadowburn.

  • Juggernaut: Critical strike chance bonus reduced to 25%, down from 100%.

  • Arena weapons with an item level of 239 have had their rating requirements increased to 2350.
  • Darkruned Battlegear 2-Piece Set Bonus: The bonus critical strike chance for Frost Strike and Death Coil has been increased from 5% to 8%.
  • Furious Gladiator's Staff and Furious Gladiator's Greatstaff: The agility values on these two items were too high. They have been reduced by 50%.
  • Guise of the Midgard Serpent: The base attack power on this item has been lowered to balance it against items of a similar quality.
  • Increased the health and mana restored from Northrend food and drinks.
  • Most scopes now have a level requirement and will bind the item to which they are applied.
  • Nightsong Garb 4-Piece Set Bonus: Chance for Insect Swarm to trigger an instant Starfire changed to 15%.
  • Scourgeborne Battlegear 4-Piece Set Bonus: The runic power gain has been reduced to 5 runic power from 10 runic power.
  • Ulduar 10-player hard mode weapons have been updated to item level 232.

  • Glyph of Innervate: Has been adjusted to grant the Druid 90% of his or her base mana pool over 20 seconds.
  • Glyph of Mass Dispel: Now only decreases Mass Dispel cost by 35%.
  • Glyph of Rapid Charge: Reduced to 7%, down from 20% cooldown reduction to Charge.

  • Jewel of the Sewers: You can now fish in all parts of the Dalaran sewers for this quest.
  • Phantom Ghostfish: Can now be caught from Nettlefish schools in Sholazar Basin.

User Interface
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes
Dungeons and Raids - Ulduar
  • Hodir should now reset in a timely manner if a group fails to kill him.
  • 10-player bosses that drop Runed Orbs will also sometimes drop the recipes that use those orbs.
  • The Spark of Imagination: Characters that release in part of the boss room will no longer be ported to Westfall or The Barrens.

Professions - Tailoring
  • Swordguard Embroidery: Now correctly increases ranged attack power.

Death Knight
  • Anti-magic Shell: Tooltip error corrected.
  • Blood Boil: If no target is available for Blood Boil to hit, the spell will now cast and consume a blood rune but generate no runic power.

  • Maim: Rank 2 of this ability is properly considered a stun and can be escaped by Blink.

  • Go For The Throat: Explosive Shot critical strikes now trigger this talent.
  • Lock and Load: The tooltip has been corrected to display its actual chance to occur.
  • Rabid: This Hunter pet talent no longer lists a percentage chance to be triggered, as that chance varies by the attack speed of the pet.

  • Divine Sacrifice: Damage done to the Paladin while this is active will no longer cause the effect to break early, and if it is dispelled or cancelled early, the damage counter will reset correctly the next time the spell is cast.

  • Shadow Dance: Issues with action bars and ability use arising from using Stealth while Shadow Dance is active have been fixed.
  • Tricks of the Trade: To prevent exploits, this ability can no longer be cast on non-player targets.

  • Demonic Sacrifice: This spell will no longer appear in any Warlock's spellbook.

Algalon 10-Man World First Kill by Ensidia

Ensidia je juče ubila 10 man verziju Algalon bossa, najjačeg bossa u Ulduar!

{yoogallery src=[/images/stories/news/2009/May/19/1] width=[250] height=[200] title=[Algalon 10-Man World First Kill by Ensidia]}
Reply-Code Alpha (Quest Item) služi da dobijete neke od sledećih epix nagrada:
{yoogallery src=[/images/stories/news/2009/May/19/2] width=[250] height=[200] title=[Reply Code Quest Rewards]}

World of Warcraft uskoro na Italijanskom i poljskom jeziku?

Pre par dana na evropskom sajtu Employment Opportunities page ažurirana su nova radna mesta:

  • Online Community Representative - Polish
  • Online Community Representative - Italian     
  • Customer Support Representative, Italian
  • Customer Support Representative, Polish
  • Customer and Billing Support, Italian
  • Customer and Billing Support, Polish
  • Customer and Technical Support, Italian
  • Customer and Technical Support, Polish
  • Web Editor, Italian
  • Web Editor, Polish

Izgleda da Blizzard pravi novi tim koji će raditi na italijanskoj i poljskoj verziji igre.

Dnevne Blue Teme

Quote from Blizzard staff
Player vs. Player
Cleaves too dominant in Arenas (Source Re: Blizzard: Address Cleave Team Imbalance)
We think cleave teams are too dominant, especially in 2s. We don't think they are as bad in 3s, but the community is very focused on 2s at the moment.

We don't think it's as simple as melee classes doing too much damage or having too much armor. We don't even necessarily think it's "melee" because I'm not convinced shamans and druids are affected. We think it has more to do with ranged classes not always able to bring their CC or survival tools to bear against melee.

Keep in mind when you are talking about Arena comps, the issue isn't as simple as saying that X beats Y. Often it's a question of who you want on your team. To take just one example, we think that last season if you were trying to decide between a hunter and warrior, the hunter brought a lot more to the table. There was no benefit to be gained from taking a warrior instead. There were a lot of reasons for this, but one of them was that physical damage just wasn't that useful and another was that warriors could never keep on a target. Another was that DKs and paladins dominated smaller brackets. In this season you can make the argument that warriors are more attractive than hunters. One of the things that a hunter could theoretically bring -- stronger CC in the form of traps -- may not be useful enough compared to say the CC you could get from a mage. This has almost nothing to do with warriors beating hunters in 1v1 duel situations and everything to do with how you want to build your team.

Obviously (I hope) I am boiling down a complicated situation to a simplistic level for purposes of illustration. My point is that often, in our minds, it's rarely as simple as "If my class did more damage, my class would be at 10% Arena representation." 

Plate Armor vs. Cloth (Source Re: Design Question: Why isn't armor a factor)
I think you are just looking at the armor number and assuming that translates to survivability. A lot of the damage done, some even from plate wearers, is not physical. Plate-wearers are by and large melee while cloth-wearers are by and large ranged. If you're a caster, not only are you doing ranged damage but you're punching right through the armor anyway. All the casters have spells that increase their mitigation far beyond the simple armor number on their cloth.

I think a lot of the arguments you see on the forums right now about melee > ranged are simplistic. The armor on plate probably has an effect, but I don't think it's the main effect. Consider the rock-paper-scissors of a generic melee class to a generic caster class. The balance is supposed to be that the caster can cause damage at range. The melee class can attempt to close to do damage, but the caster has crowd control and escape mechanisms to get away. Now consider that most of the caster crowd control and some escape mechanisms are magic, which can be dispelled, while the snares, stuns and charges from melee are often physical or can't be dispelled at all. From that POV, you could argue that dispels and Blessing of Freedom in particular, are far more destabilizing to Arena balance than just plate. 

DPS Stats Itemization (Source Re: Dear Blizzard: Plate armor.)
The "primary" stats on dps plate are Str and Stam. The primary stats on dps leather are AP, Agi and Stam.

The reason for this is because putting Str and AP on plate feels goofy -- they are virtually the same stat for plate-wearers. Putting Str, Agi and AP on plate feels bad because Agi does so little for plate-wearers.

A long-term solution is probably something more like itemizing leather with just Agi and Stam, but making sure leather-wearers get enough out of Agi that losing the AP isn't a nerf. The alternative is to make Agi a good state for plate-wearers. We traditionally haven't done that because plate-wearers "feel" like they should be strong, not agile. But that feel may have to lose to making the plate v. leater disparity itself feel better in the long run.

Again, long-term. We're not going to hotfix thousands of items.

Importance of AoE Damage in WotLK (Source Re: New School AOE vs. Old School AOE)
Our older design was that warlocks and mages were the kinds of AOE. We've backed off that because it's just not a very fun niche. To be "the best" at something implies you're second best at other things. If that is not the case, then mage and warlock are just the best damage classes because they are tied for everything while also being the best at one thing. So then the design needs to become something unsatisfying like mages and locks are the best at AE, but not as good at single-target, or not as good at staying alive, or not as good on long fights. That technically gives everyone a role, but we found it wasn't a fun role for the mages and locks.

Our LK design is that single-target dps matters the most, because that's the most important to players, and things like AE, crowd-control, survivability, etc. are all "good enough" for everyone. There isn't a "best at AE" -- it's just something all classes do. You don't park the rogue when you have a high AE fight and you don't park the mage when you have a high single-target fight. AE matters on almost all of the Ulduar fights to some degree, but single-target dps still probably matters more.

Death Knight
Glyph of Icebound Fortitude Bug (Source Re: Glyph of Icebound Fortitude bug)
The glyph was supposed to give you a stronger IBF as if you had high defense. This made it more of a PVP glyph since tanking DKs already should have high defense. Therefore the glyph was supposed to do nothing for them.

The bug was that it did increase their IBF even at high defense. This turned the glyph from a PvP glyph into a mandatory tanking glyph, and probably an overpowered one at that. I believe the hotfix has gone live already. 

Druid Weapon Upgrades in Ulduar (Source Re: Why no Druid weapon upgrade in Ulduar?)
 We want to get out of the business of needing to offer 2 types of weapon for a single tree of one class, given that we already have to itemize Balance and Resto druids somewhat differently. It is just not our design to make two-handed tanking weapons, and we have attempted to design DKs and druids so that they don't need them.

The classes and spec have grown so divergent that even with Ulduar offering something like 800 items (which to be fair, counts 10 vs. 25 and normal vs. hard) some players still feel like we aren't filling their niche. We don't want to have to offer 1000 or more PvE items in one patch, so we need to handle things at the class level so that there is less of a need for those items.

If you want to focus on tanking as a Feral instead of dps, you should do that mostly through talents, gems, enchants and the jewelry and cloak pieces. We have fit two fairly different roles into the Feral tree and you can even hybridize them to a degree, but we want to stop short of having to itemize the druid as four classes. 

Totem-Stomping Macros (Source Design intent on Totem-stomping macros)
Blizzard does not like the gameplay of totem-stopping macros and we intend to stop it. Destroying a totem should be a viable strategy but it should be a choice and require some effort on the part of the destroyer. Making a macro to have your pet attack the totem without having to target the totem first does not in our minds constitute enough effort.

This will require a technical change that we don't have in place yet. We will announce when we are making that change when we know for sure that the change is going live. 
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