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Author: orgazmuz Date: Friday, 17 April 2015
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Author: Witcher Date: Friday, 10 April 2015
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Author: denikarabenc Date: Thursday, 09 April 2015

Q&A: Crusaders’ Coliseum i Isle of Conquest

Community Team: Joining us today to answer some player-submitted questions about the Isle of Conquest and Crusaders’ Coliseum coming in patch 3.2, Call of the Crusade, is Game Director Tom Chilton, Lead Encounter Designer Scott Mercer, and Lead World Designer Alex Afrasiabi. Let’s begin with a collection of questions we’ve received from players around the world about the Crusaders’ Coliseum, the latest 5-, 10-, and 25-player content coming to Wrath of the Lich King.

Q: For clarification purposes, what are the official names for each of the new dungeons coming in patch 3.2, Call of the Crusade, and what is the style and format of each dungeon?

Development Team: Right, so the Crusaders’ Coliseum is the name given to all different versions of the dungeon. Trial of the Champion is the name of the 5-player dungeon, both for normal and Heroic difficulties. Trial of the Crusader is the name of the 10- and 25-player normal raid dungeon, and Trial of the Grand Crusader is what we are calling the 10- and 25-player Heroic version. For those familiar with the Ring of Blood and Amphitheatre of Anguish, the format and layout of each Crusaders’ Coliseum dungeon are similar in feel. Each vile creature or group of creatures will be introduced one at a time in a gladiator-style format. Players must best each encounter before beginning the next one. Of course, there are a few twists along the way to give a bit more of an epic feel.

Q: How difficult do we expect the normal and Heroic versions of Trial of the Champion to be compared to other 5-player dungeons; and will the normal version have a lockout like that of a Heroic dungeon?

Development Team: For the most part players will find that the challenges of the two respective 5-player difficulty settings are roughly on par with 5-player instances already available in Wrath of the Lich King. The quality of gear players are wearing may be a slight determining factor for difficulty when comparing Trial of the Champion to other instances. There is no lockout on the normal version of the dungeon and no daily dungeon quest associated with it. The Heroic version will be included in the daily Heroic dungeon quest rotation.

Q: Do we have plans for the Argent Warhorses in Trial of the Champion to scale based on characters’ gear (similar to the Oculus and Ulduar vehicles)?

Development Team: No, there are no plans for this and frankly, it’s not really necessary. The jousting phase of the first encounter in Trial of the Champion is very similar in difficultly to jousting champions on the Argent Tournament grounds.

Q: How will achievements work for Trial of the Crusader and Trial of the Grand Crusader, and will there be four different types of achievements to be completed?

Development Team: There aren’t four different categories of achievements where you’ll have 10-player normal, 10-player Heroic, 25-player normal and 25-player Heroic achievement categories. There will be 10-player and 25-player achievement categories, with achievements for normal and Heroic modes in each of these categories. So, for instance you’ll have an achievement in the 25-player category to defeat a boss on normal difficulty and an achievement in the same category to defeat that boss on Heroic difficulty. There will also be your standard fun achievements for defeating bosses under specific criteria which will apply to normal or Heroic modes. Lastly, there will be some special achievements for tribute runs that can be earned depending on the raid’s performance.

Q: Will there be any kind of reputation and titles associated with the Coliseum and will there be a 310% mount meta-achievement reward?

Development Team: As with other Wrath of the Lich King dungeons, players are welcome to wear faction tabards to gain reputation with factions of their choice. Champion’s Seals will also drop through the Heroic 5-, 10-, and 25-player versions of the Crusaders’ Coliseum. With that said, players will not gain reputation simply for completing objectives in the coliseum, whether on normal or Heroic difficulty. There will be no 310%-speed mount offered through a meta-achievement reward, as the current 310%-speed mount offered will not be removed when path 3.2 is released. Going back to achievements though, we will be offering some great feat of strength rewards for those who truly master the tribute run.

Community Team: There are currently four separate modes of Coliseum raids: 10-player, 25-player, 10-player Heroic, and 25-player Heroic.

Q: What is the reasoning behind this raid setup?

Development Team: We love hard modes and we’ve seen that they are a very popular addition to World of Warcraft. What we’re doing here is making the distinctions between the different difficulties more clear, which also allows us a better opportunity to balance encounters. Difficulty settings are still relatively new to the game, particularly for the raiding scene, and we’re constantly looking for ways to improve and iterate upon this system.

Q: Since, in the current Wrath of the Lich King raids, switching to a Heroic mode means switching to 25-player mode, how will players turn on the new Heroic modes?

Development Team: It will function very similarly to the way in which dungeon difficulty is chosen for 5-player instances currently. If you are in a raid group, the difficulty setting will now have four options, one for each raid group size and difficulty.

Q: What are the planned item levels for the gear that drops in each of the new Coliseum instances and how will the gear differentiate from one instance to another?

Development Team: Trial of the Champion will drop item level 200 and 213 items in the normal and Heroic modes respectively; Trial of the Crusader (10-player) will drop item level 232 items; Trial of the Grand Crusader (10-player) and Trial of the Crusader (25-player) will drop item level 245 items; Trial of the Grand Crusader (25-player) will drop item level 258 items. For those working through a tribute run, there might also just be a surprise or two in the chest at the end??? if you have what it takes to master this run.

Q: What is the breakdown for emblem drops in each of the Coliseum instances?

Development Team: Two Emblems of Triumph will be awarded for each encounter in the raid dungeons, while one Champion’s Seal and one Emblem of Conquest will be awarded for each encounter in Trial of the Champion (Heroic difficulty only).

Q: Since we’ve been discussing the tribute system a bit here, can you go over how this new system for the 10-player and 25-player Heroic dungeons will work, including how to activate it and what kind of extra rewards players can expect?

Development Team: Sure. Firstly, at least one player in the raid group has to have cleared Trial of the Crusader to unlock Trial of the Grand Crusader for the raid. Speaking to an NPC will do this. Players working through Trial of the Grand Crusader will automatically be working through a tribute run. A counter will be displayed in the interface monitoring the raid’s performance by tracking unsuccessful attempts. A maximum of 50 unsuccessful attempts will be allowed per week. If this number is reached the encounters will no longer be accessible by the group until the instance resets during scheduled weekly maintenance. If the instance is cleared before hitting this limit, the raid will be awarded according to their performance during the tribute run. The items players can expect are good. That’s really all there is to it!

Q: Are there any particular ways in which the Coliseum encounters will be new and unique compared to previous encounters?

Development Team: Well, given that the tribute run system and new ways of executing normal and Heroic difficulty settings have been added, we expect players will see a very different dynamic in the encounters. The tribute system provides for the first time in raiding a way of awarding players, not simply based on what bosses were killed, but how well the raid performed attempting each boss.

We don’t want to go too much into fight mechanics, but we expect players will see quite a few interesting new challenges. To give one example for those familiar with Magister’s Terrace back in The Burning Crusade, there will be an encounter similar to the Priestess Delrissa fight. This time it will be on a raid scale with many more foes against which players will square off. Oh, and crowd-control effects will be subject to diminishing returns as well, so you’ll just have to manage your abilities wisely!

Community Team: We’ve seen a great deal of mixed feedback about the design of the tier-9 sets available with the release of the Crusaders’ Coliseum.

Q: What reasons led to the decision to develop PvE sets that differ between the Horde and Alliance more so than they differ between classes and gear types (i.e. cloth, leather, mail, plate); and is this a new set design philosophy players should expect going forward?

Development Team: We wanted to do things a little bit differently this time around, though it’s not entirely unlike the way we approached designing set pieces for Sunwell or Ahn’Qiraj, and not a fundamental change in artistic direction we plan to stick with every time a new tier of gear is released. In an ideal world every class for each faction would have their own unique look and set design, but artistic tasks like that aren’t always feasible given our development schedule.

In the context of the Argent Tournament and impending struggle with the Lich King, we felt it would be cool this time around to offer unique looks for the Horde and Alliance. As we get closer to the invasion of Icecrown Citadel, players are noticing that there’s more tension building between leaders of the Horde and the Alliance. We want the gear the factions are wearing to represent that as the Horde and Alliance struggle for domination over the Lich King, and ultimately over the world. The Argent Tournament and Crusaders’ Coliseum feel like great avenues to further distinguish the two factions. Right now both sides are honing their skills through the Argent Crusade’s tests. Should they take the fight to the Lich King and succeed while animosity between the Horde and Alliance continues to build, there’s no telling what lies in store for the denizens of Azeroth.

Q: Finally -- and it’s all too often asked -- how are players really supposed to deal with not one, but TWO Jormungars?!

Development Team: We can always hotfix one of them out if things get too crazy for players. We’ve put in a special achievement related to this as well, so hop to it!

Community Team: Let’s move onto our newest epic siege-style Battleground, Isle of Conquest. We covered much of the basic objectives a while back in our Battleground Q&A, so this time around we’re going to ask some follow-up questions players have submitted on our forums around the world.

Q: Firstly, how has the testing of this Battleground been going on the public test realms and what kinds of changes have been made based on this testing?

A: Testing has been great so far. We continue to get a lot of feedback about this new Battleground and have made a lot of changes over the course of the testing process based on the response from players. We’ve lowered the number of reinforcements allotted each team, increased the health and damage of the generals, increased the health of the keep walls, made keep cannons repairable and changed the way bombs in the enemy’s keep spawn to lessen the severe advantage players originally had for capturing the Gunship Hangar and parachuting into the enemy’s base, just to name a few changes that have been made since the public test realms were first released.

Q: Given that average match lengths continue to fluctuate on the test realms as adjustments are made to specific mechanics, what do you feel would be a satisfactory length for the average Isle of Conquest battle and why?

Development Team: We’d like the average match to last around 20 minutes, with the occasional 30-minute match depending on the level of skill of the competing teams. This is roughly the length of time we’d like all of our Battleground matches to last. We want to provide players with an epic feel without making it feel as though they’re getting stuck in a never-ending match like the Alterac Valley days of old. We recognize that some players like very drawn-out battles and even miss the old Alterac Valley days, but a lot of players want the fun from Battlegrounds to come from competing in several different battle types over the course of a play session rather than feeling stuck in one match that continues to drag out with little reward for the extra time invested.

Community Team: Players active on the test realms report that, due to the relatively short length of the overall battle and losses rarely being due to reinforcement depletion, the Cobalt Mine and Oil Derrick are not highly sought after.

Q: Has there been any consideration given to providing additional advantages for controlling these strategic points on the map?

Development Team: We will be changing these capture points so that, in addition to the current advantages they offer, controlling one of them will provide a 15% damage increase for all vehicles operated by that faction. Controlling both points will provide a 30% damage increase for vehicles.

Community Team: Similarly, players are reporting that matches are largely decided by which team controls the Siege Workshop and/or the Gunship Hangar. In other words, the faction that’s pushed back to a more defensive position from the start of the match tends to have difficulty ever recovering from the momentum of the opposing team’s attacks.

Q: Is this something you are witnessing on the test realms? If so, is it a concern or a part of preventing matches from drawing out too long?

Development Team: If one faction takes control of both the Siege Workshop and Gunship Hangar, chances are they have what it takes to win the battle anyhow. We do still see matches on the test realms where a team is able to recover from a poor start with coordination and skill. We don’t want to see matches decided from the very beginning, but as in any Battleground, the team that has great offensive momentum right from the start by capturing strategic points will likely ultimately find victory.

Q: Do you share the concern reported by some players that “spawn killing” or “graveyard camping” is a little too easy in Isle of Conquest?

Development Team: This is a potential concern, though we do not see this type of activity occurring in a more severe manner than in our other Battlegrounds -- Warsong Gulch, Arathi Basin and Eye of the Storm in particular. If players are able to make it back to their keeps they can always access the keep portals to elude the enemy. If we do see this becoming more of a severe problem, we will consider potentially offering graveyard portals allowing players the option to resurrect at an alternate location.

Q: For the players who prefer not to focus on vehicle combat or the race to have more vehicles than the enemy players, can you provide a rough breakdown of the role vehicles will play in Isle of Conquest versus standard ground combat when compared to Strand of the Ancients or Wintergrasp, two different objective-based PvP game types which are very vehicle-centric?

Development Team: There are still very important strategies dependent upon ground combat to win a battle in Isle of Conquest. This is even true for Strand of the Ancients when it comes to stopping the vehicle advance of the invading force. As was mentioned before, changes to the Oil Derrick and Cobalt Mine provide ground forces with a very important role in capturing these points. Ultimately, doing so will provide great advantages to the whole team as well. With that being said, we understand that there are players who want nothing to do with vehicle combat. Even though ground combat will play a big part in securing a victory in Isle of Conquest, these players will have to decide if this Battleground has aspects of PvP they find enjoyable.

Q: Unlike the original three Battlegrounds, why are there no reputations or faction awards associated with the Battlegrounds we’ve released in The Burning Crusade and Wrath of the Lich King?

Development Team: In the past we found that providing reputation and rewards for Battlegrounds led to players focusing on grinding one specific Battleground over and over again, which we do not necessarily view as a good thing. To combat this, we incentivized playing all Battlegrounds by providing players with the Mark of Honor turn-in quests. There’s always a chance this may change as we reevaluate the Battleground system. However, we’re happy with the current functionality of Battlegrounds and would prefer not to have reputations and Battleground-specific rewards for each Battleground.

Q: Will Isle of Conquest Marks of Honor factor into the Battleground marks turn-in quests, or provide any other use, and are there any plans for reevaluating the Mark of Honor system as we continue to add new Battlegrounds?

Development Team: Yes, Isle of Conquest Marks of Honor will factor into the turn-in quests. The reward for completing these quests will be increased proportionately to reflect the extra mark requirement. While it’s not out of the question, we do not have any plans to share at this time with regard to revamping the Mark of Honor system.

Q: Will players be able to join this Battleground as a group; if so, how many players can queue together?

Development Team: Players should be able to join Isle of Conquest with up to four other players, as is currently the case with Alterac Valley.

Community Team: While this question pertains more to the Battleground system as a whole, it is brought up a lot.

Q: Are there any additional design plans to help combat the issue of matches starting with an uneven number of players on each side?

Development Team: We are experimenting with many different ways of improving the Battleground queuing system so teams aren’t so lopsided when a game begins. This is something we’re working on at the moment and we look forward to sharing additional details in the near future.

Community Team: This just about wraps it up. We thank you gentlemen for your time. Our last question about both the Isle of Conquest and Crusaders’ Coliseum comes specifically from Haerle on the U.S. realm Thunderlord and the guild Sweep The Leg.

Q: What is the possibility of attaining a pony from either of these valorous endeavours?

Development Team: No ponies, but there might just be an Argent Warhorse out there somewhere??? good luck!

BlizzCon Tournament Stream i Email sa potvrdama

Blizzard je objavio da će po prvi put na Blzzcon sajtu biti Stream turnira u  High resolution i Low Resolution formatu, naravno ovo je uradjeno kako bi mogli da se prilagodite standardu vašeg bandwitha. Na blizzcon sajtu, biće direktnih prenosa Starcraft, Warcraft III i World of Warcraft turnira. Naravno moći ćete da gledate besplatno.
Quote from: Blizzard (Source)
We are pleased to announce that this year, for the first time, all of our streaming tournament coverage for BlizzCon will be available in both high-resolution and low-resolution formats, and you can choose whichever fits your available bandwidth. The BlizzCon website will host one stream featuring StarCraft and Warcraft III events and another dedicated to World of Warcraft. As in previous years, all of this streaming tournament coverage will be provided free of charge. Be sure to tune in to find out which teams and players are the best in the world by visiting the BlizzCon site on August 21 and 22.

To clarify, the tournament coverage streams are free, but to watch panels, see new announcements as they are made, or receive the in-game pet, you will need to order the Pay Per View Internet stream.
U medjuvremenu Zarhym javlja da su pušteni "BlizzCon 2009 Badge Confirmation" e-mailovi:
Quote from: Zarhym (Source BlizzCon Badge Confirmation Emails)
BlizzCon is coming and so are “BlizzCon 2009 Badge Confirmation” emails. It is important for all attendees to print and save these emails in order to pick up your purchased badges at the event. These emails are being sent in waves, so if you haven’t received confirmation emails for all of the tickets you purchased yet, please be patient. They should be arriving within the next 24 hours and are coming from a address. Be sure to check your “spam” or “junk” email folders in case your confirmations were directed there.

In the days to come, the bar codes contained within these emails should also be available for viewing through the account with which you purchased your tickets so you can verify you have all of the bar codes associated with each badge you purchased.

We look forward to seeing you all at the show!

Dnevne Blue Teme

Quote from Blizzard staff
Instance servers are full! (Source Re: Instances full come 3.2?)
We have known about this for awhile, that is why we have been pointing out that the solution(s) are not as simple as buying a new stick of RAM and being done with it overnight. It took a lot of investigating and planning before we could physically do something and now that we have plans, they still aren't something that we can do very quickly and easily as we want to try and make sure it is done right.

[...] The instances being capped isn't something that is surprising. We intentionally implemented this cap because after a certain point when too many instances were active they would all run into various issues like lag. As much as this is an issue we want to solve, we feel it is a better situation to have a large number of players enjoying stable instances instead of nobody able to play anything. We aren't happy with the fact that having these stable instances includes preventing others from getting into instances, but that is why we are working very hard on a more long term solution.

[...] My guess is simply based on the idea that when major content patches launch, you tend to see people play more than they were the couple weeks before. The point is mainly that patch 3.2 won't resolve the issue as the fixes that are being worked on are more on the hardware side. 

Currently we are trying to find ways to minimize or (hopefully) completely get rid of the issue. Not everybody runs into this capacity issue, but we understand the frustration for those who do encounter it.

Measured Battlegrounds (Source Re: Why does Blizz fear the ranked BG?)
We aren't reluctant to do a measured battleground system - we are, in fact, at work on one. However, measuring individual contributions to a battleground is a much more difficult prospect than our previous measurement systems. Having to rate each player in a 10 to 40-man fashion requires a varied and versatile tool that is capable of capturing defining moments in battleground matches and player contributions throughout the game. This is not an easy prospect. It is something we've been working hard on for some time and we hope that it will come to fruition sooner than later.

Unfortunately, we don't have a date as to when this will be added to World of Warcraft. Rest assured, this is something we want to see added to the game as much as our fans do. Once it is in place, we will all breath a collective sigh of contentment... just before we leap to our desks and join the queues to begin bashing our way to the TOP! 

Adding an underwater dungeon to the game? (Source Re: Hey Blizz, can we have a "water dungeon"?)
We typically never throw anything completely off the drawing board when it comes to conceptualizing fun content. I think there would have to be a good opportunity for a water dungeon in the game first, but more importantly, we'd have to really make sure it would be done right and feel fun. Under water combat can be a little chaotic, especially when using any sort of ground-targeting spell. We wouldn't want to come out with such content were it to feel like the game play would suffer from the format of the setting.

In a way you could relate it to our decision to remove flying vehicles from Wintergrasp. It sounded awesome and was, in some cases, pretty fun. But it just didn't feel right or balanced with the way it was implemented, made the zone even more chaotic and really fell short of providing the player with the physical sensation of being in flight.

Living Bomb on 3.2 PTRs (Source Re: Confirmation on LivingBomb tics procing H)
The intent, as of this writing, is that Living Bomb ticks that crit will proc Hot Streak. 

Changes to Affliction (Source Re: Revert Changes to AFF plz . Ty)
We are unlikely to revert the SL or Immolate changes. If Affliction's damage ends up being too low, we would be more likely to address it in other ways. 

Tanking as a warrior (Source Re: The problem with balancing by Representat)
If warrior MTs are standing aside because DK OTs can handle the fight much better, and this is happening for a lot of encounters, then that's a problem. If it happens for a few encounters it's probably not a problem and if the advantage the DK conveys is modest, it's not a problem. This isn't an issue of how many warrior MTs there are. It's an issue of whether one class has a much, much easier time on certain encounters. DKs probably had too easy a time on Sarth +3 and Vezax.

The second issue is: should we nerf warriors because there are so many warrior tanks and we want other tanks to be more common? I think most reasonable people, including us, would say that's a bad reason to nerf someone. However, players also infer a lot of design intent to our actions. We've finally gotten to a point where there are 4 classes that can serve as your raid's MT. If we turned around and buffed warriors a lot while nerfing the other classes, players might mistakenly assume that we want the warrior to be the "real" tank, which is certainly an understandable conclusion given that it was the design for the first 3-4 years of WoW.

Now, where I think I lost some players in the thought process was in a discussion combining those two issues (power and representation). If druid MTs are so much better than warrior tanks, then why don't we see more of them? Furthermore, why aren't warriors stepping aside for druids on those fights where they are currently (in 3.1 I mean) stepping aside for DKs? Maybe there are just a lot of DK tanks because the class is new (and has at times been overpowered). But why aren't there more druids if they are a superior tank on many encounters? Do we nerf druids anyway, knowing this will probably lead to there being fewer of them? What if they don't really convey as much of an advantage as players think? Now we've made an unpopular spec weaker.

Players sometimes (and often depending on the argument they are trying to make) argue that representation equals power. There is a correlation there, but it's not 1.0. These things are rarely black and white. I think sometimes some players try to distill everything down too much into rules like this. You can't feed variables into a computer and have it spit the right answer back out at you. That's not intended to be a criticism of player logic powers, more of an explanation of why we sometimes might view things differently.  

StarCraft 2 Dobrodošao u Južnoj Koreji, Zabranjen u Kini

Kineski ChinaJoy 2009 događaj 23. Jula je imao par srećnika koji su igrali javno poslednju stabilnu betu. Na žalost, StarCraft 2 je zabranjen da se prikazuje u Kini usled novih zakona u kulturi, i odlučili da “Starcraft 2 is much too bloody, which will severely affect the mental as well as physical health of adolescents” (direktno od TeamLiquida).

Any activity related to foreign games, including their showing, demonstrating, trading and marketing promotion, shall also abide by the censorship laws aiming at imported online games and shall be subject to censorship and approval by the State Administration of News and Press. All promoters, sponsors, and companies related shall held their respective legal responsibilities.

StarCraft 2 Koreanski E-Stars Seoul 2009 je bio vrlo uspešan, i izgleda da su fanovi oduševljeni događajem i igrom, a dole možete videti partije kojesu odigrane i kako-tako snimljene! Uživajte.

The video is another example of just how fast paced and merciless StarCraft 2 multiplayer is designed to be, as mentioned repeatedly by the design team in various interviews. One on one games are not supposed to last more than 20 minutes (if that!), as the game provides players with sufficient tools to exploit the opponent’s mistakes and leverage them, along with the player’s own skills, into quick victories.

While fans and gamers around the world marvel at every released detail, battle report or gameplay video, the stock market is not as patient and forgiving towards Blizzard’s developmental practices, and analysts blame the recent stock dive on the realization that StarCraft 2 will not be coming out in 2009.
Now, there is a growing concern that an even bigger game — “StarCraft 2″ — may be pushed out of this year, due to development delays. “The beta testing for ‘StarCraft’ hasn’t started yet. If it starts in August and takes 5-6 months, then launching the game this year is next to impossible,” said Jess Lubert, video game analyst with Brean Murray.

While it doesn’t take a genius mutant ninja analyst to figure out that the StarCraft 2 beta is highly unlikely to be over by the end of 2009, it does take some history knowledge to understand that virtually all of Blizzard’s titles end up being played for many years, each serving as a benchmark and a poster child for their respective niche; that is to say, there is no doubt that when it is released, it will generate considerable revenue for Activision-Blizzard.

Ažurirane zvanične izmene PTR Patch 3.2

Zvanične patch informacije ažurirane su opet sa par extra izmena:
Quote from Blizzard staff
Dungeons and Raids
  • The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Conquest.

  • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack and the effects from these seals can only be triggered by auto-attacks and Hammer of the Righteous.

User Interface
  • Casting bars under the target frame, focus frame, and nameplates will now display as shielded if the cast cannot be interrupted.
  • New Feature Icons: Options recently added to any of the options menus will now display a yellow exclamation point next to them to indicate that they are new features.
Naravno odmah posle ovoga usledila su i pitanja za novi sistem SoV/SoCorr palacin seal-a, našta je Ghostcrawler odgovorio:
Quote from Ghostcrawler (Source Re: SoV/Corr: Confirmed. Explanation?)
Only white attacks can stack the Sea of Vengeance / Corruption dot. However special abilities should still trigger the bonus weapon damage. I'm not sure the current PTR build you have reflects that last bit.

The goal was not to nerf Ret for PvE. We do want the ramp up time to be significant for PvE or it won't solve the PvP problem we're trying to fix. However, once you get the stack up, your damage should be pretty decent. On very short kills (say trash or something like Thorim arena) you won't be able to get the full benefit from the dot, but any class with a finishing move typically loses that damage as well. Balance is important for both short and long fights, but it's normal to use different rotations or abilities for those two extremes. (In other words, we're okay with a long ramp up time for this ability.)

We will continue to monitor Ret numbers coming out of the PTR and even once the patch goes live and make changes if necessary.

[EU] Dodatno održavanje servera i Kapacitet Istanci

Quote from: Wryxian (Source 27/07 Extended Maintenances)
Recently there has been a number of extended maintenance periods for certain realms. Some of these we informed you about in advance and some we were unable to until during the actual maintenance period. We want to take the time to explain the reasoning behind these extended maintenance periods, and also those that will need to occur in the future.

These extended maintenances are directly linked to the message we posted in early July ( about our investigations in regard to instance capacity and our plans to implement hardware modifications to achieve positive change for your play experience. As we said we would do in that message, we are now informing and updating you of our progress.

These modifications are typically a two stage process, requiring two lots of extended maintenance for each group of realms being worked on. For the realms listed below, the first stage was completed successfully on Wednesday the 15th of July during a pre-announced extended maintenance period.

On Wednesday the 22nd of July we also began to complete the second and final stage of this process on the affected realms. However, we encountered unforeseen difficulties in implementing the modifications. We were left with two options; either to further extend the maintenance period well into the evening and thus the busiest playing hours, or to take just a couple of extra hours to roll back the changes so that the realms could be back up and playable quickly. Since we did not want to disrupt your ability to play the game during the prime time, we decided on the latter option.

Since the final stage of these modifications did not complete successfully, we will need to do a further extended maintenance for the realms listed below. This is currently planned for the next maintenance period on Wednesday 29th of July. Because of this, we wish to inform you in advance that the realms listed below will again experience extended maintenance as we implement changes that we believe will bring positive change for your play experience, especially in regards to the ability to enter dungeon and raid instances.

After these modifications are implemented successfully, we aim to post up a feedback thread so that you can share with us your thoughts on how they have affected your play experience. At that stage, we will greatly appreciate it if you are able to help us with your feedback.

Though these modifications will be rolled out to all realms eventually, the current group of realms we are implementing the hardware changes on are these:

Balnazzar, Bloodfeather, Darksorrow, Defias Brotherhood, Earthen Ring, Frostwhisper, Genjuros, Haomarush, Hellscream, Laughing Skull, Lightning's Blade, Magtheridon, Neptulon, Nordrassil, Quel'Thalas, Ragnaros, Ravencrest, Runetotem, Shadowsong, Shattered Hand, Silvermoon, Skullcrusher, Spinebreaker, Stormrage, Stormreaver, Stormscale, Sylvanas, Terenas, The Maelstrom, The Venture Co., Thunderhorn, Turalyon, Twisting Nether, Vashj

Drugi Deo Patch 3.2 dostupan preko Blizzard Background Downloadera

Drugi deo patch-a 3.2 dostupan je preko Blizzard Background Downloadera. Mi vam preporučujemo da ga skinete ukoliko imate vremena, i ako vam ne smeta u toku igre. Što se tiče samog izlaska Patch 3.2 na live serverima, to se neće desiti ove nedelje.
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