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Author: Warheart Date: Wednesday, 17 September 2014
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Author: ScepticuS Date: Monday, 15 September 2014
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Author: ScepticuS Date: Saturday, 13 September 2014
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Author: MisterNo Date: Saturday, 13 September 2014

3.1.0 PTR Patch izmene ažurirane

Ancilorn nam je ažurirao zvanične patch informacije sa novim izmenama! Sledi lista šta je sve promenjeno:
Quote from Ancilorn (Source [Updated 27/03] 3.1.0 PTR Patch Notes)
  • Applying a glyph no longer requires a Lexicon of Power. The same rules for switching between dual talent specializations now apply to switching glyphs and cannot be performed while in combat, Battlegrounds (except when Preparation is up), or Arenas (no exceptions).

  • Battleground quests “Concerted Efforts” (Alliance) and “For Great Honor” (Horde) now require an Alterac Valley Mark of Honor in addition to the current requirements. These quests now award more honor upon completion.
Alterac Valley
  • Drek’Thar, Vanndar Stormpike, the tower Heralds and Warmasters have received a hit point and damage upgrade in the level 80 version of Alterac Valley.
Strand of the Ancients
  • Capturing the Southern Graveyard will now automatically capture both the East and West Graveyards.
Lake Wintergrasp
  • All players who attack a siege vehicle should now get credit if it is destroyed.
  • Daily quests “Slay Them All!” (Horde) and “No Mercy for the Merciless” (Alliance) have had their PvP kill requirements reduced to 10 from 20. NPCs defending the fortress and south towers now count toward these dailies as well.
  • The number of NPCs defending fortress has been increased.
  • The time between battles will be saved should a realm shut down. If Wintergrasp is active when a realm shuts down, the game will restart from the beginning when the realm is once again live.
  • Towers in Southern Wintergrasp now have more defensive cannons.

Races: General
  • Command (Orc Racial): Applies to shaman pets, and now correctly applies to death knight pets.

Classes: General
  • The damage threshold for Fear, Psychic Scream, Hex, Intimidating Shout, and Turn Evil to break early has been significantly reduced.
  • The shaman’s Fire Elemental and Spirit Wolves, mage’s Water Elemental, and druid’s Treants have all gained avoidance from area-of-effect damage similar to what warlock and hunter pets already have.
  • Taunts: All player or pet-generated taunts now have a shared diminish category. In addition, Taunt-type effects from pets and from classes other than death knight, druid, paladin, and warrior have been set such that bosses can be made immune to them while still affected by death knight, druid, paladin, and warrior taunts.

Death Knight
  • Anti-magic Shell: The amount of damage this ability can absorb is now limited to 50% of the death knight’s health.
  • Death Strike: The weapon damage percent on this ability has been increased from 60% to 75%, but the amount of healing per damage done has been reduced by 20%.
  • Dancing Rune Weapon: Damage done by, and duration of this pet is reduced by 50%, but the cooldown is reduced to 90 seconds.
  • Heart Strike: Bonus damage for diseases is now a multiplier rather than a flat bonus. No longer affected by Glyph of Blood Strike.
  • Spell Deflection: This talent has been increased to 15/30/45% damage reduction from a direct damage spell.
  • Black Ice: This talent now provides a 2/4/6/8/10% bonus to Frost and Shadow damage instead of 4/8/12/16/20% to Frost.
  • Howling Blast: Base damage and scaling doubled. This doubled.This ability no longer deals bonus damage to targets with Frost Fever. Cooldown increased to 8 seconds. Swapped positions with Hungering Cold in the talent tree.
  • Improved Icy Touch: Now increases Icy Touch damage by 5/10/15% instead of by 10/20/30%.
  • Rime: When this talent triggers, it also resets the cooldown on Howling Blast.
  • Tundra Stalker: Now increases the damage on abilities by 3/6/9/12/15% instead of 2/4/6/8/10%.
  • New Talent: Ghoul Frenzy: Grants 25% melee haste to your pet and heals it for 30% of its maximum health. Costs 1 Unholy Rune. Requires at least 30 points in the Unholy tree.
  • Impurity: This talent is reduced to 4/8/12/16/20% bonus to attack power scaling.
  • Master of Ghouls: Now also reduces the cooldown on Raise Dead by 60 seconds. This talent now requires at least 25 points in the Unholy tree, and has Night of the Dead as a prerequisite.
  • Night of the Dead: Redesigned to grant a flat reduction on cooldown to Raise Dead and Army of the Dead instead of a reduction from using abilities. Requires at least 15 points in the Unholy tree; prerequisite for Master of Ghouls.

  • Typhoon: Now causes a 3-second daze.
  • New Talent: Primal Gore: Grants the periodic damage from your Rake, Lacerate and Rip abilities the chance to critically hit.
  • Primal Tenacity: The damage reduction while stunned effect now only works in Cat Form.
  • Rend and Tear: The critical strike bonus for Ferocious Bite reduced to 5/10/15/20/25%, down from 10/20/30/40/50%.
  • Tree of Life: Now receives 240% increased armor. You can now use Nature's Grasp and Thorns while within this form. In addition, the discount on heal-over-time spells from this talent is now active at all times, whether or not the druid is in Tree of Life form. Mana cost reduced to match the cost of Travel Form.

  • Entrapment redesigned: When your Frost Trap, Immolation Trap, Explosive Trap and Snake Trap are triggered, you entrap all afflicted targets, preventing them from moving for 2/3/4 seconds. (Down from 2/4/6)

  • Improved Scorch: Increased critical strike chance is now 1%, down from 2% per application of the Improved Scorch effect. In addition, the critical strike chance of Scorch, Fireball, and Frostfire Bolt is increased by 1/2/3%.
  • Winter’s Chill: Increased critical strike chance is now 1%, down from 2% per application of Winter’s Chill. In addition, the critical strike chance of Frostbolt is increased by 1/2/3%.

  • Seal of Blood/Seal of the Martyr: The damage done by these two seals has been increased but the damage done by their judgements decreased. The balance is now roughly 60% from either seal and 40% from a judgement on total damage done. The total damage done should be roughly the same.Please note that the 3.0.9 tooltips had incorrect values for the damage done, but the tooltips should be much more accurate in 3.1.0.
  • Divine Storm: Damage increased.
  • Judgement of the Wise: The immediate return of base mana from this spell has been increased to 25%, up from 15%.
  • Righteous Vengeance reduced to 3 ranks for 10/20/30%. The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage. Now triggered by Crusader Strike as well.

  • Psychic Horror: Has been redesigned and is now a 1-point talent. You terrify the target, causing them to tremble in horror for 3 seconds and drop all weapons (disarm effect: including bows) for 10 seconds. 2 minute cooldown. (Up from 1 minute) Instant cast. The horror effect can be dispelled, but the disarm cannot.

  • Deadly Throw: Missile speed increased.

  • Earth Elemental Totem: The summoned Earth Elemental should now have significantly more health and slightly more armor.
  • Fire Elemental Totem: The summoned Fire Elemental should now have moderately more health and mana, and its damage scaling has been increased. In addition, the Fire Elemental’s spells now cost less mana.

  • Chaos Bolt: Damage increased approximately 15%.

  • New Talent: Juggernaut: Grants the warrior the ability to Charge while in combat. Critical strike chance of next Slam or Mortal Strike increased by 100% following Charge.
  • Improved Berserker Stance: Now increases strength by 4/8/12/16/20% while in Berserker Stance.
  • Warbringer: Now also allows Intervene and Intercept to be used in any stance.

  • All flasks now last 1 hour. To compensate, all flask recipes will provide 2 flasks for the same material cost.
  • Flasks now stack to 20, and their vendor sell prices have been reduced to lower the Auction House deposits.
  • Northrend flasks will be converted to mixtures. This includes the Flask of Stoneblood, Flask of Pure Mojo, Flask of Endless Rage, and Flask of the Frost Wyrm. Mixtures can create 2 flasks of the corresponding type. This allows players who stockpiled Northrend flasks to convert them to the new system without any loss.
  • Added two new recipes for enchanting staves with spell power, available from Vanessa Sellers in Dalaran City.
  • Engineers can now obtain the schematics for Lil' Smoky and the Pet Bombling from certain creatures found in Gnomeregan. Specialized Gnomish or Goblin engineers can obtain both schematics equally. The repeatable quest that used to randomly grant these schematics has been disabled.
  • Gnomish X-Ray Specs have a new model.

Raids & Dungeons
Vault of Archavon
  • Archavon, Emalon, and their allies will now banish themselves 10 minutes prior to the beginning of a Lake Wintergrasp battle. A warning will be given 15 minutes prior to the start of Wintergrasp. They will not banish themselves if in combat.

  • Libram of the Sacred Shield: Increases block value.
  • Sigil of Awareness: Now provides bonus damage to Death Strike as well.
  • A new clam, the Giant Darkwater Clam, can be obtained by fishing in Wintergrasp. This mighty clam has a greatly increased chance to drop pearls, and yields up to five times the regular amount of clam meat.
  • Loot from clams now stacks correctly!
  • Changed the icon for Succulent Clam Meat so it doesn't look quite as disgusting.
  • Glyph of Barkskin: Reduces the chance you’ll be critically hit by melee attacks by 25% while Barkskin is active.
  • Glyph of Savage Roar: Your Savage Roar ability grants an additional 3% bonus damage done. (Down from 6%)
  • Glyph of Survival Instincts: Increases the percentage of your maximum health received from Survival Instincts to 40%.
  • Glyph of Mirror Image: This glyph has been redesigned and now increases the number of copies of the mage to 4.
  • Glyph of Seal of Blood: When your Seal of Blood, Seal of the Martyr, Judgement of Blood, or Judgement of the Martyr deals damage to you, you gain 11% of the damage done as mana.
  • Glyph of Seal of Righteousness: Increases damage done by this seal by 10%. (Up from 3%)
  • Glyph of Hymn of Hope: Now increases the duration of Hymn of Hope.
  • Glyph of Riptide: Increases the duration of Riptide by 6 seconds. (Up from 3 sec)
  • Glyph of Banish: This glyph has been replaced with Glyph of Incinerate, which increases the damage of Incinerate by 5%.
  • Glyph of Immolate: The bonus damage provided by this glyph to Immolate’s periodic damage has been reduced to 10%, down from 20%. The 10% reduction to Immolate’s initial damage has been removed.
  • Glyph of Siphon Life: Redesigned to increase the healing received from the Siphon Life talent.
  • Glyph of Succubus: Redesigned to remove all damage-over-time effects from the target of Seduce.

Bug Fixes
  • Glyph of Rejuvenation: Effects which modify healing done will no longer be applied a second time to the healing granted by this glyph.
  • Loot from clams now stacks correctly!
  • Heirloom Items: The bonus spell power granted by these items has been redesigned to provide substantially more benefit for players lower than level 58.
  • Hook of the Master Angler: Using this item to shape-change into a fish now cancels Shadowform.
  • Justicar (T4) Retribution Set: The bonus to seals now works properly on Seal of Blood and Seal of the Martyr.
  • Personal Rating Requirements for off-hand Deadly Gladiator items should now display correctly.
  • Sigil of Arthritic Binding: The tooltip was incorrect for this item and overstated the bonus to Scourge Strike. This has been fixed.
  • Wall of Terror, Fleshless Girdle, and Inexorable Sabatons have had their stamina values adjusted to the proper levels.
  • Blood Fury: The tooltip on the attack power version of this ability will now tell how much attack power it grants to the orc.
  • Shadowmeld: Using this ability will no longer cause friendly players to deselect the night elf.
Death Knight
  • Acclimation: This talent will no longer sometimes grant nature resistance while fighting Sapphiron.
  • Anti-magic Zone: This ability will no longer cause strange absorb messages in the combat log and floating combat text.
  • Dancing Rune Weapon: Fixed a bug making it trigger an unusual number of effects from the weapon equipped by the death knight. In addition, it will now only echo death knight spells whose primary purpose is dealing damage. This pet will no longer break stealth on nearby targets and attack them. Also corrected a bug making the effect last 8 seconds longer than intended.
  • Death Coil: This spell will no longer sometimes cause the death knight to animate a swing twice.
  • Death Grip: This spell will no longer automatically cast on the nearest enemy when no valid target is selected.
  • Death Runes: Fixed a bug where it was possible when using two abilities with the same rune cost to not get correctly granted a second Death Rune when appropriate.
  • Ebon Plaguebringer: Multiple death knights can now use this debuff against a target without overwriting each other.
  • Necrosis: The damage from this ability will no longer benefit multiple times from damage increasing effects.
  • Pestilence: This ability will now spread disease centered on a position between the death knight and its target, rather than the target’s center position (for very large creatures, this used to cause no disease spread at all).
  • Raise Ally: The buff from this ability can no longer be right clicked to cancel.In order to end the effect, the player controlling the Risen Ghoul must right click on the unit portrait and dismiss the pet. In addition, using this ability on a player whose level is too low will now give a “Target is too low level” error message instead of “You have no target.”
  • Raise Dead: This pet now despawns instantly when it dies. In addition, this ability can no longer be used while riding any type of vehicle. The Risen Ghoul is also now properly immune to Charm, Fear, Sleep, and Horror.
  • Rune of Cinderglacier: Charges of this will now only be used if the target actually took damage from the attack.
  • Scent of Blood: This talent can no longer be triggered by environmental damage.
  • Scourge Strike: The tooltip incorrectly stated it did 60% weapon damage increased by 9% from diseases, when it was actually 45% increased 11% from diseases. The tooltip has been corrected, but the damage done is unchanged.
  • Sigil of Awareness: The tooltip on this incorrectly indicated it added much more damage than it actually did. The tooltip has been corrected to show the actual bonus.
  • Summon Gargoyle: The Gargoyle will no longer re-attack rogues after they Vanish.
  • Bash: This ability will now still interrupt casting even if the victim is immune to the stun due to diminishing returns.
  • Feral Attack Power: Heirloom weapons now correctly grant the amount of attack power in Cat, Bear, and Dire Bear Forms that is stated on the weapon tooltip. In addition, the attack power bonus will now work properly for druids below level 60.
  • Lifebloom: Corrected some bugs with the new blooming functionality and dispels.
  • Predatory Strikes: This talent now properly affects the attack power gained from weapon enchants.
  • Swipe: Now properly affected by area-of-effect damage caps.
  • Thorns: This spell will now properly use the druid’s spell power to determine its scaling instead of the target’s spell power.
  • Wild Growth: Fixed a bug that sometimes prevented Wild Growth ranks from overwriting each other.
  • Cower: This pet ability will now display its cooldown correctly.
  • Disengage: This ability can no longer be used while riding any type of vehicle.
  • Froststorm Breath: This pet ability will now display its cooldown correctly.
  • Heart of the Phoenix: Can no longer be set to autocast (which did not work).
  • Rake: This pet ability will now always refresh when used by the pet.
  • Savage Rend (raptor special ability): Fixed a tooltip error to correctly note this ability boosts damage rather than attack power.
  • Spirit Strike: This pet ability now has its damage increased by Prowl as intended.
  • Spore Cloud: This pet ability will now autocast properly at all ranks.
  • Steady Shot: Now does correct damage with heirloom weapons.
  • Arcane Potency: Fixed a bug where sometimes the benefit was consumed before altering the critical strike chance of the mage. In addition, will no longer benefit the critical strike chance of Molten Armor’s damage.
  • Deep Freeze: Floating combat text will now display when this ability is able to be used.
  • Focus Magic: When spell-stolen, this buff will no longer grant the originally casting mage a buff when critical strikes occur.
  • Frostbite: Fixed a bug preventing this from overwriting the effect from the Frostbite talent.
  • Ignite: The debuff from this talent now benefits properly from Arcane Subtlety. In addition, effects which modify damage done will no longer be applied a second time to the damage from this talent.
  • Master of Elements: Now refunds the correct amount of mana when used with Arcane Missiles.
  • Mirror Image: Mirror Images will now appear with maximum health and mana. In addition, this ability can no longer be used while riding any type of vehicle.
  • Slow Fall: Can no longer be cast on NPCs.
  • Torment the Weak: Now properly increases damage when used against victims of the snare from Hunter Frost Traps.
  • Beacon of Light: This spell no longer duplicates the heal on yourself if your target is currently immune to being healed due to being on a vehicle. It will simply not duplicate the heal. In addition, Divine Plea will only penalize the original heal instead of applying the penalty a second time on the duplicated heal.
  • Blessing of Sanctuary: This spell can now overwrite a Greater Blessing of Sanctuary that has less than 10 minutes duration remaining.
  • Blessing of Wisdom: It is no longer possible to have the icon for this spell and Greater Blessing of Wisdom active at the same time (which didn’t give any benefit, but was confusing).
  • Combat Expertise: This talent will now properly increase spell critical strike chance.
  • Hammer of Justice: This ability will now still interrupt casting even if the victim is immune to the stun due to diminishing returns.
  • Hammer of the Righteous: Now does correct damage with heirloom weapons.
  • Holy Shield: Damage from this ability now increases properly from attack power.
  • Judgement of Command: Fixed incorrect combat log tooltips.
  • Righteous Vengeance: Effects which modify damage done will no longer be applied a second time to the damage from this talent.
  • Sacred Shield: Now scales properly from spell power granted by Sheath of Light.
  • Seal of Vengeance/Corruption: The bonus damage applied a target which already has the maximum stack of debuffs is now properly affected by Judgements of the Pure. In addition, fixed some missing tooltips in the combat log.
  • Sheath of Light: Critical heals from Lay on Hands will now trigger this talent.
  • Inner Fire: Charges of this buff will now be consumed properly if the priest is attacked while using emotes.
  • Mind Control: This spell can no longer be cast while it is already active.
  • Misery: The tooltip on this talent was badly worded and implied a bonus much larger than it actually gave. The tooltip has been rewritten to be more clear.
  • Prayer of Mending: This spell will no longer fail from “A more powerful spell is already active” errors. It will now always cast, including overwriting a weaker Prayer of Mending. In addition, trinkets which are triggered from casting a healing spell will now be triggered properly by Prayer of Mending.
  • Master of Subtlety: The amount of time remaining on the damage bonus for this talent is now displayed.
  • Cleanse Spirit is now properly in the Nature spell school.
  • Tremor Totem: Now correctly pulses every 3 seconds, up from 1 seconds.
  • Dark Pact: Can no longer be cast when the warlock has an enslaved demon pet that does not have mana.
  • Demonic Circle: Summon: This spell can no longer be cast while on a transport or other moving object.
  • Fel Synergy: This talent will no longer heal vehicles the warlock is riding.
  • Ritual of Summoning: This spell can no longer be cast while on a transport or other moving object.
  • Unstable Affliction: Feedback damage from dispelling this debuff will no longer be modified by effects on the victim which modify the damage the victim does.
  • Concussion Blow: Now properly triggers a 1.5 second global cooldown.
  • Damage Shield: Fixed a bug which caused this ability to benefit from Recklessness.
  • Enrage: This ability can no longer be triggered by environmental damage.
  • Enraged Regeneration: While this is active, the warrior is blocked from using abilities that trigger being enraged (which would do nothing and waste the cooldowns).
  • Improved Revenge: This talent will now increase the damage done by Revenge by the proper amount.
  • Rend: Now does correct damage with heirloom weapons. In addition, low ranks of this ability will no longer incorrectly gain a damage bonus against targets above 75% health.
  • Slam: Slam will no longer sometimes show 2 miss messages.

Test Cross-Language Battlegroupa

Ranije je već objavljeno da Blizzard radi na implementaciji Cross-Language Battlegroups (CLBG) kako bi povećali veličinu Battlegroup servera. Originalan post povodom ove najave možete naći na ovoj stranici.
Wrzxian nas obaveštava da je krenuo test ovog novog sistema, i poziva sve igrače da se pridruže vleikom testu:
Quote from: Wryxian (Source Testing Cross-Language Battlegroups)
As previously announced, we are working on implementing Cross-Language Battlegroups (CLBG) to increase the size of most Battlegroups. You can find the original announcement here:

The CLBG is currently open for testing on the PTRs, allowing players from the different PTRs to meet each other in the Battlegrounds and Arenas. This weekend we will be doing some focused testing of the Battlegrounds, and we will appreciate if you participate during this time:

On Saturday 28th of March, focused Battleground testing will take place between 18:00 and 20:00 CET
On Sunday 29th of March, focused Battleground testing will take place between 16:00 and 20:00 CEST (remember to adjust the clock!)

We will be thankful for your feedback about any bugs and issues encountered during the focused testing, and we will be especially interested in hearing if players from another PTR join a Battleground on the same side as you.

Please keep this thread to test reports, and take general discussion of the feature in this other thread:

Strategy Informer Intervju

Strategy Informer je skoro imao intervju sa Dustin Browderom (Cavez). Izdvojiću samo neka pitanja iz intervjua, a ceo možete pročitati ovde!

Quote from: Cavez (Source: Strategy Informer)
StarCraft II was first playable to the public at BlizzCon 2007. How was the feedback from the early participants?
We've featured playable builds of StarCraft II at several public events now, including BlizzCon and Leipzig Games Convention in 2007 and 2008, our Worldwide Invitational in Paris in 2008 and a handful of eSports tournament events. The feedback we've received from press, public,and pro players alike has been very positive. We're pleased with the progress we've been making.

How in-depth are the map-making tools? Can players create the experience they want to have with the game?
With each new RTS release, the map-making tools that we include grow more powerful and robust. StarCraft II's map editor will offer the community the ability to create some very compelling content. We've seen the popularity of tower defense maps from Warcraft III and, of course, Defense of the Ancients, so we're looking forward to seeing even more creative things coming from the StarCraft II map-making community.

On the subject of Beta's, do you have any idea when Starcraft 2's beta test will be ready?
We don't have any specific details to announce just yet regarding beta testing or demo possibilities.

Ulduar - Nema Realm First za 10-Man Raiding

Quote from: Bornakk (Source Re: Will there be realm first 10man ulduar?)
I checked on this and it looks like the realm first feats of the strength being removed from normal 10player Ulduar is the plan and not a bug. I updated my previous post on this as well.

We are still tweaking the achievements and their rewards for Ulduar so more changes could still come in future PTR builds.
Od danas, samo 2 Realm First achievementa za Ulduar su:

Arena Season 6 - Opet nove izmene

Bornakk je definisao nove izmene koje su uradjene za šestu sezonu arene. Kao podsetnik Arena Season 6, startuje sa 0 ratinga umesto 1500 i prvi predmeti moći će da se kupe sa 1250 ratinga.
Quote from: Bornakk (Source Re: Arena Season 6 – Upcoming Changes)
In order to make joining teams later in the season a little easier for players, the system will now be setup so if a player joins a team that has a team rating of 1000 or higher, the player’s personal rating will start off at 1000 instead of 0.

To answer some players’ questions:
  • Only the current arena season’s weapons (furious) will be available. Deadly weapons will be removed when Arena Season 6 starts.
  • The first tier furious weapons will be equivalent to heroic Ulduar weapons and the second tier furious weapons will match heroic hard mode Ulduar weapons.

Another thing to keep in mind is that until you start to get close to your team's matchmaking rating, you will be gaining around 20 or more points in a win and zero or nearly zero in a loss. So players will make steady progress through games played until they near their team's matchmaking rating.

Dnevne Blue Teme

Slede Dnevne Blue Teme koje su obeležile današnji dan:
Quote from Blizzard staff
Avoidance added to pets in 3.1 (Source)
We added AE avoidance to the shadowfiend, wolves, water and fire elementals, and treants I believe. The avoidance does work in PvP. My earlier comment meant to imply that pets are a big liability on those raid damage events because they just die without avoidance. But it does let them survive AE in PvP also, such as Bladestorm and Whirlwind. That is a (small) nerf to warriors.

We don't make classes with temporary pets buy avoidance, because honestly they wouldn't spend the talents etc. on a temporary pet. It is not nearly the power multiplier that a hunter, warlock or DK pet is. But I can see the argument that avoidance is just an unalienable right for all pets and we might eventually just give it to them all. (We probably won't make this change for 3.1 because it involves changing a couple of DK talents and redoing all the pet talent trees.)

We can give it to Mirror Images. They are extremely frail.

Tanking with any talent spec (Source)
You named examples where we are already accomplish this, and that's good. For a time, warriors could tank with a 31/5/15 build (I think I am remembering those numbers correctly). Later, they were pretty much confined to the Prot tree, plus Cruelty and a couple of other talents. Was one way better than the other? We're not sure, but we're trying to explore the tank who is more broad than deep a little more. If we love the way it turns out, we might retrofit the other tank classes. (As I said in the original post: might.)

Change to healing mechanics (Source)
I agree there are a lot of ideas to make healing more fun or interesting and we need to start experimenting with some.

As to why we didn't implement the "big health" solution, it was just the scope of the change. It's not as simple as just doubling everything. Once tanks don't really fear being killed by a boss in a few swings, it becomes a lot harder to keep the fight challenging. But it is probably something we will look at seriously next time around.

Dual-Spec and its effects on the game
We will not be balancing around the existence of dual-spec. The example I used was a case we already have -- multiple tank fights, then single tank fights, then multiple tank fights. We didn't design that around dual-spec. We assumed you'd probably have an OT who tried to do dps on Saph. Dual-spec gives them a way to do better dps.

This is one of the reasons though that we think it's important to keep pure dps slightly elevated. Mostly, though, dual-spec is a convenience factor. You can already run back to town and respec in the middle of a raid, and plenty of people did that already (and hated it).

[...] I fear loot may get more complicated with a dual-spec system. You'll have players arguing that their current spec isn't their main spec or whatever. I'm sure the community will adapt, but it is a concern. I predict dual-spec is going to change the game in ways nobody is quite anticipating yet. (Source)

[...] We struggled with this a lot, but ultimately we do let players respec at will even today and just charge them for it. Plenty of Resto druids healed raids and then went Feral to do quests the rest of the week. Plenty of mages raid as Fire and PvP as Frost. We just thought in this case that the talent system got in the way of players enjoying the game rather than rewarding them for making good but hard choices. Commiting to being sub-optimal for parts of the game you enjoy was just a drag.

I expect some players may not use dual-spec at all, and that's cool. Others will change once a week and others may change multiple times a night. We wanted the system to be flexible. We didn't want it to allow players to not have to commit to talent builds though, which is why we limit you to 2 specs and not as many as you want. (Source)

Less players are playing in Arena during Season 5 than during Season 1 (Source)
I posted this in another thread somewhere, but I think the major conclusion you can really draw from this is that players go where the loot is. In season 1, it was much easier to get epics from Arena than raiding. We have almost completely flipped to the opposite extreme now.

Our goal isn't to force players into Arena who hate it but suffer through to get the loot. Everyone will be happier if the players doing Arenas are the players who like to do Arenas. Similarly, the people raiding should be the people who like raiding.

One of the designers came up with a smart saying recently, which is that you should not conculde that all heroics should be like Mechanar just because Mechanar was our most popular heroic.

PvE and PvP Balance (Source)
The PvE content in LK isn't extremely difficult, and it involves large groups. As a result the system is fairly tolerant of class imbalance. If you have a dude who isn't pulling his weight, though no fault of his own, you can still progress.

That is not true in Arenas. Arenas are always "hard" by this definition. They are very intolerant of class imbalance. The next tier of raid content will be much less tolerant of class imbalance too. If you think you have seen QQ before, just wait until raids are wiping on Ulduar hard modes. (And I don't mean to imply all of the player complaints or concerns are invalid or unhelpful.)

We think PvE and PvP balance will be in a better place come 3.1. It won't be perfect, but hopefully we can make changes to get it as close as possible.

Death Knight
Giving a real tanking tree to Death Knights (Source)
We like that DKs have three trees in which to tank. It accomplishes a few things. One is it lets a class keep their role while trying a different spec. A mage can switch from Fire to Arcane and still do pretty comparable dps. A prot warrior who wants to switch spec is doing something like choosing Imp Heroic Strike vs. Warbringer.

Second, I'm not sure that the Prot trees for warriors and paladins were huge success stories for us pre-LK. They had a ton of passive mitigation and threat talents that felt necessary, so they had very few talent points to spend on fun stuff (like Warbringer). Druids are in a slightly different boat since they get two roles in one tree.

Third, it lets the DK shift from tanking to dps a lot more readily than warriors or paladins (at least in a world without dual spec). I know what it's like to be the Prot warrior OT desperately trying to out dps the healers on fights where you are supposed to dps. That has improved, but I suspect a lot of players in that situation when dual-spec comes out will opt for a dps spec. DKs have to commit to tanking talents too, but they are more spread out, and they aren't having to give up things like Scourge Strike or Frost Strike to get them.

We don't know what any of this means for the future of older classes like the warrior. With the DK we had a chance for a fresh start. Can I see a world in which Arms warriors tank with a two-hander and Prot warriors do dps with a shield? Sure. Is it easy to get there. Not really. Are players even excited about going that direction? I think the jury is out on that. (And you don't need to turn this thread into whether or not you think that's a good idea.) It gets even more difficult when you talk about the dps Holy priest or the healing Boomkin. Lolz.

Rune Strike won't earn a premiere niche in the game design hall of fame. It does its job, but it's not a particularly fun ability like Shield Slam or even Scourge Strike. We implemented it to solve a problem, which was that DKs are so locked into their rotations that missing an early Plague Strike or whatever could totally botch DK threat generation. We would like to add other DK abilities that center around threat generation, but it's tricky. For one, Heroic Strike aint going into the hall of fame either. Again, it does its job but at some risk to the player (not the character). Second, any new DK abilities we added would have to also fit into their rotation while tanking but not while dps'ing. We can't just make Icy Touch 2.0 that generates a lot of threat. How is that different from Icy Touch? Yet if we make an ability that takes Blood+Unholy or something that takes 20 runic power, it has to fit in naturally to DK cycles while tanking yet be unattractive to DKs doing dps, who have abilities to contend with already.

That's a lot of text, so I'll just say in conclusion, that this is a new class for us all and I think sometimes players don't give enough credit to just how much iteration has gone on in the existing classes over the past 4-5 years. We've tried to make up for lost time with the DKs, but they still have a long way to go.

The good news is, players seem to enjoy tanking with them.

Restoration Druids on PTRs (Source)
I am looking right now at a PTR attempt by a very good guild. Now you can argue that these trees need to L2P, but that's a tough argument. You could argue that eventually the community will figure out the most optimal way to heal, and that these numbers will shift over time. That I might believe a little more.

Small sample size is small and I'm sure other guilds might do it differently.

One boss - Lifebloom 56%  - Wild Growth 29% - Rejuv 9% - Swiftmend 1% - Nourish 1%
Another  - Lifebloom 27%  - Wild Hrowth 25% - Rejuv 15% - Nourish 16%

[...] I didn't write down which exact fight it was so I don't have the numbers in front of me anymore. I'll try to find it tomorrow. Maybe I can even ask the player if it's okay to post the full numbers.

I do remember that in the first boss fight, the LB did bloom some, though I can't remember if they let it bloom every time or if that just happened because the healer had to move around (it is a fight where you might have to do that). The blooms could very well have happened to non-tanks, though he or she was definitely LBing the tank too.

I am the last person to advocate over-analyzing small data sets in any case. If we continue to see druids healing in so many different ways as those Lissanna linked, that would be awesome.

Hunter's Mark duration in 3.1 (Source)
5 min PvE duration. 2 min PvP duration.

Upcoming changes to Scorch (Source)
It's just a passive bonus. You gain the 1/2/3% crit even if neither you nor anyone casts Scorch.

Judgement of the Wise in 3.1 (Source)
Unless you are doing something unusual, SA probably accounts for 5% of your Patch mana while Judgements of the Wise is like 45%. On Sapphiron, SA is probably 30% while Wise is 30%. Those numbers are based on my (gin-soaked) memory and they will vary depending on your raid buffs, but we have been looking at them a lot lately, so I believe they are close.

With the 3.1 change to Wise, you will have more consistent mana regardless of whether you are fighting a boss that does tons of raid damage. If the number is too low, we can buff it, but we still want you to have to e.g. use Divine Plea and care about Wisdom and other raid buffs being up. Some players seem to be doing fine without the Blood glyph and without the T7 set bonus, which is consistent with our research, but ideally we'd like to see some more PTR tests.

Are you getting this using Seal of Command or Blood?
Blood. Otherwise there should be no SA on Patch at all. This is the problem we are trying to fix, that mana return varies enormously depending on whether the raid does a lot of AE. That makes it hard to balance both the encounters and the class.

Buffing Retribution (Source)
We had to nerf Ret pretty quickly after Lich King launched, and it was pretty devastating to a lot of paladins, who let us know that in no uncertain terms.

If there is a spec we want to avoid over-buffing so that we don't have to nerf them, it's Ret. Please don't take that to mean that we will keep you down on purpose. That's not what I meant.

[...] I wasn't addressing either point. I was just saying that we try to be really careful not to get in a situation where we have to nerf the spec because Ret paladins take it pretty hard. Nobody likes to be nerfed, but Ret was never really in a place in BC where many players took it very seriously as a dps spec. In LK, people generally do take it seriously. But having been in the minor leagues for so long, I think a lot of Rets are really paranoid about heading back there again. That leads us to try and be extra careful.

Mana as a Retribution Paladin (Source)
To answer some discussion above, it isn't our intent that Ret paladins gear for mana. Their damage is balanced around the assumption that they don't.

The numbers I came up with yesterday were not for a paladin who dives in the slime. Not every guild is doing that. Since some of you seem to be having mana problems while doing about the exact same things other paladins are doing who do not have mana problems, we need to figure out why.

GC, are we ever going to get some kind of feedback on all of the posts for the recoil on Blood/Martyr. I think it's the only thing really hanging out there that we would really love an answer on. If you can make a note to pop into the one of the threads on the subject, I'll send you a case of gin.
We're not going to pull the recoil from Blood, at least not right now. While it did play nice with Spiritual Attunement, it is also an important balancing tool to keep Ret PvP under control. And it's one of those things that makes paladins play a little differently, which is worth preserving at a time when so many players are worried about class homogenization.

One thing we have talked about doing is shifting some of the damage from the Judgement to the Seal. Basically your dps would stay the same, but those big crits would be less scary at hurting yourself. This has the added bonus of reducing PvP burst a little more. We don't think Rets are going to be sat out for raids (even Algalon) because of the self-damage. Guilds are using them now while testing Ulduar hard modes. If it gets to be the case, we can easily scale back the self damage done.

Remember, if you are very low on health, you don't have to hit that button. You do have an alternative until you get healed up again. Yes it will hurt your dps for a time, but classes have to make decisions like that all the time. Ask a mage or hunter that has to sacrifice personal dps for mana gain.

Elemental Tier 8 Bonus (Source)
The Elemental Worldbreaker set had its mp5 replaced, mostly with crit IIRC.

Totem-Stomping macros (Source)
Totems are designed to be easily killed. Their advantage is that the shaman can do other things while the totem is doing its thing. That is essentially the heart of totem balance.

If you command your pet to kill a totem, we don't have a problem with that. That is no different than a player deciding to use an attack to kill a totem. But note the key word there: "deciding." When you are able to kill a totem solely by virtue of the fact that you are a pet class, you have made no decision. You have made no commitment of resources. Your pet is just going and doing its own thing. That crosses a line for us. Your pet is not a totem. It is not nearly as easy to kill. Thus we require that you spend some amount of your bandwidth telling it what to do.

I can understand how other players might feel differently though. We think macroing an ability like Rune Strike or the old Kill Command isn't an exploit (though it might not be the most dynamic game design in the world). Having a macro that targets the most injured player and heals them, or automatically decurses, is an exploit. The difference is going to be gray sometimes and we just have to make a judgment call when that happens. 

Arena Season 6 - Nove izmene

Polako spremamo stranicu za preview Arena Season 6 opreme. U medjuvremenu Blizzard je objavio velike izmene u Arena sistemu, i kolki će rating biti potreban. 
Quote from: Bornakk (Source Arena Season 6 – Upcoming Changes)
Now that Arena Season 6 is on the horizon, we wanted to share some details regarding upcoming changes to the arena rating system in Arena Season 6. With Arena Season 6, arena teams will start at 0 rating instead of 1500, which will allow teams to have more continuous progression throughout the arena season. In addition, we reevaluated item purchases and felt many of them were too difficult to obtain so we will be altering the rating requirements needed to purchase the latest arena items. For example, items with a rating requirement will now be obtainable starting at 1250 rating.

As with the current system, the matchmaking system will attempt to match teams against opponents who are closest to their average matchmaking rating. Starting with Arena Season 6, a team’s average matchmaking rating will be shown in the scoreboard at the end of each match so that you can see where your team stands compared to the opposing team you just faced. All arena teams that are below a 1500 arena rating will always earn arena points as a 1500 rated team. This will allow teams to continue to build up arena points while working on gaining the ratings needed to purchase items.

Please note that a more specific start date for Arena Season 6 will be provided as soon as it is determined.

Here is a list of some PvP items that will be available in Arena Season 6 and their expected rating requirements:

Rating Required:
1250+: Deadly Relics/Idols/Librams/Totems   
1300+: Deadly Gloves
1350+: Deadly Legs
1400+: Deadly Chest
1450+: Deadly Helm
1500+: Deadly Shoulders

1400+: Furious Bracer (honor)
1450+: Furious Belt (honor)
1500+: Furious Boots (honor)
1550+: Furious Neck (honor)
1600+: Furious Gloves
1650+: Furious Ring (honor)
1700+: Furious Legs
1750+: Furious Chest
1800+: Furious Trinket (honor)
1850+: Furious Weapon
1900+: Furious Helm
1950+: Furious Wands/Relics/etc   
2000+: Furious Cloak (honor)
2050+: Furious Shoulders
2200+: 2nd Tier Furious Weapon
2300+: Furious Tabard
No Rating Required:
Hateful Gloves
Hateful Legs
Hateful Chest
Hateful Helm
Hateful Shoulders
Hateful Ring
Hateful Trinket
Deadly Bracer
Deadly Belt
Deadly Boots
Deadly Neck
Deadly Ring
Deadly Cape
Deadly Trinket

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