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Author: FasumAga Date: Saturday, 24 January 2015
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Author: Elextos Date: Thursday, 15 January 2015
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Author: FasumAga Date: Tuesday, 13 January 2015

Patch 3.2 - Novi Argent Tournament

Quote from: Blizzard (Source)
With the release of the Secrets of Ulduar, the Argent Tournament opened its doors to heroes from all over Azeroth and saw champions arise from the ranks to take on the challenges before them to prove their worth. In the next upcoming content patch, Call of the Crusade, the Argent Tournament will be expanding its influence and players will be able to experience all-new dailies, rewards, and areas of interest.

Two New Quest Hubs
A new Cult of the Damned camp now sits overlooking the Tournament grounds and spying on the activity below.

Located on an island north of Icecrown, the former tuskarr village known as Hrothgar's Landing is a mist-shrouded staging point for Sea Vrykul raids upon the ships of the Silver Covenant and the Sunreavers in the waters between the island and Icecrown.

New Dailies and Rewards
Just when you thought you had seen and done it all, the Argent Tournament throws out the gauntlet once more and adds a new line of quests and rewards for players who have become exalted with either the Silver Covenant or the Sunreavers. Earn seals by participating in three additional random dailies and earn brand-new rewards.
  • New Tabards: Alliance characters will be able to earn the Silver Covenant tabard and Horde characters will be able to earn the Sunreaver tabard currently seen being worn by NPCs on the grounds.
  • New Mounts: New ground and flying mounts will be available for both Horde and Alliance. Alliance will be able to purchase the new Quel'dorei Steed and Silver Covenant Hippogryph. Horde will be able to purchase the new Sunreaver Hawkstrider and Sunreaver Dragonhawk.
  • New Pet: A brand-new pet, the Shimmering Wyrmling, will be available to characters of both factions who distinguish themselves.

Argent Crusader Dailies and Rewards
A new line of dailies and rewards for players who have earned the title of Crusader will be available with two random seal-awarding dailies.
  • New Heirlooms
  • New Argent Crusade Banner
  • New Argent Crusade Tabard: Ports you directly to the Tournament grounds.
  • An Upgraded Squire: As any good squire should, this upgraded squire now has a mount.
  • New Mount: A new Argent Crusade paladin-only charger will be available.

The Black Knight Returns
Just when you thought you had seen the last of the Black Knight, he makes his astonishing return to Tournament. Wait, didn’t you kill him?
{yoogallery src=[/images/stories/news/2009/Jun/17] width=[150] height=[100] title=[Patch 3.2 - Novi Argent Tournament]}
Još Detalja
Quote from: Nethaera (Source Re: New Argent Tournament Updates)
New Heirloom
There is a chest piece that has been added.

Sunreaver Dragonhawk
Also, the Sunreaver Dragonhawk has a new look (new skin) and is not what you see now.

Argent Squire
Please also note that your squire will only aid YOU and is not available to anyone else. You are their sun, their universe, their everything. They will not deign to aid anyone other than you no matter how many bribes people try to tempt them with.

Upgraded Squire
Quote from: Nethaera (Source Re: New Argent Tournament Updates)
We just updated the information about the squire with the following bit.
  • An Upgraded Squire: As any good squire should, this upgraded squire now has a mount and can be called forth every eight hours for three minutes of duty. The upgrade cost is 150 Champion Seals and your squire will also offer one of three services: bank, mail, or vendor access.

Аžurirane Mount izmene

Pre nekoliko dana objavili smo vest o predstojećim izmenama mounta. Sada nam je Blizzard najavio još jednu izmenu, a to je u brzini mountovanja ground mounta.
Quote from: Zarhym (Source Re: Upcoming Mount Changes - Updated 6/15)
Update 6/15: We've altered the original text to reflect that the decreased casting time for summoning mounts applies only to ground mounts. Flying mounts still require a 3 second cast time.


Patch 3.2 - Strand of the Ancients Coin Toss

Igrači će biti srećni kad budu videli "Coin Toss" pre početka Strand fo the Ancients u Patch 3.2. Igrači su se bunili zato što Alliance prva uvek napada, a Horda se brani, što nije fer. Ko ne razume u čemu je problem - Alliance igrači mogu da završe partiju Strand of the Ancients za minimum 6 minuta, dok Horda mora da je igra 13 minuta. To je zato što Alliance igrači za 3 minuta dodju do Relica, i hroda dobije 3 minuta da bude bolja od alliance. Dok Horda kad bi trebala da pobedi treba da sačeka 10 minuta alliance da odigra i onda tek horda napada zašta im je dovoljno 3 minuta da pobede ili nešto duže.
Quote from: Zarhym (Source Re: strand of the alliance)
I have some news that will hopefully alleviate some of your concerns. The current plan is to implement the "coin toss" for Strand of the Ancients in the next major content patch. We know it's been a long time coming, but the solution to the issues preventing us from originally randomizing who starts on offense/defense is in the works right now.

Freya 10-Man Hard Mode Zerged

Neko od vas se sigurno seća Sartharion 10-Man ubijen sa 10 ljudi u roku od 76 sekunde. Something Diabolical (US-Fizzcrank) je odlučio da upotrebi istu strategiju na Freya i uspešno je ubili zergovanjem sa 150 stakova Attuned to Nature.

DPS: 7,917
DPS: 5,557
DPS: 6,467
DPS: 4,966
DPS: 6,204
DPS: 4,284
DPS: 6,003
DPS: 3,568
DPS: 5,719

Flame Leviathan 25-Man ubijen od 4 igrača

26. Maja objavili smo video Flame Leviathan 10-Man ubijen sa 2 Igrača. Danas imamo video zapis gde 25 Man veziju ubijaju samo četri igrača iz guilda Spite (US-Laughing Skull)!

Dnevne Blue Teme

Quote from Blizzard staff
Worldwide Invitational (Source Re: The Definitive FAQ. Read before posting.)
The World Wide Invitational is not a European equivalent only. It was held twice in Seoul in 2006 and 2007 before it was held in Paris in 2008. There will be no Worldwide Invitational this year, as it will be combined with Blizzcon. Whether there will be further WWIs or not is something we have no news about right now. 

Blizzard Development Team (Source Re: I GOT IT.....)
There are different types of designers. Some work on quests, encounters, world events or zones. My team works on classes, items, tradeskills, UI, PvP, combat and pretty much most of the crunchy bits of WoW. It's a great team of very talented players and they don't get the recognition they deserve. This is partially because some of them wish to remain anonymous. (Shameless plug: we are hiring an item designer. Check the hiring portion of the site for more details.)

Within our team, nobody owns a particular class. We all work on them together and nobody make a change (at least a serious change) without getting consensus from everyone else. We draw on our own experiences, community feedback, internal testing, data collected from the live game, and correspondence with friends, guildies and other players whose opinions we've grown to respect.

We also interact a lot with the other designers, because they all play the game too and many have a great deal of raiding or PvP experience. They come to our meetings or just drop by with an idea or a piece of feedback. That goes for the rest of the WoW team, and in fact all of Blizzard. We are extremely collaborative and not particularly hierarchical.

Our designers tend to be fairly technical as the industry goes, and some of us know a little programming, but typically we aren't writing actual code though we do write scripts and make data queries if you understand the distinction.

The programmers are a separate but equal department. They do write code and they are extremely talented, sometimes intimidatingly so. We ask them for new features or code changes that would improve the game and they tell us what is feasible, what is risky, and suggest alternative ways to get what we want. They are all gamers too so it's really a back and forth process as we work on an idea together until we come up with something we are happy with.

The process is similar for interacting with artists, or really any other component of the team. The big secret of WoW's success is that Blizzard just manages to hire very, very good people who "get it."

Hire more developers! (Source Re: I GOT IT.....)
Whatever your list of problems with WoW looks like, I can assure you ours is much longer. We are very hard on our own design and we don't think there is a single aspect of WoW that can't be improved. If you sense a problem in the game, particularly one that has been around a bit, it is almost certain that we know about it and just haven't gotten to it yet. Sometimes players suggest that we do hire 100 class designers so that we can get even more changes into the game. That isn't a good idea for a couple of reasons. One, we already change the game faster than some players can realistically handle and we give them whiplash. Second, I just said that WoW's secret is that we hire great people. We can't hire up too quickly without diluting our talent pool, and even great new hires need some time before they really understand our philosophies. Just as WoW's art has a consistent style, so does the rest of the game, and learning that takes time.

Objectives in the new Isle of Conquest Battleground (Source Re: Isle of Conquest Preview)
As for skipping objectives ... that is something we've thought about. In this particular battleground, the objectives are more of a strategic choice and less of a "you must cap them all" scenario. Though kudos will be in order for those who manage to take all of the unique objectives.

[...] The whole battleground is designed with the intention of you seizing your goal. So yes, rush to the hanger and acquire the airship so you can assault the enemy keep. Or rush to the factory, and claim it, so you can bring the walls of the enemies keep down around their ears. Don't think for an instant though, that you're going to be able to win the day without the assistance of at least one of the three offensive locations.

As for reinforcements and why you should hold the resources that garner them. We don't have a fixed number to give for their totals just yet. However, the Oil Derrick and the Cobalt Mine aren't just conduits for reinforcement acquisition. They also give you honor. The longer you hold either of them, the more honor you're going to amass - win or lose. 

Airships in the Isle of Conquest (Source Re: Isle of Conquest Preview)
The airship will have a set flightpath, though you will need control of the hangar to be able to get on board. 

Balancing classes (Source Re: When will the "fix" come to the poor reta)
When we make balance changes, we don’t always provide advance warning. If it’s something coming in a future patch, we might offer a preview. If it is something that is currently a problem AND it is easy for us to fix (not everything is), then we act on it. We see no reason to sit on a balance change for a week just so the medicine goes down easier. That isn’t fair to everyone else that isn’t your class.

Crushing Blows and Blocking (Source Re: What was so wrong with crushing blows?)
Crushing blows were basically like another way for mobs to crit -- sometimes (and you didn't know when) a really big hit was going to come. It might have made healing exciting but the only way to handle it tanking was to randomly throw up your short cooldown defenses and hope that sometimes they overlapped. Of course sometimes you'd get a crushing blow right after a normal hit and a special attack and you'd be liquid.

The way more bosses work these days is that a big hit is going to come at reasonably predictable intervals. If the intervals aren't predictable, at least they have cooldowns so you know when they aren't going to happen. Then timing the use of your cooldowns with these big hits is a test of skill for the tanks, and often the healers.

We recognize that blocking no longer provides the mitigation it once did, and we think that is a problem. But we don't think bringing crushing blows back is the way to fix it. 

Hunter DPS in PvE (Source Re: GC, Why should PVE hunters bother playing)
We think Survival PvE dps is in a good place, and we're hoping Marks looks better with the last recent tweaks. It's just a little early to tell. BM is still low and needs a buff.
PvP is another story and we're not happy with hunter performance there, at least in Arena.

Vindication (Source Re: When will the "fix" come to the poor reta)
Vindication was overpowered. Period. Trying to portray it as a misguided nerf based on us not understanding the mechanic is unlikely to be effective at getting the nerf reverted. When we announced this change, the typical forum response was “Thank goodness.” Now you can try and spin that as community being misinformed about how the talent works (that happens sometimes). You can try to spin that as the community just hating you and wanting to see your class destroyed. In this case we find both of those explanations unconvincing.

Health is not stamina, but the two are closely related. The fact remains that Vindication did the equivalent damage of a very big hit. 

[...] The design of Vindication was not for killing healers. The design was that you could debuff your opponent. The mana and health consequences of the debuff were so severe that they totally overshadowed lowering the target's damage by decreasing their Str or Agi.

Next patch we will more than likely change the talent to be a debuff that feels more like a debuff and is usable in PvE and PvP. 

Totem Mechanics (Source Re: Totem Mechanics - FOR THE LOVE OF GOD.)
We've already announced our intention to change some of the totem mechanics.

I will however touch on one thing. If totems have super-gigantic ranges then their position matters a whole lot less (at least in PvE where they are rarely in danger). They become a whole lot more like other types of buffs. When and where you place them is supposed to matter. The design intent of totems is not that they are pretty much irrelevant to playing the class. That's not what the shaman is all about. 

The Isle of Conquest Preview

Vaneras nam javlja da je Blizzard odradio preview The Isle of Conquest Battlegrounda koji nam dolazi uz Patch 3.2: Call of the Crusade. Battleground je u stilu Alterac Valley, gde se naravno Alliance i Horde bore zbog sličnih interesa kao u Wintergraspu. Ovo nam i govori da ćemo uskoro imati i PTR za testiranje čim imamo preview.
{yoogallery src=[/images/stories/news/2009/Jun/13] width=[700] height=[250] title=[The Isle of Conquest Preview]}
Quote from: Vaneras (Source 12/06 The Isle of Conquest Preview)
An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever.

Welcome to the Isle of Conquest.

The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island's precious resources.

An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it’s an all-out war between the factions.

Once More into the breach...

Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend's northern coast. To win, your team will need to make use of the island's unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep.

There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory?

Capture Locations

Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team.

The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it.

The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it.

The Docks: The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within.

The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above.

The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep’s walls to dust and ashes.

Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks).

Main Objectives

The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they’re safe as long as they don’t fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within.

The General: Holed up behind the keeps' massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor.

Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction’s reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you’ve fought so hard over.

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. A test of strength. A chance to prove your might, to crush your enemies, to make a difference, a chance for endless glory and conquest.

Will you seize it?
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