World First Glory of the Thundering Raider, Patch 5.3 - Blood in the Snow Scenario
World First Glory of the Thundering Raider
Sve čestitke guildu 炼狱 koji su prvi u svetu završili Glory of the Thundering Raider achievement, koji ih je nagradio sa Armored Skyscreamer mountom!

Patch 5.3 - Blood in the Snow Scenario
Ovo je prvi scenario koji je dodat u Patch 5.3, i koji vas vodi ka daljoj priči koja se nastavlja pobunom trollova protiv Garrosha...
Blue Tweetovi
Sve čestitke guildu 炼狱 koji su prvi u svetu završili Glory of the Thundering Raider achievement, koji ih je nagradio sa Armored Skyscreamer mountom!
Patch 5.3 - Blood in the Snow Scenario
Ovo je prvi scenario koji je dodat u Patch 5.3, i koji vas vodi ka daljoj priči koja se nastavlja pobunom trollova protiv Garrosha...
Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
It's probably still a valid point, but don't compare a mitigation-geared DK to a haste-geared paladin.
It is also the case that some tanks care a lot about their DPS and some just don't, even at the cutting-edge. That skews data. (Source)
stop removing unique class abilities to just add X generic for all classes. Bring back mana burn
We do the X generic thing to avoid too much class stacking / benching. Mana Burn we just didn't like. (Source)
Death Knight
So, wait. in 5.3 Sudden Doom does NOTHING for DKs before level 70? seems silly.
Unholy Presence is level 64 now. (Source)
Hunter
Hunter Bloat:EotB not "bloat-" Rotational and combat bloat is the problem. Ex.rather have Widow Venom baked in like war/monks.
While combat bloat is a bigger problem, anything that fills up action bars is a problem. Venom would be a (small) PvP buff. (Source)
why don't you want to answer to a question about hunter pet auto-taunt in dungeons? It's an obstacle that shouldn't exist.
It's a problem but we haven't come up with a solution we like more than the problem. (Source)
You made warriors dual 2h weaps you dedicated whole mop to locks why cant hunters dual 1h guns?
It would require a lot of new animation and itemization and we're not sure the gain, while positive, would be worth the cost. (Source)
(And whenever I say "cost" I am talking about production time, which is much more salient to our development than dollars.) (Source)
Mage
E.g., FB plus Flamestrike plus 3 GCDs of Blizzard weaker than 5x NT. FB strong enough, but fillers too weak so NT stays ahead.
We were just talking about this. It's a fair point. We probably should have buffed the AEs when we buffed the bombs. (Source)
Monk
Eminence not procing legendary, Glyph of Uplift isn't working with it. Channels don't benefit until recast.
Because it's Real PPM (tm) as long as something procs it, you'll get the full benefit from the buff. (Source)
Paladin
Holy Paladin T14 4pc bonus feels mandatory because its better than T15 heroic items please do something
Still skeptical of this. Giving up all of those stats on the higher ilevel is a big cost. (Source)
Thats the whole problem. You're trading 4t14 with stats, the t15 bonuses are absolute 0. The 4 t14 bonus is also fun...
I think absolute 0 is probably an overstatement. What you're talking us into though is nerfing the t14 4 pc. (Source)
Priest
I quote in 5.2 "We nerfed Phantasm and Psyfiend we didn’t want to hurt Mass Dispel or other utility that Shadow" I'm confused?
We looked, and very few Shadow took the Glyph of Mass Dispel, so we didn't think the cast time would be that noticeable. (Source)
I should clarify that I meant the glyph in PvE. We don't want to nerf PvE utility. We DO want to nerf PvP utility for Shadow. (Source)
Have you considered giving mass dispel the colossal smash treatment? Pve/PvP versions
We did, but it's more complicated than CS because we're generally okay with Disc / Holy Mass Dispel. (Source)
A nerf to atonement means death to atonement. No one will ever use it and you'll have once again nerfed fun.
I predict Atonement will be fine, just not the answer to every healing situation as it can be on live. (Source)
Rogue
is the ST nerf thanks to the DT Buff last patch? Was fun as a CP Generator, not as a wannabe autoattack spin-off.
We didn't like it as a cheap CP generator. We wanted it to be for times when you couldn't be in melee. (Source)
Potting as a Rogue is annoying, possible to allow pots usable in stealth?
That doesn't seem unreasonable. We'll discuss. (Source)
Shaman
Curious as to decision on shammies and staves, would have liked Spiritbinding Spire from LFR as it goes well with Shammy T15?
It's a tough one. We heard from shaman upset that we would give them a 2H weapon and not allow use of their shield. (Source)
Based on feedback, we are going to revert the change and let shaman win caster staves (and maces) once again. (Source)
So you will listen to feedback on staffs but completely ignore reasonable feedback to revert the totem change?
Taking feedback isn't the same as doing whatever the community asks us to do. The design decisions are still ours to make. (Source)
Is there any chance of re-vamping Unleash Elements, specifically for ele shamans? It's practically a useless spell.
No immediate plans. It is rotational with Unleashed Fury and provides utility otherwise. The moving part is less important now. (Source)
Warlock
are you happy with the green fire boss? Its the best thing ever to happen in pve imo. Can you confirm it will not be nerfed?
I can't promise it won't ever be, but it is self-nerfing as players get more gear. (Some players have done it very undergeared.) (Source)
Maelific G. and Haunt seem like they're too hard to design for pvp but they are perfect for pve. (Pt.2)
Agreed. This is the heart of the problem. SB:SS also means individual dots can't do that much damage in PvE, which hurts PvP. (Source)
But I should clarify that we generally like SB:SS in PvE. It's PvP where it hold Affliction back. (Source)
Warrior
Once bloodthirst doesn't crit, nor proc and my rage is low. I have no other option than to wait for CD. Is this the intention?
Yes. (Source)
How many arena warriors w/o 2nd wind? If you just thought "at what rating", cookie cutter.
Might make sense to bake it in, but then warriors would not need a healing talent on top of that. Still evaluating solutions. (Source)
Is it intended that Deep Wounds isn't benefitting from passive bonuses such as Seasoned solider and the SMF bonus?
We like the DPS it is doing. If we made it benefit from other passives, we would lower the damage it does to compensate. (Source)
PvE
So Primordius now takes 75% less damage instead of 25% right? So what's about all those Guilds killed him with 25% less damage
We had to make that change to fix a degenerate strategy. We also lowered his health to compensate. (Source)
why the nerfs to 10 man normal?
We gather a tremendous amount of data on raid progression. Some encounters were tougher than intended or compared to 5.0. (Source)
so how many weeks should it take a normal 10 man guild like mine to clear ToT normal? just wondering if we are behind or ahead
Typically the most relevant variable is how many nights a week you raid. There's no right answer, but fewer nights = longer. (Source)
it sucked re-learning a farm fight. I don't hate on LFR, but why not nerf the maze hard in LFR vs big changes in norm/Hero?
It was confusing in N and H too. The maze should be the challenge not the graphics and the run backwards part was just dumb. (Source)
I loved 4.3 - LFR DS to reg/heroic DS with my guild on 4 toons every week. now I only have one raiding 90, period.
You are comparing an overly long final tier to a hopefully short mid-tier though. (Source)
Do you think anyone will do heroic scenarios without an LFG tool? You'd spend more time finding a group than doing content.
We can't make random matchmaking content too challenging. If you have to form a group, there is some incentive to make it work. (Source)
But it's definitely an experiment. We'll see what the response is. More challenge for more reward / efficiency could be fun. (Source)
Looking at the avalaible data, ToT seems to be a heavy ranged favored tier, only rogues can compete in single. Thoughs?
Pretty happy with it overall. Having 2 dot fights early on skews perceptions a bit. (Source)
What is your opinion on the amount of trash mobs in ToT? Most people I talk to (raid team/LFR) think that there is too much
It's hard to get a good read on such feedback because players inherently argue for as little trash as possible. (Source)
Yes players want less trash. I don't understand this anti player request mentality.
Players ask for a lot that would make raiding easier or more convenient. That doesn't mean it's good for the game. (Source)
Inconvenience for the sake of inconvenience is also not good for the game.
Similarly, bosses without trash in between don't feel like bosses and the raid doesn't feel epic. Pacing is important. (Source)
Again, opinion stated as fact. "Feel epic" is subjective meaningless term that lets devs justify anything.
"Feel" makes it an opinion, not a fact. And yes, our opinions are important because we develop the game. (Source)
Pacing is important. ToT fails at good pacing. Why are you defending this?
Because pacing is subjective and we're happy with it. (Source)
Pacing was much better in Ulduar, just saying. This instance is designed for LFR, norm/hard are addendums?
We always design normal first. (Source)
A lot of pulls you need to "tip-toe" compared to past raids where you AoE/burn. Ulduar still best.
I find AE/burn more tedious than anything. I like to be making some decisions when I play, even on trash. (Source)
What was wrong with HoF/ToES/MV trash? Why did you need 3-4x more?
The raid occupies a lot of geographic space... which is something many players were requesting. (Source)
I'd like to get some clarification on the Secrets of the Empire drop. Is the drop chance shared between LFR and normal/heroic?
Yes. You should not have to run LFR (for those drops) if you also run normal or heroic. (Source)
It's probably still a valid point, but don't compare a mitigation-geared DK to a haste-geared paladin.
It is also the case that some tanks care a lot about their DPS and some just don't, even at the cutting-edge. That skews data. (Source)
stop removing unique class abilities to just add X generic for all classes. Bring back mana burn
We do the X generic thing to avoid too much class stacking / benching. Mana Burn we just didn't like. (Source)
Death Knight
So, wait. in 5.3 Sudden Doom does NOTHING for DKs before level 70? seems silly.
Unholy Presence is level 64 now. (Source)
Hunter
Hunter Bloat:EotB not "bloat-" Rotational and combat bloat is the problem. Ex.rather have Widow Venom baked in like war/monks.
While combat bloat is a bigger problem, anything that fills up action bars is a problem. Venom would be a (small) PvP buff. (Source)
why don't you want to answer to a question about hunter pet auto-taunt in dungeons? It's an obstacle that shouldn't exist.
It's a problem but we haven't come up with a solution we like more than the problem. (Source)
You made warriors dual 2h weaps you dedicated whole mop to locks why cant hunters dual 1h guns?
It would require a lot of new animation and itemization and we're not sure the gain, while positive, would be worth the cost. (Source)
(And whenever I say "cost" I am talking about production time, which is much more salient to our development than dollars.) (Source)
Mage
E.g., FB plus Flamestrike plus 3 GCDs of Blizzard weaker than 5x NT. FB strong enough, but fillers too weak so NT stays ahead.
We were just talking about this. It's a fair point. We probably should have buffed the AEs when we buffed the bombs. (Source)
Monk
Eminence not procing legendary, Glyph of Uplift isn't working with it. Channels don't benefit until recast.
Because it's Real PPM (tm) as long as something procs it, you'll get the full benefit from the buff. (Source)
Paladin
Holy Paladin T14 4pc bonus feels mandatory because its better than T15 heroic items please do something
Still skeptical of this. Giving up all of those stats on the higher ilevel is a big cost. (Source)
Thats the whole problem. You're trading 4t14 with stats, the t15 bonuses are absolute 0. The 4 t14 bonus is also fun...
I think absolute 0 is probably an overstatement. What you're talking us into though is nerfing the t14 4 pc. (Source)
Priest
I quote in 5.2 "We nerfed Phantasm and Psyfiend we didn’t want to hurt Mass Dispel or other utility that Shadow" I'm confused?
We looked, and very few Shadow took the Glyph of Mass Dispel, so we didn't think the cast time would be that noticeable. (Source)
I should clarify that I meant the glyph in PvE. We don't want to nerf PvE utility. We DO want to nerf PvP utility for Shadow. (Source)
Have you considered giving mass dispel the colossal smash treatment? Pve/PvP versions
We did, but it's more complicated than CS because we're generally okay with Disc / Holy Mass Dispel. (Source)
A nerf to atonement means death to atonement. No one will ever use it and you'll have once again nerfed fun.
I predict Atonement will be fine, just not the answer to every healing situation as it can be on live. (Source)
Rogue
is the ST nerf thanks to the DT Buff last patch? Was fun as a CP Generator, not as a wannabe autoattack spin-off.
We didn't like it as a cheap CP generator. We wanted it to be for times when you couldn't be in melee. (Source)
Potting as a Rogue is annoying, possible to allow pots usable in stealth?
That doesn't seem unreasonable. We'll discuss. (Source)
Shaman
Curious as to decision on shammies and staves, would have liked Spiritbinding Spire from LFR as it goes well with Shammy T15?
It's a tough one. We heard from shaman upset that we would give them a 2H weapon and not allow use of their shield. (Source)
Based on feedback, we are going to revert the change and let shaman win caster staves (and maces) once again. (Source)
So you will listen to feedback on staffs but completely ignore reasonable feedback to revert the totem change?
Taking feedback isn't the same as doing whatever the community asks us to do. The design decisions are still ours to make. (Source)
Is there any chance of re-vamping Unleash Elements, specifically for ele shamans? It's practically a useless spell.
No immediate plans. It is rotational with Unleashed Fury and provides utility otherwise. The moving part is less important now. (Source)
Warlock
are you happy with the green fire boss? Its the best thing ever to happen in pve imo. Can you confirm it will not be nerfed?
I can't promise it won't ever be, but it is self-nerfing as players get more gear. (Some players have done it very undergeared.) (Source)
Maelific G. and Haunt seem like they're too hard to design for pvp but they are perfect for pve. (Pt.2)
Agreed. This is the heart of the problem. SB:SS also means individual dots can't do that much damage in PvE, which hurts PvP. (Source)
But I should clarify that we generally like SB:SS in PvE. It's PvP where it hold Affliction back. (Source)
Warrior
Once bloodthirst doesn't crit, nor proc and my rage is low. I have no other option than to wait for CD. Is this the intention?
Yes. (Source)
How many arena warriors w/o 2nd wind? If you just thought "at what rating", cookie cutter.
Might make sense to bake it in, but then warriors would not need a healing talent on top of that. Still evaluating solutions. (Source)
Is it intended that Deep Wounds isn't benefitting from passive bonuses such as Seasoned solider and the SMF bonus?
We like the DPS it is doing. If we made it benefit from other passives, we would lower the damage it does to compensate. (Source)
PvE
So Primordius now takes 75% less damage instead of 25% right? So what's about all those Guilds killed him with 25% less damage
We had to make that change to fix a degenerate strategy. We also lowered his health to compensate. (Source)
why the nerfs to 10 man normal?
We gather a tremendous amount of data on raid progression. Some encounters were tougher than intended or compared to 5.0. (Source)
so how many weeks should it take a normal 10 man guild like mine to clear ToT normal? just wondering if we are behind or ahead
Typically the most relevant variable is how many nights a week you raid. There's no right answer, but fewer nights = longer. (Source)
it sucked re-learning a farm fight. I don't hate on LFR, but why not nerf the maze hard in LFR vs big changes in norm/Hero?
It was confusing in N and H too. The maze should be the challenge not the graphics and the run backwards part was just dumb. (Source)
I loved 4.3 - LFR DS to reg/heroic DS with my guild on 4 toons every week. now I only have one raiding 90, period.
You are comparing an overly long final tier to a hopefully short mid-tier though. (Source)
Do you think anyone will do heroic scenarios without an LFG tool? You'd spend more time finding a group than doing content.
We can't make random matchmaking content too challenging. If you have to form a group, there is some incentive to make it work. (Source)
But it's definitely an experiment. We'll see what the response is. More challenge for more reward / efficiency could be fun. (Source)
Looking at the avalaible data, ToT seems to be a heavy ranged favored tier, only rogues can compete in single. Thoughs?
Pretty happy with it overall. Having 2 dot fights early on skews perceptions a bit. (Source)
What is your opinion on the amount of trash mobs in ToT? Most people I talk to (raid team/LFR) think that there is too much
It's hard to get a good read on such feedback because players inherently argue for as little trash as possible. (Source)
Yes players want less trash. I don't understand this anti player request mentality.
Players ask for a lot that would make raiding easier or more convenient. That doesn't mean it's good for the game. (Source)
Inconvenience for the sake of inconvenience is also not good for the game.
Similarly, bosses without trash in between don't feel like bosses and the raid doesn't feel epic. Pacing is important. (Source)
Again, opinion stated as fact. "Feel epic" is subjective meaningless term that lets devs justify anything.
"Feel" makes it an opinion, not a fact. And yes, our opinions are important because we develop the game. (Source)
Pacing is important. ToT fails at good pacing. Why are you defending this?
Because pacing is subjective and we're happy with it. (Source)
Pacing was much better in Ulduar, just saying. This instance is designed for LFR, norm/hard are addendums?
We always design normal first. (Source)
A lot of pulls you need to "tip-toe" compared to past raids where you AoE/burn. Ulduar still best.
I find AE/burn more tedious than anything. I like to be making some decisions when I play, even on trash. (Source)
What was wrong with HoF/ToES/MV trash? Why did you need 3-4x more?
The raid occupies a lot of geographic space... which is something many players were requesting. (Source)
I'd like to get some clarification on the Secrets of the Empire drop. Is the drop chance shared between LFR and normal/heroic?
Yes. You should not have to run LFR (for those drops) if you also run normal or heroic. (Source)
Patch 5.3 PTR - Build 16837, Patch 5.3 PTR Informacije - 11 April
Patch PTR Build 16837 uskoro će biti postavljen na test serverima.
Novi Loading Screen
Achievement Izmene
Spell Izmene
Patch 5.3 PTR Informacije - 11 April
Achievement Izmene
Originally Posted by AdriaCraft
Deepwind Gorge
Player vs. Player
Scenarios
Player vs. Player
- Capping Spree (New) Personally capture the enemy mine cart 4 times in Deepwind Gorge 10 points.
- Deepwind Gorge All-Star (New) Assault a mine, Defend a mine, Capture a mine cart and Return a mine cart in a single Deepwind Gorge match 20 points.
- Master of Deepwind Gorge (New) Complete the Deepwind Gorge achievements listed below. 10 points.
- Puddle Jumper now requires you to fall 25 yds, down from 30.
Scenarios
- Heroic: Battle on the High Seas (New) Defeat Admiral Hagman in the Battle on the High Seas on Heroic Difficulty. 10 points.
- Heroic: Battle on the High Seas (New) Defeat Admiral Hodgson in the Battle on the High Seas on Heroic Difficulty. 10 points.
Spell Izmene
Originally Posted by AdriaCraft
Item Set Bonuses
Druid
Talents
Balance & Restoration
Feral
Hunter
Talents
Beast Mastery
Marksmanship
Mage
Fire
Monk
Windwalker
Paladin
Holy
Retribution
Priest
Talents
Discipline
Shaman
Elemental
Enhancement
Restoration
Warlock
Affliction
Destruction
Warrior
Arms & Fury
Fury
Protection
Raid & Dungeon Abilities
- Disarm Duration Reduction Disarm duration reduced by 50%.
Rank 1. - Netherwind Focus 10% chance after casting Arcane Missiles, Fireball, or Frostbolt
that your next spell with a casting time under 10 seconds cast instantly. 10 sec cooldown.to reduce the cast time of Arcane Blast, Fireball, and Frostbolt by 10% for 10 sec. 10 sec cooldown.
Druid
Talents
- Force of Nature had a tooltip fix.
Balance & Restoration
- Natural Insight now increases your mana pool by 300%, down from 400%.
Feral
- Savage Roar now increases physical damage done by 40%, up from 30%.
Hunter
- Aspect of the Hawk now increases ranged attack power by 25%, up from 15%.
Talents
- Aspect of the Iron Hawknow increases ranged attack power by 25%, up from 15%. had a tooltip fix.
- Blink Strike was reworked to be a passive talent, see tooltip.
- Powershot now costs 15 Focus, down from 20. Now has a 45 sec cooldown, down from 60. Now is a 2.2 sec cast, down from 3. Now deals 600% weapon damage to primary target and 300% weapon damage to the targets between you and the primary target, down from 800% and 400%.
Beast Mastery
- Beast Cleave now cleaves for 75% damage, up from 30%.
Marksmanship
- Bombardment now causes 60% additional damage for 5 sec, up from 30%.
Mage
- Arcane Explosion base damage and SP scaling increased by 40% .
- Blizzard base damage and SP scaling increased by 40% .
- Flamestrike base damage and SP scaling doubled.
Fire
- Combustion now burns the target for half of the damage per tick of the Ignite every 1 sec for 10 sec, down from the full damage per tick.
Monk
Windwalker
- Rising Sun Kick now causes all targets within 8 yards to take an increased 20% damage from your abilities for 15 sec, up from 10%.
Paladin
Holy
- Holy Insight now increases your mana pool by 300%, down from 400%.
Retribution
- Sword of Light now increases the damage you deal with two-handed melee weapons by 30%, up from 15%>
Priest
Talents
- From Darkness, Comes Light had spec labels added to the tooltip.
Discipline
- Atonement no longer lists a ranged based on the enemy target.
- Borrowed Time now reduces the cast time or channel time of your next Priest spell within 6 sec by 15%, rather than granting 15% haste for 6 sec.
Shaman
- Most totems now have 5 health, down from 10 / 10% of the caster's health.
- Stormblast now does 450% weapon damage, up from 375%.
- Stormstrike now does 450% weapon damage, up from 375%.
- Windfury Attack now does additional damage equal to three extra attacks with extra attack power, up from two.
Elemental
- Spiritual Insight now increases your mana pool by 300%, down from 400%.
Enhancement
- Lava Lash now does 300% weapon damage, up from 250%.
- Mental Quickness now grants 65% of your attack power to spell power, up from 55%.
- Stormstrike now does 450% weapon damage, up from 375%.
Restoration
- Spiritual Insight now increases your mana pool by 300%, down from 400%.
Warlock
- Health Funnel (Affliction) now restores 140% more health, rather than 30% instantly.
Affliction
- Soulburn: Health Funnel now restores 140% more health, rather than 30% instantly.
Destruction
- Backlash now reduces cast time of Incinerate rather than Shadow Bolt.
Warrior
Arms & Fury
- Unbridled Wrath (New) Whenever you are struck by a Stun or Immobilize effect, you generate 15 Rage over 10 sec. Warrior - Arms & Fury Spec.
Fury
- Titan's Grip now also works with Polearms and Staves.
Protection
- Shield Slam Slam the target with your shield, causing
[ 11,216 + 120% of AP[ AP * (gte(Level, 85) * (0.75) + 0.75) + 13,670 ] to [ AP * (gte(Level, 85) * (0.75) + 0.75) + 14,371 ;] damage. Generates 20 Rage in Defensive Stance. Requires Shields. Warrior - Protection Spec. Melee range. Instant. 6 sec cooldown.
Raid & Dungeon Abilities
- Deadly Plague
Inflicts 20,000Inflicts 15,000 Shadow damage every 3 sec. for 5 min. Instant. - Deathforce Begins to channel the Deathforce, inflicting Shadow damage after
3.55 sec, immune to Stun and Loss of Control effects while casting Deathforce.3.5 sec cast (Channeled).5 sec cast (Channeled). - Mortal Strike
Inflicts 300%Inflicts 200% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 8 sec. Requires Melee Weapon. Melee range. Instant. - Sticky Bomb The Lieutenant throws a bomb at you that sticks on impact. After 5 sec, it will explode, causing Fire damage to all enemies within 4 yards. 100 yd range. Instant.
- Vertical Slash Strike down on an opponent, dealing 50,000
kdamage. If the target is Parrying with a rapier, this attack will be parried and deal no damage. 8 yd range. 2 sec cast.
Patch 5.3 PTR Informacije - 11 April
Originally Posted by Blizzard (Source)
Classes
Creatures
Pet Battles
General
Battle Pets
Battle Pet Quests
PvP
Items
Two new purchasable items using Elder Charms of Good Fortune have been added to the quartermasters on the Isle of Thunder.
- Healing abilities and spells which automatically pick targets now follow consistent rules for targeting logic. Targets with lower % health will be preferred, and players are weighted more heavily than pets.
- Players with full health no longer count towards the cap for area-of-effect healing abilities and spells.
- The following summoned pets/totems will now chain cast their spells with no delay between casts, allowing them to cast their spells more frequently in the same amount of time.
- Death Knight: Gargoyle
- Druid: Force of Nature (Balance, Restoration), Mirror Image (Symbiosis)
- Mage: Mirror Image, Water Elemental
- Shaman: Searing Totem
- Warlock: Doomguard, Terrorguard, Wild Imp
- Death Knight
- Unholy
- Sudden Doom now requires the Death Knight to be in Unholy Presence to activate the effect that causes Death Coil to cost no Runic Power.
- Unholy
- Hunter
- Item Sets
- PvP 2-piece set bonus has been redesigned. Using Arcane Shot now causes the Hunter's PvP Power to increase by 800 for 6 seconds.
- Item Sets
- Rogue
- Talents
- Shuriken Toss now deals 100% more damage in the initial ranged attack, and energy cost has been increased to 40 energy, up from 20.
- Talents
- Shaman
- Glyphs
- New Glyph: Glyph of Lightning Shield causes Lightning Shield to reduce the amount of damage taken by 10% for 6 seconds after Lightning Shield is triggered.
- Glyphs
- Warlock
- General
- Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, and can now be attacked and killed by enemy players. Each gateway has 50% of the summoning Warlock's health, and 100% of their resilience.
- General
Creatures
- Creatures that are outdoors in the world and are Level-90 and above, now have a chance to drop Lesser Charms of Good Fortune.
- Rare spawns in Pandaria (except Zandalari Warscouts, and Zandalari Warbringers) and bosses in Battlefield: Barrens will now always drop Lesser Charms of Good Fortune.
Pet Battles
General
- Bonus damage has been added to many basic abilities, at the cost of slightly reduced accuracy.
- Check out Pet Battle Accuracy Changes in Patch 5.3 for additional details.
- Black Claw now deals 20% less damage.
- Hunting Party now has an increased cooldown of 4 rounds, up from 3 rounds.
Battle Pets
- Teldrassil Sproutling, Withers, and Ruby Sapling’s Shell Shield has been replaced with a new ability: Ironbark.
Battle Pet Quests
- All Pet Battle daily quests on Pandaria, Beasts of Fable and Spirit Tamer quests will now award experience, valor, and Lesser Charms of Good Fortune.
- All Pet Battle quests will now award experience.
PvP
- Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
- PvP Power bonus to healing is now based on class and specialization.
- Healing specializations receive a 100% bonus to healing from PvP Power.
- Damage specializations for Druids, Monks, Paladins, and Shamans receive a 70% bonus to healing from PvP Power.
- All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.
Items
Two new purchasable items using Elder Charms of Good Fortune have been added to the quartermasters on the Isle of Thunder.
- An Empty Supply Crate that can be placed and jumped on in the Troves of the Thunder King.
- Excess Elder Charms of Good Fortune can be used to purchase an
Arcane Trove/
Sunreaver Bounty.
PTR Patch 1.0.8 - Build 16033
Par klass izmena ubačeno je u novom PTR Test Buildu.
Originally Posted by AdriaCraft
Demon Hunter
- Rapid Fire Cost: 20 Hatred initially, and an additional
106 Hatred while channeling / Rapidly fire for276438% weapon damage as Physical.
- Bombardment : Rapidly fire grenades that explode for
345414% weapon damage as Fire to all enemies within a48 yard radius. - Fire Support : While channeling Rapid Fire, launch 2 homing rockets every second. Each rocket deals
35145% weapon damage as Physical to nearby targets. - Withering Fire : Reduces the initial Hatred cost to
510, and ignites your arrows, causing them to deal Fire damage.
- Bombardment : Rapidly fire grenades that explode for
- Firebats Cost:
98221 Mana initially, and an additional 66 Mana while channeling / Call forth a swarm of fiery bats to burn enemies in front of you for 180% weapon damage as Fire.
- Disintegrate Cost: 18 Arcane Power / Thrust a beam of pure energy forward, dealing
170220% weapon damage as Arcane and disintegrating enemies it kills.
- Arcane Torrent Cost: 16 Arcane Power / Hurl a barrage of arcane projectiles that deal
210285% weapon damage as Arcane to all enemies near the impact location.
- Cascade : Enemies killed by Arcane Torrent have a 100% chance to fire a new missile at a nearby enemy dealing
210285% weapon damage as Arcane. - Arcane Mines : Instead of firing projectiles, lay Arcane mines that arm after 2 seconds. These mines explode when an enemy approaches, dealing
180340% weapon damage as Arcane. Enemies caught in the explosion have their movement and attack speeds reduced by 30% for 3 seconds.
- Cascade : Enemies killed by Arcane Torrent have a 100% chance to fire a new missile at a nearby enemy dealing
Method Ra-den 25 World First, Patch 5.2 Hotfixevi - 10 April, Durumu Maze Poboljšanja, Blue Teme
Patch 5.2 Hotfixevi - 10 April
Durumu Maze Poboljšanja
Nedovršeni LFR Run
Blue Tweetovi
Originally Posted by Blizzard
Classes
Quests
Creatures
Raids, Dungeons, and Scenarios
Items
- Paladin
- Item Sets
- Tier-15 Retribution Paladin 2-piece set bonus will no longer interrupt the Paladin's weapon swing timer when Exorcism is cast.
- Item Sets
Quests
- Charged Moganite: Players under the effects of Charged Moganite will now deal a flat amount of nature damage against a target, subject to the effects of Resilience and other effects that reduce spell damage.
- The Darkness Within: Captain Doren should no longer get stuck in evade if a player dies while he is casting Rejection.
Creatures
- Loa-Infused Bladetalon now deals less damage when using the Pounce ability.
Raids, Dungeons, and Scenarios
- Throne of Thunder
- Elemental and Restoration Shamans are now eligible for caster staves that give a bonus to Spirit (Giorgio's Caduceus of Pure Moods, and Suen-Wo, Spire of the Falling Sun) in Raid Finder difficulty and via bonus rolls.
- Elemental Shamans are now eligible for caster staves that give a bonus to Hit (Dinomancer's Spiritbinding Spire) in Raid Finder difficulty and via bonus rolls.
- Council of Elders
- Decreased the power gain rate of possessed council members in 10-player Normal difficulty.
- Frost King Malakk now deals less damage with each stack of Frostbite in 10-player Normal difficulty.
- Sul the Sandcrawler now deals less damage with Sandbolt in 10-player Normal difficulty.
- Durumu the Forgotten
- Disintegration Beam now dissipates sooner before reaching the end of the maze.
- Horridon
- Reduced the health of Farraki Wastewalkers, Gurubashi Venom priests, Drakkari Frozen Warlords, and Amani Warbears in the Horridon encounter by 15% in 10-player Normal difficulty.
- Drakkari Frozen Warlord now deals less damage with Mortal Strike in 10-player Normal difficulty.
- Risen Drakkari Champions and Warriors now deals less damage with Deadly Plague in 10-player Normal difficulty.
- Primordius
- Slightly reduced the health of Primordius in 10-player and 25-player Heroic difficulty.
- Tortos
- Whirl Turtles now have a reduced base movement speed in 10-player Normal difficulty.
- Vampiric Cave Bats now deal less damage in 10-player Normal difficulty.
- Heart of Fear
- Garalon
- Garalon's enrage timer has been increased to 12 minutes, up from 7 minutes in 10-player and 25-player Normal difficulty.
- Garalon
Items
- Brutal Talisman of the Shado-Pan Assault now grants a reduced bonus of 6908 to Strength when the effect is activated in PvP combat, down from 8800. The bonus remains unchanged when the effect is activated in PvE combat.
- Vicious Talisman of the Shado-Pan Assault now grants a reduced bonus of 6908 to Agility when the effect is activated in PvP combat, down from 8800. The bonus remains unchanged when the effect is activated in PvE combat.
Durumu Maze Poboljšanja
Originally Posted by Blizzard (Source)
Just wanted to follow up with some additional information, as we've seen a few questions since the changes.
In a hotfix yesterday, we changed two elements of the Durumu Eye Sore mechanic, or the “maze” as it’s more commonly known. First off, we applied a small client patch to increase the visual fidelity of the fill graphic itself, giving the effect less vertical height and hopefully making it easier to see the safe spots as they appear. Feedback on this change has generally been positive. Separately, at the same time we made some adjustments to the logic of how the maze is drawn with respect to the movement of the Disintegration Beam. One of the less intuitive aspects of the original maze mechanic was how it would begin drawing behind you, and how the right thing to do was actually to turn around and back up, towards the approaching death beam, in order to safely enter the forming maze. Why would any sane person want to move closer to a death beam?!
We generally are extremely cautious about making gameplay adjustments to encounters once players have already learned them, but in this case the opening of the Halls of Flesh-Shaping LFR wing highlighted the fact that the mechanic was a particular source of confusion to many players, and the longer we waited to make any adjustment, the more disorienting it would be if we did change anything. So what we did was make the maze immediately begin drawing in front of the player as the beam activates, so that you never need to turn around and run towards the beam. This also effectively gives players a slight head-start on the beam as it begins to move. To maintain the same sense of urgency, the beam does move slightly more quickly now, so that it will, over the course of the phase, catch up to players and negate that head start. But the player movement required once you’re actually running the maze should be unchanged. We have noted, however, that at the very end of the maze sequence, it can now feel like the fast-approaching death ray is going to reach you, making it feel like you're stuck between a rock and a hard place. To address that concern, we are making another adjustment today, which will cause the death ray to dissipate a few seconds earlier at the end of the maze.
Unless you're in the MELEE safe zone, you WILL die without a speed boost of some sort.
Yeah, we noticed that, and a fix went out at about 1pm today. You should be all good in the ranged track now.
In a hotfix yesterday, we changed two elements of the Durumu Eye Sore mechanic, or the “maze” as it’s more commonly known. First off, we applied a small client patch to increase the visual fidelity of the fill graphic itself, giving the effect less vertical height and hopefully making it easier to see the safe spots as they appear. Feedback on this change has generally been positive. Separately, at the same time we made some adjustments to the logic of how the maze is drawn with respect to the movement of the Disintegration Beam. One of the less intuitive aspects of the original maze mechanic was how it would begin drawing behind you, and how the right thing to do was actually to turn around and back up, towards the approaching death beam, in order to safely enter the forming maze. Why would any sane person want to move closer to a death beam?!
We generally are extremely cautious about making gameplay adjustments to encounters once players have already learned them, but in this case the opening of the Halls of Flesh-Shaping LFR wing highlighted the fact that the mechanic was a particular source of confusion to many players, and the longer we waited to make any adjustment, the more disorienting it would be if we did change anything. So what we did was make the maze immediately begin drawing in front of the player as the beam activates, so that you never need to turn around and run towards the beam. This also effectively gives players a slight head-start on the beam as it begins to move. To maintain the same sense of urgency, the beam does move slightly more quickly now, so that it will, over the course of the phase, catch up to players and negate that head start. But the player movement required once you’re actually running the maze should be unchanged. We have noted, however, that at the very end of the maze sequence, it can now feel like the fast-approaching death ray is going to reach you, making it feel like you're stuck between a rock and a hard place. To address that concern, we are making another adjustment today, which will cause the death ray to dissipate a few seconds earlier at the end of the maze.
Unless you're in the MELEE safe zone, you WILL die without a speed boost of some sort.
Yeah, we noticed that, and a fix went out at about 1pm today. You should be all good in the ranged track now.
Nedovršeni LFR Run
Originally Posted by Blizzard (Source)
Honestly, I think that this phenomenon will settle down once the ToT LFRs are on cakewalk mode. All the 5.0 LFRs are snooze fests now (never a wipe) even on alts with crap gear.
If the current situation (half done raids) is bothering you, I suggest waiting until each wing is 2 weeks old before doing it. Already, Part 1 of ToT is a breeze and Part 2 only really stumbles on Mr Turtle (more from tank disagreements than difficulty) from what I have seen on various alts.
To further reinforce this, our data shows that the success rates in each new Throne of Thunder LFR wing are close to par with those of Dragon Soul, Mogu'shan, Terrace and Heart of Fear LFRs when they were first released. Statistically, the success rates in a new LFR wing roughly double within 2-3 weeks of release, and we're comfortable with that. As those success rate increase, the cycle of people dropping early due to group failure decreases substantially, and that should really add stability, in terms of players being much more likely to be put into a fresh instance if they weren't the first time around.
The system was supposed to prioritize people for a new instance if they joined one already in progress. It currently doesn't. So now you're forced to do the same boss twice, and only have a chance at loot once.
This makes it a bad system. Is that hard to grasp? You make sure we can't complete normals/heroics more than once per week.
It's an absolute fact that the system HIGHLY prioritizes you for a fresh instance if you're queueing solo and have already completed an in-progress version of that instance in a given week. What the system won't do, however, is lock you out of being put into an instance indefinitely because it can't match enough people together with that same priority to make a proper raid group.
And, while it is true that a boss you've already killed won't drop items for you when it dies, you can still use a bonus roll if you have one.
If the current situation (half done raids) is bothering you, I suggest waiting until each wing is 2 weeks old before doing it. Already, Part 1 of ToT is a breeze and Part 2 only really stumbles on Mr Turtle (more from tank disagreements than difficulty) from what I have seen on various alts.
To further reinforce this, our data shows that the success rates in each new Throne of Thunder LFR wing are close to par with those of Dragon Soul, Mogu'shan, Terrace and Heart of Fear LFRs when they were first released. Statistically, the success rates in a new LFR wing roughly double within 2-3 weeks of release, and we're comfortable with that. As those success rate increase, the cycle of people dropping early due to group failure decreases substantially, and that should really add stability, in terms of players being much more likely to be put into a fresh instance if they weren't the first time around.
The system was supposed to prioritize people for a new instance if they joined one already in progress. It currently doesn't. So now you're forced to do the same boss twice, and only have a chance at loot once.
This makes it a bad system. Is that hard to grasp? You make sure we can't complete normals/heroics more than once per week.
It's an absolute fact that the system HIGHLY prioritizes you for a fresh instance if you're queueing solo and have already completed an in-progress version of that instance in a given week. What the system won't do, however, is lock you out of being put into an instance indefinitely because it can't match enough people together with that same priority to make a proper raid group.
And, while it is true that a boss you've already killed won't drop items for you when it dies, you can still use a bonus roll if you have one.
Blue Tweetovi
Originally Posted by Blizzard Entertainment
UI / Addons
since you're expanding hunter stable slots, any chance you guys will bump up the number of macro slots?
We've talked about it, but we'd rather redesign the system to require fewer macros for things players frequently do. (Source)
I'm sure you've thought about this, so what are your thoughts on an action bar-saving system, similar to raid frame profiles?
Would love to do it. (Source)
what about ui? players are used to it and its been around for so long, but would you change it if you went back?
Fewer micro buttons and more done with the V name plates for starters. (Source)
Any chance of getting mount previews when buying them? I'd love to be able to crtl-click the "reins" and get a preview window
Agreed. That has been on our wish list for a long time. (Source)
since you're expanding hunter stable slots, any chance you guys will bump up the number of macro slots?
We've talked about it, but we'd rather redesign the system to require fewer macros for things players frequently do. (Source)
I'm sure you've thought about this, so what are your thoughts on an action bar-saving system, similar to raid frame profiles?
Would love to do it. (Source)
what about ui? players are used to it and its been around for so long, but would you change it if you went back?
Fewer micro buttons and more done with the V name plates for starters. (Source)
Any chance of getting mount previews when buying them? I'd love to be able to crtl-click the "reins" and get a preview window
Agreed. That has been on our wish list for a long time. (Source)
Satisfakcije sa Developer "Q&A", Blue Teme
Satisfakcije sa Developer "Q&A"
Velika diskusija otvorena je na zvaničnom forumu, povodom 'Ask the Devs' kao najboljim načinom da developeri komuniciraju sa igračim.a Lylirra je imala pune ruke posla i odgovorila na dosta pitanja.
Originally Posted by Blizzard
Those bring only false hope and no answers. Just stick to posting on the forums and answering the better threads here. That'd be just fine.
How much information we're able to share about a particular change or feature ultimately depends on where that change or feature is in its development. If it's reached the point where it's been implemented into our test builds, we can probably talk a lot more freely about it and discuss the ins-and-outs of how everything works. A good example of this is the mulitplayer improvements coming in 1.0.8. While these improvements aren't 100% final and may undergo some tweaking during the PTR, their design is far enough along that we can talk about them pretty extensively.
On the flip side, if a change/feature is still in its conceptual stage, where the actual design and implementation haven't been completely defined, then we won't be able to share as much. We can go over what we're planning, give you some of the reasons behind those ideas, maybe even bounce a few concepts off the community, but we probably won't be in a position to commit to the change/feature, tell you when it's going to release, or describe for you its functionality in great detail. This isn't because we're being "cagey." This is because the change/feature is still in early development and that information just doesn't exist yet. A good example of this is indeed the upcoming itemization improvements that were discussed in Travis' blog as well as the itemization Q&A. We don't have a timeline yet for when these improvements will be implemented, and many of the changes are still undergoing constant iteration. Sure, we may not have a lot of hard data to provide at the moment, but we can at least include you in the conversation and let you know what we're working on.
So, going back to the part of your post that I quoted, this really isn't an issue of "no answers." It's one of the answers not being what you liked or expected. Regardless, we're going to keep sharing our progress and providing more and more information as we go. As we start to refine our design and lock down how changes to itemization will be implemented, we'll be in a better position to answer your questions with more "hard facts" and less "design theory." That doesn't mean we can't have a dialogue on the topic in the meantime.
In fact, I seem to recall a certain community not only calling for itemization to be the next topic for AtD, but also for its CMs and developers to share more game info, even if it wasn't final... >.>
I believe I speak for the majority of the community when I ask for more forum involvement from the developers instead of Q&As.
The Q&As and forum involvement aren't mutually exclusive, they just provide different benefits. You're still going to see Travis and Wyatt posting. You're still going to see Q&As.
Or, in picture form: http://i.qkme.me/35x3zp.jpg
YOu do have to admit that the questions picked have alot to do w/ it though...
Regardless of what you may personally think about the questions, they were still upvoted by a large number of people within the community--otherwise they wouldn't have been included. Sure, the questions may not be relevant to everyone, but they are definitely relevant to someone. Or a variety of someones, in this case.
There were actually a lot of good, highly-voted questions for this round of Ask the Devs, so we still have more to answer. We're not going in order of "most highly-voted" to "least highly-voted," though. It's a mix, which means there's going to be some variation in the types of questions you see in each "part," as well as who those questions appeal to.
Don't you understand that that is a bad thing? You say that like it's a given, but it's not. Plenty of other dev teams are able to be open about their conceptual stage ideas and even incorporate player feedback into that stage. If you don't tell us anything until the stuff is pretty much set, then what's the point?
I'm pretty sure that's what we're doing. We can't share details we don't have, though. What we can do is share what we're discussing internally, even if what we're discussing is just ideas. We're still inviting you into that conversation and opening up feedback at an early stage.
For example:
No one cares about other development teams that have never released a video game.
Come on, dude. If you want to speak disparagingly of other development teams, I suggest you seek out some other forums. We encourage respect of all design and/or publishing studios here.
Honestly it seems as though this pace has been planned for a long time. Slowly trickle out updates until the expansion then ask for more money for the work that should have been done before the game came out.
It more depends on the developers' schedules. They really enjoy providing answers, and they know that kind of communication is important (this is why Wyatt and Travis asked to start posting). Even so, they also need to spend time developing, which is where the majority of their time is going to go.
how about you get involved in this post
http://us.battle.net...69598165?page=1
How about you stop telling me what to do? (jkjk)
I actually already passed along that thread to our designers. Great post: super constructive and to the point. Thanks for sharing!
The questions were hand picked and even then not answered directly. give us something, ANYTHING, to have some faith that you guys are actually listening and working on community suggestions that matter.
Which ones weren't answered directly?
(Also, many of our ideas come from player suggestions, discussion, and feedback. This is something we're always quick to point out because we really do value your interaction and input.)
This thread on the other hand, I was expecting to be ignored by Blizzard, and meanwhile, it's probably the most blue-active thread I've seen... ever. Can't say I disagree with it, but I'd love for it to continue in the future, possibly with threads that have more relevance to D3 itself.
So, more like this maybe: http://us.battle.net...ic/8156835610#3
(Even if we're not in a position to comment on how the post might affect design?)
I think a lot of the unhappiness is due to the "lack of response" on these forums. I use Diablo Fan for my information (they are nice enough to take every blue posts and update them more frequently than this web site).
Hm. Our Blue Tracker updates immediately: http://us.battle.net...m/blizztracker/
Is it just easier to navigate the blue tracker on Diablo Fans? Or do you like that they call out some posts on the front page? (Serious question. Knowing this would be great feedback for our web team.)
Quite frankly, it's just not as "easy" as Diablo fan. I log into their web site, and I immediately see what's the latest blue post and when was their last reply. On your Blizz Tracker, I see "Date: 1h28 minutes ago". It doesn't tell me if you posted more than once.
In Diablo Fans, it shows how long it was posted. It includes other blues as well. If you guys had pertinent information, they will make a resume of important blue posts.
Perfect! Our web team loves user stories like yours, so I'll definitely pass this on. :)
I would love it if in part 3, they pick a question, and they answer it like this:
"Here is exactly what we are going to do to address this concern:
First, we are going to .....
Then, we will .....
Finally, we'll ....."
We did exactly what you described with our blog on multiplayer improvements. We did the same for crowd control changes and even defensive bonuses. Those are just a few, very specific examples.
There are going to be situations where players ask us for details that aren't available yet, though. We can do one of two things in that situation: a) ignore the question or B) provide as much information as we have, even if it's not much more beyond "this is what we're thinking" or "here's what we recognize as the problem." Right now, we're still discussing different options for what we can do to improve MF/GF. We don't have any perfect solutions just yet, but that's doesn't mean we don't recognize the concern. Like Travis said, we're going to keep you updated, and once we have that "here's what we're doing, this is exactly how it's going to work," we're going to share it with you.
I'm sure she knew based on that timing that my post was'nt directed at hers.
(Totally knew.)
I'd like to point out that almost all the posts that you've made on this thread aren't on your Blue Tracker. Check it.
Yup! I haven't been flagging most of them to be tracked, because otherwise they'd overwhelm the main forum page tracker:http://us.battle.net/d3/en/forum/
I mean, I can. But there are other conversations in which we've posted, and I didn't want overshadow those with my replies. (We know our system can be improved.)
Great! Now tell the devs to do this kind of stuff five hundred times faster. Please look to PoE devs as a guide for how fast you should be.
Noted. 500 times faster.
Just keep in mind that, in many cases, it's much easier to iterate quickly in a test environment than it is once a game is live--that's really what betas and PTRs are about. Our beta forums aren't available anymore, but we were patching multiple times per month. Similarly, it's not uncommon for us to push out multiple patches in a week for PTR. Different environments, different timetables. (Also, different games, different timetables.)
Possible for you to release multiple patches in a week, but do they have any noteworthy content? Nope. Not like PoE does. Their game has greatly improved in a year, this game has barely improved in a year.
It sounds like you've made up your mind already in many ways. If you're not enjoying playing right now and don't want to wait, I completely respect that. Maybe take a break, check out other games, and just keep an eye on what we're doing. That's totally fair! We're going to keep improving Diablo III and building it into an even better game no matter what, and hopefully what we're working on will really appeal to you. If you're not sure it appeals to you just yet, that's cool too; like I said, we'll be sharing more info as new things develop, and you can make a more informed decision then.
However,
I'm stoked for the changes coming in 1.0.8 (PTR patch notes, check it), but I get that not everyone is. We want you to be just as excited as we are, but if you're not, and you're just not enjoying your time -- definitely let us know so we can see what we can do to make things more entertaining and awesome, but also feel free to jump around and find something you DO enjoy. We're not going to be all like "you will play this game, and you will LIKE IT...RAWR." We're going to keep supporting Diablo III in the meantime, adding improvements, and just focusing on making it the best game possible.
I get the support for developers, but publishing studios?
I loves me some publishing studios. They're full of rad people, too! Rad people deserve respect.
A lot of people seem to not believe you on this one. Perhaps if you show real time up vote totals if you do this again you'll avoid that?
For the next round, we definitely want to add in the number of upvotes.
Beyond that, though, it's definitely one of the requests I passed on to our web team, to have the up/down votes display to everyone. That way, you can see what we see, no middle-man needed.
Seriously? Your response is "thanks for the $60?"
That's not at all what I said. Your misinterpretation makes me :(.
can you ask bobby kotick if no major changes are allowed to be made because the console gold master copy is ready for pressing and would cost too much to change at this point?
The console version is currently only slated to ship with content up to 1.0.7. Not sure how that fits into your argument, but there you go.
The attitude of "don't like it? don't play" is proof of all of this. Basically all you are telling us is: "You already paid for it. If you don't like, it we don't care."
That would be a valid point if we didn't a) support the game after release or B) have plans for future improvements.
There's a HUGE difference between "Don't like it? Don't play it!" and "Don't like it? Let us know why. We want to make Diablo III the best game possible, and we're going to keep supporting it until it gets there. We'd love to have you playing alongside us during that process, but if not, we understand. Thanks so much for the criticisms, we hope that our efforts will have us cross paths again!"
But please, keep twisting my words to support your own message. =/
EDIT: By the way, you seem like a cool dude/lady, so I don't know why we have to continue going back and forth like this. Thank you for being passionate and awesome, and thank you for your perspective. Sincerely!
You want to make the game the best possible but dismiss people constantly while pushing your own agenda. Right.
We want to make the best game possible. Can we make the best game possible for everyone? Probably not. There are a lot of varying opinions out there about what makes a good game vs. what doesn't. Are we going try? Definitely.
Will we still make decisions that feel right to our developers and align with their goals? Yes. Will we keep reevaluating what that is in light of community feedback? Absolutely. While we're responsible for the vision and design of Diablo III (in a way, I guess that's an agenda), we're also creating the experience for our players. This doesn't mean we're going to implement every piece of feedback we get, but it does mean we value that feedback considerably and use it as a touchstone whenever making/considering changes or adding new content.
A lot of the stuff in 1.0.8 is actually inspired by conversations we saw in this very forum. Speaking of, 1.0.8 is up on PTR, would love your impressions after you've gotten the opportunity to play.
Your culprit is in bold. No need to thank me
You're the bold to my italicize.<3
Best when read in context, though:
Will we still make decisions that feel right to our developers and align with their goals? Yes. Will we keep reevaluating what that is in light of community feedback? Absolutely.
How about single-player offline for PC? There's an important one, so I can play this game again.
No current plans. It is something we continually evaluate/re-evaluate, though. (I know that's probably not the answer you wanted to hear, but I still wanted to make sure your question was addressed.)
I applaud the effort. But I seriously doubt the efficacy of the devs to actually deliver.
It's a difficult balance, for sure, but it's still something we work towards. I'm not saying we have a mastery of it, either, or that the pendulum won't swing in one direction or the other from time to time. Being able to iterate on content is incredibly valuable in that situation.
It's also hard to find instances where the two are in sync.
I'm sorry they don't seem more obvious. We could probably do a better job of highlighting that.
I could give some examples, if you'd like, but that's totally up to you.
I have a thought! If you don't have any details then DON"T ANSWER THE QUESTION!
I would rather not see political double talk and wait until there is something they can answer directly.
I respect that, but your opinion is not one shared universally. We have plenty of people also saying, "We don't care if you don't have exact details, just tell us what you're working on!" This applied especially to itemization.
I think it's better for us to err on the side of frequent communication, even if we're only discussing possible changes and don't have exact implementation worked out.
How much information we're able to share about a particular change or feature ultimately depends on where that change or feature is in its development. If it's reached the point where it's been implemented into our test builds, we can probably talk a lot more freely about it and discuss the ins-and-outs of how everything works. A good example of this is the mulitplayer improvements coming in 1.0.8. While these improvements aren't 100% final and may undergo some tweaking during the PTR, their design is far enough along that we can talk about them pretty extensively.
On the flip side, if a change/feature is still in its conceptual stage, where the actual design and implementation haven't been completely defined, then we won't be able to share as much. We can go over what we're planning, give you some of the reasons behind those ideas, maybe even bounce a few concepts off the community, but we probably won't be in a position to commit to the change/feature, tell you when it's going to release, or describe for you its functionality in great detail. This isn't because we're being "cagey." This is because the change/feature is still in early development and that information just doesn't exist yet. A good example of this is indeed the upcoming itemization improvements that were discussed in Travis' blog as well as the itemization Q&A. We don't have a timeline yet for when these improvements will be implemented, and many of the changes are still undergoing constant iteration. Sure, we may not have a lot of hard data to provide at the moment, but we can at least include you in the conversation and let you know what we're working on.
So, going back to the part of your post that I quoted, this really isn't an issue of "no answers." It's one of the answers not being what you liked or expected. Regardless, we're going to keep sharing our progress and providing more and more information as we go. As we start to refine our design and lock down how changes to itemization will be implemented, we'll be in a better position to answer your questions with more "hard facts" and less "design theory." That doesn't mean we can't have a dialogue on the topic in the meantime.
In fact, I seem to recall a certain community not only calling for itemization to be the next topic for AtD, but also for its CMs and developers to share more game info, even if it wasn't final... >.>
I believe I speak for the majority of the community when I ask for more forum involvement from the developers instead of Q&As.
The Q&As and forum involvement aren't mutually exclusive, they just provide different benefits. You're still going to see Travis and Wyatt posting. You're still going to see Q&As.
Or, in picture form: http://i.qkme.me/35x3zp.jpg
YOu do have to admit that the questions picked have alot to do w/ it though...
Regardless of what you may personally think about the questions, they were still upvoted by a large number of people within the community--otherwise they wouldn't have been included. Sure, the questions may not be relevant to everyone, but they are definitely relevant to someone. Or a variety of someones, in this case.
There were actually a lot of good, highly-voted questions for this round of Ask the Devs, so we still have more to answer. We're not going in order of "most highly-voted" to "least highly-voted," though. It's a mix, which means there's going to be some variation in the types of questions you see in each "part," as well as who those questions appeal to.
Don't you understand that that is a bad thing? You say that like it's a given, but it's not. Plenty of other dev teams are able to be open about their conceptual stage ideas and even incorporate player feedback into that stage. If you don't tell us anything until the stuff is pretty much set, then what's the point?
I'm pretty sure that's what we're doing. We can't share details we don't have, though. What we can do is share what we're discussing internally, even if what we're discussing is just ideas. We're still inviting you into that conversation and opening up feedback at an early stage.
For example:
The list goes on and, as with all design, nothing is ever final. This is just a snapshot of what we're working on currently with regard to itemization, and we hope to provide more specifics as we get closer to implementing these changes into the live game. In the meantime, we'd love to hear what you think about our approach, since much of what's cited above has been inspired by your feedback.
The only difference between the itemization improvements and multiplayer improvements is that we're able to talk about one in a little more detail than the other right now. We absolutely intend to provide more information about itemization changes as we continue development on them.No one cares about other development teams that have never released a video game.
Come on, dude. If you want to speak disparagingly of other development teams, I suggest you seek out some other forums. We encourage respect of all design and/or publishing studios here.
Honestly it seems as though this pace has been planned for a long time. Slowly trickle out updates until the expansion then ask for more money for the work that should have been done before the game came out.
It more depends on the developers' schedules. They really enjoy providing answers, and they know that kind of communication is important (this is why Wyatt and Travis asked to start posting). Even so, they also need to spend time developing, which is where the majority of their time is going to go.
how about you get involved in this post
http://us.battle.net...69598165?page=1
How about you stop telling me what to do? (jkjk)
I actually already passed along that thread to our designers. Great post: super constructive and to the point. Thanks for sharing!
The questions were hand picked and even then not answered directly. give us something, ANYTHING, to have some faith that you guys are actually listening and working on community suggestions that matter.
Which ones weren't answered directly?
(Also, many of our ideas come from player suggestions, discussion, and feedback. This is something we're always quick to point out because we really do value your interaction and input.)
This thread on the other hand, I was expecting to be ignored by Blizzard, and meanwhile, it's probably the most blue-active thread I've seen... ever. Can't say I disagree with it, but I'd love for it to continue in the future, possibly with threads that have more relevance to D3 itself.
So, more like this maybe: http://us.battle.net...ic/8156835610#3
(Even if we're not in a position to comment on how the post might affect design?)
I think a lot of the unhappiness is due to the "lack of response" on these forums. I use Diablo Fan for my information (they are nice enough to take every blue posts and update them more frequently than this web site).
Hm. Our Blue Tracker updates immediately: http://us.battle.net...m/blizztracker/
Is it just easier to navigate the blue tracker on Diablo Fans? Or do you like that they call out some posts on the front page? (Serious question. Knowing this would be great feedback for our web team.)
Quite frankly, it's just not as "easy" as Diablo fan. I log into their web site, and I immediately see what's the latest blue post and when was their last reply. On your Blizz Tracker, I see "Date: 1h28 minutes ago". It doesn't tell me if you posted more than once.
In Diablo Fans, it shows how long it was posted. It includes other blues as well. If you guys had pertinent information, they will make a resume of important blue posts.
Perfect! Our web team loves user stories like yours, so I'll definitely pass this on. :)
I would love it if in part 3, they pick a question, and they answer it like this:
"Here is exactly what we are going to do to address this concern:
First, we are going to .....
Then, we will .....
Finally, we'll ....."
We did exactly what you described with our blog on multiplayer improvements. We did the same for crowd control changes and even defensive bonuses. Those are just a few, very specific examples.
There are going to be situations where players ask us for details that aren't available yet, though. We can do one of two things in that situation: a) ignore the question or B) provide as much information as we have, even if it's not much more beyond "this is what we're thinking" or "here's what we recognize as the problem." Right now, we're still discussing different options for what we can do to improve MF/GF. We don't have any perfect solutions just yet, but that's doesn't mean we don't recognize the concern. Like Travis said, we're going to keep you updated, and once we have that "here's what we're doing, this is exactly how it's going to work," we're going to share it with you.
I'm sure she knew based on that timing that my post was'nt directed at hers.
(Totally knew.)
I'd like to point out that almost all the posts that you've made on this thread aren't on your Blue Tracker. Check it.
Yup! I haven't been flagging most of them to be tracked, because otherwise they'd overwhelm the main forum page tracker:http://us.battle.net/d3/en/forum/
I mean, I can. But there are other conversations in which we've posted, and I didn't want overshadow those with my replies. (We know our system can be improved.)
Great! Now tell the devs to do this kind of stuff five hundred times faster. Please look to PoE devs as a guide for how fast you should be.
Noted. 500 times faster.
Just keep in mind that, in many cases, it's much easier to iterate quickly in a test environment than it is once a game is live--that's really what betas and PTRs are about. Our beta forums aren't available anymore, but we were patching multiple times per month. Similarly, it's not uncommon for us to push out multiple patches in a week for PTR. Different environments, different timetables. (Also, different games, different timetables.)
Possible for you to release multiple patches in a week, but do they have any noteworthy content? Nope. Not like PoE does. Their game has greatly improved in a year, this game has barely improved in a year.
It sounds like you've made up your mind already in many ways. If you're not enjoying playing right now and don't want to wait, I completely respect that. Maybe take a break, check out other games, and just keep an eye on what we're doing. That's totally fair! We're going to keep improving Diablo III and building it into an even better game no matter what, and hopefully what we're working on will really appeal to you. If you're not sure it appeals to you just yet, that's cool too; like I said, we'll be sharing more info as new things develop, and you can make a more informed decision then.
However,
I'm stoked for the changes coming in 1.0.8 (PTR patch notes, check it), but I get that not everyone is. We want you to be just as excited as we are, but if you're not, and you're just not enjoying your time -- definitely let us know so we can see what we can do to make things more entertaining and awesome, but also feel free to jump around and find something you DO enjoy. We're not going to be all like "you will play this game, and you will LIKE IT...RAWR." We're going to keep supporting Diablo III in the meantime, adding improvements, and just focusing on making it the best game possible.
I get the support for developers, but publishing studios?
I loves me some publishing studios. They're full of rad people, too! Rad people deserve respect.
A lot of people seem to not believe you on this one. Perhaps if you show real time up vote totals if you do this again you'll avoid that?
For the next round, we definitely want to add in the number of upvotes.
Beyond that, though, it's definitely one of the requests I passed on to our web team, to have the up/down votes display to everyone. That way, you can see what we see, no middle-man needed.
Seriously? Your response is "thanks for the $60?"
That's not at all what I said. Your misinterpretation makes me :(.
can you ask bobby kotick if no major changes are allowed to be made because the console gold master copy is ready for pressing and would cost too much to change at this point?
The console version is currently only slated to ship with content up to 1.0.7. Not sure how that fits into your argument, but there you go.
The attitude of "don't like it? don't play" is proof of all of this. Basically all you are telling us is: "You already paid for it. If you don't like, it we don't care."
That would be a valid point if we didn't a) support the game after release or B) have plans for future improvements.
There's a HUGE difference between "Don't like it? Don't play it!" and "Don't like it? Let us know why. We want to make Diablo III the best game possible, and we're going to keep supporting it until it gets there. We'd love to have you playing alongside us during that process, but if not, we understand. Thanks so much for the criticisms, we hope that our efforts will have us cross paths again!"
But please, keep twisting my words to support your own message. =/
EDIT: By the way, you seem like a cool dude/lady, so I don't know why we have to continue going back and forth like this. Thank you for being passionate and awesome, and thank you for your perspective. Sincerely!
You want to make the game the best possible but dismiss people constantly while pushing your own agenda. Right.
We want to make the best game possible. Can we make the best game possible for everyone? Probably not. There are a lot of varying opinions out there about what makes a good game vs. what doesn't. Are we going try? Definitely.
Will we still make decisions that feel right to our developers and align with their goals? Yes. Will we keep reevaluating what that is in light of community feedback? Absolutely. While we're responsible for the vision and design of Diablo III (in a way, I guess that's an agenda), we're also creating the experience for our players. This doesn't mean we're going to implement every piece of feedback we get, but it does mean we value that feedback considerably and use it as a touchstone whenever making/considering changes or adding new content.
A lot of the stuff in 1.0.8 is actually inspired by conversations we saw in this very forum. Speaking of, 1.0.8 is up on PTR, would love your impressions after you've gotten the opportunity to play.
Your culprit is in bold. No need to thank me
You're the bold to my italicize.<3
Best when read in context, though:
Will we still make decisions that feel right to our developers and align with their goals? Yes. Will we keep reevaluating what that is in light of community feedback? Absolutely.
How about single-player offline for PC? There's an important one, so I can play this game again.
No current plans. It is something we continually evaluate/re-evaluate, though. (I know that's probably not the answer you wanted to hear, but I still wanted to make sure your question was addressed.)
I applaud the effort. But I seriously doubt the efficacy of the devs to actually deliver.
It's a difficult balance, for sure, but it's still something we work towards. I'm not saying we have a mastery of it, either, or that the pendulum won't swing in one direction or the other from time to time. Being able to iterate on content is incredibly valuable in that situation.
It's also hard to find instances where the two are in sync.
I'm sorry they don't seem more obvious. We could probably do a better job of highlighting that.
I could give some examples, if you'd like, but that's totally up to you.
I have a thought! If you don't have any details then DON"T ANSWER THE QUESTION!
I would rather not see political double talk and wait until there is something they can answer directly.
I respect that, but your opinion is not one shared universally. We have plenty of people also saying, "We don't care if you don't have exact details, just tell us what you're working on!" This applied especially to itemization.
I think it's better for us to err on the side of frequent communication, even if we're only discussing possible changes and don't have exact implementation worked out.
Blue Teme
Originally Posted by Blizzard
Diablo 3 Avatars Coming to the Source
D3 forum avatars are definitely something we want to do. I can't speak to a specific timeline, though, since that's something our web team is owning. :) (Source)
Nephalem Stacks and Drop Rates
Playing on Inferno with a full five stacks of Nephalem Valor is required in order for the keys, plans, and demonic organs to drop. Assuming you have five stacks of Nephalem Valor, the drop rate of keys, plans, and demonic organs is 5% on MP0, 10% on MP1, and 20% on MP2, all the way up through a 100% drop rate on MP10. (Source)
How Magic Find Works
How magic find works is a question we see on the forums from time to time. It’s not the most intuitive stat, but there are some places to find out more information about it that I’ll link below. To answer your question, though, Magic Find increases the chance that an item will be magical (i.e. legendary, 6-affix, 5-affix, 4-affix, etc.) when it drops, but it does not affect drop rates in any way or item stat ranges (i.e. when an item roll determines it will have 100 – 130 strength, Magic Find does not help increase the amount of Strength).
You can find more information about Magic Find in our game guide, and DiabloWiki has a great section on it too. (Source)
Positive Attitude is Essential when Defending the Game
Just gonna put this thought out there:
Even though you may think you're doing the right thing by standing up for a game you enjoy, sometimes it's just as bad (if not worse) to poke fun at the people who feel differently.
It's really not about the message, more the delivery. Love or hate Diablo III, you're welcome to express your opinion provided you do so a) constructively and B) civilly. This applies to players who wish to criticize the game, as well as those who wish to criticize the players who criticize the game.
Trick of the trade: focus on the issues, not the people. It's much easier to have a discussion when you're debating the value of ideas rather than the value of an individual. :) (Source)
Guides on Playing with Self-Found Gear
Playing with only self-found gear can be pretty fun, and I personally found the sense of progression was heightened as a result. I don’t know where your goals lie with your new character, but maybe completing Inferno with a second Barbarian could be a fun experience. You’d have something to compare and contrast the game experience to, and also benefit from returning to the class that originally caught your eye.
There is a self-found Barbarians over on Diablo.Incgamers.com that could be helpful despite being a little dated:
http://diablo.incgam...Barbarian-Guide
You might also want to check out the winners of Diablo Fan’s “Helpful Hints” contest, which goes over tips for each class: http://us.battle.net...en/blog/8649258
If you’re still not sure of what class to play the “Choosing Your Class” section of our game guide might provide some inspiration.
http://us.battle.net...sing-your-class (Source)
D3 forum avatars are definitely something we want to do. I can't speak to a specific timeline, though, since that's something our web team is owning. :) (Source)
Nephalem Stacks and Drop Rates
Playing on Inferno with a full five stacks of Nephalem Valor is required in order for the keys, plans, and demonic organs to drop. Assuming you have five stacks of Nephalem Valor, the drop rate of keys, plans, and demonic organs is 5% on MP0, 10% on MP1, and 20% on MP2, all the way up through a 100% drop rate on MP10. (Source)
How Magic Find Works
How magic find works is a question we see on the forums from time to time. It’s not the most intuitive stat, but there are some places to find out more information about it that I’ll link below. To answer your question, though, Magic Find increases the chance that an item will be magical (i.e. legendary, 6-affix, 5-affix, 4-affix, etc.) when it drops, but it does not affect drop rates in any way or item stat ranges (i.e. when an item roll determines it will have 100 – 130 strength, Magic Find does not help increase the amount of Strength).
You can find more information about Magic Find in our game guide, and DiabloWiki has a great section on it too. (Source)
Positive Attitude is Essential when Defending the Game
Just gonna put this thought out there:
Even though you may think you're doing the right thing by standing up for a game you enjoy, sometimes it's just as bad (if not worse) to poke fun at the people who feel differently.
It's really not about the message, more the delivery. Love or hate Diablo III, you're welcome to express your opinion provided you do so a) constructively and B) civilly. This applies to players who wish to criticize the game, as well as those who wish to criticize the players who criticize the game.
Trick of the trade: focus on the issues, not the people. It's much easier to have a discussion when you're debating the value of ideas rather than the value of an individual. :) (Source)
Guides on Playing with Self-Found Gear
Playing with only self-found gear can be pretty fun, and I personally found the sense of progression was heightened as a result. I don’t know where your goals lie with your new character, but maybe completing Inferno with a second Barbarian could be a fun experience. You’d have something to compare and contrast the game experience to, and also benefit from returning to the class that originally caught your eye.
There is a self-found Barbarians over on Diablo.Incgamers.com that could be helpful despite being a little dated:
http://diablo.incgam...Barbarian-Guide
You might also want to check out the winners of Diablo Fan’s “Helpful Hints” contest, which goes over tips for each class: http://us.battle.net...en/blog/8649258
If you’re still not sure of what class to play the “Choosing Your Class” section of our game guide might provide some inspiration.
http://us.battle.net...sing-your-class (Source)
In-Game Support Browser, Durumu Maze Izmena, Hotfixevi - 9 April, LFR Groupe
In-game Browser i Support Tools u 5.3
Imajte u vidi da je ovaj browser limitiran i da podržava samo Battle.net sajt. Isti ne možete da koristite za zvaničan forum ili ostale sajtove.
Durumu Maze Poboljšanja
Patch 5.2 Hotfixevi: 9 April
Nezavršen LFR Run
Imajte u vidi da je ovaj browser limitiran i da podržava samo Battle.net sajt. Isti ne možete da koristite za zvaničan forum ili ostale sajtove.
Originally Posted by Blizzard (Source)
We’re adding a feature-limited web browser to World of Warcraft that will replace the in-game support system with a direct portal to the Battle.net Support site. Our aim is to give players in-game easy access to the site’s robust knowledge base and support contact system.
We’ve gone to great lengths to improve our website support systems and we want to offer access to all of its robust features in-game. The new browser will make it it easier to find information to help you resolve issues you’re experiencing or contact our representatives if you need a little extra help.
We will test this new feature in the 5.3 public test realm (PTR), and we’d like your assistance. Adding a web browser in-game is a new venture for us, and we need you to test it by searching through the support knowledge base and pages to make sure that it holds up in various hardware and network situations. It’s important to note that while we will be testing the functionality of this feature within the PTR, we are unable to process support ticket submissions.
To help test and provide feedback, copy your character and download the PTR client.
We’d appreciate you keeping your feedback to this thread. We’ll be combing through it for your feedback and reports of any errors or issues you’re seeing.
We’ve gone to great lengths to improve our website support systems and we want to offer access to all of its robust features in-game. The new browser will make it it easier to find information to help you resolve issues you’re experiencing or contact our representatives if you need a little extra help.
We will test this new feature in the 5.3 public test realm (PTR), and we’d like your assistance. Adding a web browser in-game is a new venture for us, and we need you to test it by searching through the support knowledge base and pages to make sure that it holds up in various hardware and network situations. It’s important to note that while we will be testing the functionality of this feature within the PTR, we are unable to process support ticket submissions.
To help test and provide feedback, copy your character and download the PTR client.
We’d appreciate you keeping your feedback to this thread. We’ll be combing through it for your feedback and reports of any errors or issues you’re seeing.
Durumu Maze Poboljšanja
Originally Posted by Blizzard (Source)
Late in the 5.2 PTR cycle we found that the Durumu smoke effects during the maze phase were causing debilitating performance issues for some users’ computer hardware configurations. We made a fairly last-minute change to the cloud effect that wasn’t quite what we had first planned on using, and as you’re likely aware, made traversing the maze more difficult than we had intended.
Last night we released a fast patch (you can read more on these small client patches here) in addition to a standard hotfix, which both work to improve the readability of the maze visual, as well as make the way the maze appears a bit more intuitive. These changes will be noted in a future hotfix blog update.
It being Tuesday and all, we’re eager to hear how these improvements impact your runs tonight and/or later this week. Let us know in the comments below!
Last night we released a fast patch (you can read more on these small client patches here) in addition to a standard hotfix, which both work to improve the readability of the maze visual, as well as make the way the maze appears a bit more intuitive. These changes will be noted in a future hotfix blog update.
It being Tuesday and all, we’re eager to hear how these improvements impact your runs tonight and/or later this week. Let us know in the comments below!
Patch 5.2 Hotfixevi: 9 April
Originally Posted by Blizzard
Classes
Raids, Dungeons, and Scenarios
Bug Fixes
- Hunter
- Talents
- Powershot now has a 25% decrease to damage, cast time, cooldown, and focus cost.
- Talents
Raids, Dungeons, and Scenarios
- Throne of Thunder
- Durumu the Forgotten
- Safe spots in the maze of Eye Sores now appear earlier, before the Disintegration Beam starts moving.
- Adjustments were made to visual effects for Eye Sores to make it easier to see the maze.
- Primordius
- Mutated Abomination effect once again reduces his damage taken from non-Fully Mutated players by 75% on 10-player and 25-player Heroic difficulty only.
- Durumu the Forgotten
Bug Fixes
- Fixed a crash that occurred when Gnomes or Taurens log into the game while riding a mount over water.
Nezavršen LFR Run
Originally Posted by Blizzard (Source)
I've suggested the same thing the OP mentioned several times. "Prefer full run." It would serve no other function other than letting the queue system know who are 'wildcards' that are fine with fewer than all the bosses and who are not. That way, if there are two people right there back to back in the queue where one wants all the bosses and the other simply wants to be put further into the instance (like a valor farmer)... it knows the difference.
One thing to keep in mind is that the matchmaking system is already quite complex. It's already checking a lot of conditions, and prioritizing those conditions to get people into dungeons as quickly as possible.
The more you start to separate people by preference in the queue, even if the system is told to ignore the preference after X amount of time has been spent without being able to adequately fill (or backfill) a group, the more you dramatically inflate queue times for everyone. I totally agree that it can be annoying to often be placed in an in-progress dungeon, but the cons of many of the changes we've seen proposed by players would almost certainly outweigh that inconvenience.
We've also put in several measures to ease the burden a bit, without having to further complicate the matchmaking system and impact queue times. One thing I can appreciate about joining a raid in-progress is that I'm more likely to get the VP reward much more quickly. In situations where I care about the points more than the loot, I benefit from getting to the last boss sooner. And, if I do want loot and need the points, I can queue again and almost definitely get a fresh instance, kill the bosses I didn't yet, use bonus rolls for extra shots at the bosses I did kill (which will be even more effective in 5.3), and finish the dungeon for an extra VP bonus. If I decide I don't want to kill the same bosses again, someone else will have to suffer this same fate.
Keep in mind, too, that the need to backfill raids spikes with the release of each new Throne of Thunder wing. Success rates in the new content aren't as high (it's new!), and so you're seeing more people give up on groups, perpetuating the need to backfill raids. What we've tried to do is still make it worth the average person's time to finish the dungeon, while ensuring the matchmaking system tries much harder to give you a fresh instance if you requeue after not getting one the first time.
It's really about striking that balance between being accommodating, and being efficient. If a condition was set which allowed players to control whether they receive a fresh instance or not, wait times for everyone would be unacceptable, and potentially indefinite at odd hours of the day.
But for those of us that may be limited on time and need the loot that can drop our raid time is used for the convenience of the others in that group that needed a backfill and we have no shot at the things WE needed it for. Some of us do NOT have the time for double queues.
At least before it showed us if it was in progress and we could choose not to enter if we did not want to deal with that.
That was changed specifically because of the negative cascading effect it had. Not only was that a clunky, frustrating way of trying to force the queue to give you what you wanted (a fresh instance), it caused many raids to simply fall apart. Once people started leaving, and others refused to join, those left in the dungeon were out of luck. And you could say "sucks for them," but the ripple effect will just come back around to you. We saw it in action prior to patch 5.1, and it had a debilitating effect on the entire matchmaking system.
No where did I say 'full run only.' I said 'prefer full run.' There wouldn't be any 'only' about it. You don't get to make the choice. You simply let the system know what you would prefer. Nothing else would change. It would affect nothing other than letting the queue system know the difference between 'only wanting valor' and 'trying to do them all the first time.'
The point I was making in my first post was that this isn't going to yield the results you want. If you're simply asking for the queue to acknowledge your preference, it's probably not going to cater to it (if it doesn't now, why would it just because you checked a box?). But if you want the queue to separate players into pools based on a selected preference, every bit of calculation it makes before deciding when each individual has waited too long for their preference is going to inflate wait times exponentially for everyone.
Going to be simple with you Zarhym, The LFR finder system blows. The loot system is awful. My brother COMPLETED 5, that's right FIVE, unfinished LFRs for the SAME ONE. Only on his 6th try did he finally get a fresh run.
Waiting 30 mins AT BEST to an average of 60 mins a few times a week just to be able to down 1 boss is a joke and many people don't have time for sitting around. You said that people had priority for a "fresh run" after completing an unfinished one. So? where is that?
Like I said, the system tries to strike a balance between being accommodating, and being efficient. If you've completed an in-progress dungeon and requeue, the matchmaking system will prioritize you for a fresh run. This was happening very normally in LFR after being introduced in patch 5.1. That said, if the rate at which people are abandoning in-progress instances hits a high enough threshold, the matchmaking system isn't going to be able to both backfill raids AND create fresh ones in a reasonable timeframe. This is what you're seeing in the new dungeon wings as more groups struggle with less familiar content.
One thing to keep in mind is that the matchmaking system is already quite complex. It's already checking a lot of conditions, and prioritizing those conditions to get people into dungeons as quickly as possible.
The more you start to separate people by preference in the queue, even if the system is told to ignore the preference after X amount of time has been spent without being able to adequately fill (or backfill) a group, the more you dramatically inflate queue times for everyone. I totally agree that it can be annoying to often be placed in an in-progress dungeon, but the cons of many of the changes we've seen proposed by players would almost certainly outweigh that inconvenience.
We've also put in several measures to ease the burden a bit, without having to further complicate the matchmaking system and impact queue times. One thing I can appreciate about joining a raid in-progress is that I'm more likely to get the VP reward much more quickly. In situations where I care about the points more than the loot, I benefit from getting to the last boss sooner. And, if I do want loot and need the points, I can queue again and almost definitely get a fresh instance, kill the bosses I didn't yet, use bonus rolls for extra shots at the bosses I did kill (which will be even more effective in 5.3), and finish the dungeon for an extra VP bonus. If I decide I don't want to kill the same bosses again, someone else will have to suffer this same fate.
Keep in mind, too, that the need to backfill raids spikes with the release of each new Throne of Thunder wing. Success rates in the new content aren't as high (it's new!), and so you're seeing more people give up on groups, perpetuating the need to backfill raids. What we've tried to do is still make it worth the average person's time to finish the dungeon, while ensuring the matchmaking system tries much harder to give you a fresh instance if you requeue after not getting one the first time.
It's really about striking that balance between being accommodating, and being efficient. If a condition was set which allowed players to control whether they receive a fresh instance or not, wait times for everyone would be unacceptable, and potentially indefinite at odd hours of the day.
But for those of us that may be limited on time and need the loot that can drop our raid time is used for the convenience of the others in that group that needed a backfill and we have no shot at the things WE needed it for. Some of us do NOT have the time for double queues.
At least before it showed us if it was in progress and we could choose not to enter if we did not want to deal with that.
That was changed specifically because of the negative cascading effect it had. Not only was that a clunky, frustrating way of trying to force the queue to give you what you wanted (a fresh instance), it caused many raids to simply fall apart. Once people started leaving, and others refused to join, those left in the dungeon were out of luck. And you could say "sucks for them," but the ripple effect will just come back around to you. We saw it in action prior to patch 5.1, and it had a debilitating effect on the entire matchmaking system.
No where did I say 'full run only.' I said 'prefer full run.' There wouldn't be any 'only' about it. You don't get to make the choice. You simply let the system know what you would prefer. Nothing else would change. It would affect nothing other than letting the queue system know the difference between 'only wanting valor' and 'trying to do them all the first time.'
The point I was making in my first post was that this isn't going to yield the results you want. If you're simply asking for the queue to acknowledge your preference, it's probably not going to cater to it (if it doesn't now, why would it just because you checked a box?). But if you want the queue to separate players into pools based on a selected preference, every bit of calculation it makes before deciding when each individual has waited too long for their preference is going to inflate wait times exponentially for everyone.
Going to be simple with you Zarhym, The LFR finder system blows. The loot system is awful. My brother COMPLETED 5, that's right FIVE, unfinished LFRs for the SAME ONE. Only on his 6th try did he finally get a fresh run.
Waiting 30 mins AT BEST to an average of 60 mins a few times a week just to be able to down 1 boss is a joke and many people don't have time for sitting around. You said that people had priority for a "fresh run" after completing an unfinished one. So? where is that?
Like I said, the system tries to strike a balance between being accommodating, and being efficient. If you've completed an in-progress dungeon and requeue, the matchmaking system will prioritize you for a fresh run. This was happening very normally in LFR after being introduced in patch 5.1. That said, if the rate at which people are abandoning in-progress instances hits a high enough threshold, the matchmaking system isn't going to be able to both backfill raids AND create fresh ones in a reasonable timeframe. This is what you're seeing in the new dungeon wings as more groups struggle with less familiar content.







Intensify