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World of Warcraft Question and Answer Panel

Preuredićemo tekst u toku dana. Za sada samo raw Q&A.
Originally Posted by Blizzard 
Q&A
  • Toybox items that still require reputation might be oversights or technical limitations, they will take a look at them.
  • No third spec is planned. The Mists of Pandaria changes to the talent system help to make switching specs easier. (This has been addressed before)
  • The Old Gods do pose a great threat to Azeroth, but Sargeras is also scary.
  • More guild achievements will be added when they fit
  • Guild garrisons or housing is something the team will continue to discuss for the future. A guild garrison would need significant changes to the system. Joining a friends group to go into their garrison is the current solution for visiting a friend's garrison.
  • Better collision detection would be nice. Some objects have collision that shouldn't, which is why you sometimes get stuck on things.
  • The world is big, so it takes time to travel it. (Someone asked how long it should take to fly across the world)
  • No secondary glyph for fire cat form is planned. It is a very over the top visual, so they don't want everyone running around as a fire cat forever. Farming the seeds to get the form makes it inconvenient by design.
  • The team looks at talents that no one picks to try and improve or replace them so that they are more balanced, rather than nerfing certain talents that everyone picks unless it is necessary.
  • Only some classes having a class mount is just how the game has worked so far. If the team comes up with an amazing idea for a class mount, they will add it.
  • Doing /roar in a Druid form makes the racial roar noise instead of the animal form noise.
  • Battle pets have been received well by the community and they will continue to add more content rather than adding new systems.
  • No idea why Thrall is the only Orc with eyebrows. He was raised by humans and that helps to show he is different.
  • The character recustomization server still exists because the team doesn't want you to change your character's gender and race at will. They are also bigger parts of your character than small facial features.
  • Having legendary weapons in arenas is fun, allowing players to shine. It also depends on if classes are doing well or not. In the past legendary weapons in arenas have been a problem, but they could also do a PvP only legendary or something to balance it.
  • Internal simulations are done by bots running in the real client to gather real data. There is an obsession with a Patchwerk DPS balance, even though there aren't any fights like that anymore. Balancing DPS on a Patchwerk fight would not be balanced in most actual fights. Balance isn't perfect, the team can make mistakes, so keep the feedback coming.
  • Portal roulette is not fun for non-mages.
  • Beards disappear with certain helmets, which can be a bug.
  • New armor that is 3D is something the team is talking about, they are drawing it up and coming with ideas. No solid release date yet.
  • Armor used by NPCs and not on any player accessible items can be added as rewards in the future.
  • Transmog sets that don't match because some pieces are missing are just an artifact of how the art was used in the past, that is something that can be looked at.
  • Trade Prince Gallywix will come back and might be used to tell some new stories.
  • The team can make crafting and cooking bacon happen. They have the technology.
  • There are no plans to make legendary items / parts of items bind on account. You can go and solo bosses on characters that can use the item.
  • Social content like AQ gates opening is great, but it crashed the servers. One person being a hero and representing the server is something cool that can be done.
  • Farahlon may or may not make it into a content patch. The team isn't sure yet, which is why it was removed from the map. At one point they considered using it as an area for boosted players, but Tanaan Jungle felt like the better choice.
  • Mounts are account wide and still have class or profession restrictions because those mounts are perks of being that class or profession.
  • There was a Worgen story in Shadowmoon, but the team decided to focus on the Draenei instead, as the Worgen felt out of place there.
  • The team can make one click milling and prospecting if it is something players want.
  • Garrisons having a small chance to give you a few items of raid gear doesn't make them required.
  • Roleplaying fuels itself, the team helps by providing environments and opportunities conducive to roleplay. The Group Finder could let you find people who want to participate.
  • Garrisons are a better daily content option than daily quests were. There is more you can do with them.
  • Some spells got changed to the omni cast animation from a targeted cast, so that is something the team can go back and reevaluate these changes to make sure they are working.
  • It would be nice to have addons stored in the cloud, so that wherever you log in you would have your UI and settings.
  • Khadgar is stepping up
  • Transmog system revamp to free up even more space is still planned.
  • Dragons and the Aspects are important parts of the lore that will be used in the future.
  • The male night elf eyebrows missing from one of the faces might be a bug that is fixed in the near future.

Heroes of the Storm Deep Dive Panel

Heroes of the Storm Deep Dive Panel nam je otkriove četri nova heroja: Sylvanas, Jaina, Thrall i Lost Vikings kao i dva nova Battlegrounda: Sky Temple i Tomb of the Spider Queen.
Originally Posted by Blizzard

Hero Design Philosophy

  • Fantasy
  • Look - Communicates how the character should play in the game. If its a big beefy character, he's probably a tank.
  • These contribute to the hero's design.

New Heroes

  • Sylvanas
    • Not playable at BlizzCon, but she's close to release.
    • What defines Sylvanas? Shes an Undead leader, she has a bow.
    • In 2010 when we first showed her, we used to use color of heroes to determine which team they were on. She's much different today.
    • Our first iteration she was able to trap to silence heroes, and could block out enemy screens. Her kit didn't fit the fantasy of the hero, so they went back to Warcraft III.
      • Dark Archer. Black magic vibe. Banshees. Possess!
    • Needed to make sure not only her look was different than other archers in the game, they needed to have different kits. Sylvanas is a siege archer.
    • One of her development abilities was turned into a trait.
      • Strangling Shot: 50 Mana, 10 second cooldown. Disables buildings.
      • Trait: Black Arrows -  Basic Attacks and Abilities stun enemy minions, Mercs, and aggressive structures for 1 second.
  • Thrall
    • Gone through many variations through the years on design.
    • Thrall is a Warchief. He has his Doomhammer, one of the most iconic weapons in Warcraft.
    • Because of Thrall, the mounts system was conceptualized. They wanted him to ride of a Direwolf.
    • Back in 2010, Thrall's kit was very different. It didn't feel like him. His original kit was given to Rehgar.
    • Thrall has a lot of lightning. He's also a character you want to see in enemy faces, but not necessarily a tank.
    • Frostwolf Resilience: Damaging enemies gains charges, with enough charges, he heals himself.
      • Synergizes well will with Chain Lightning.
    • Feral Spirit: Roots enemies.
  • Jaina
    • Her development has been about refining the fantasy. She has a lot of history in the Warcraft universe.
    • She became a character which didn't really battle over time. They're bringing her back to her Warcraft III self.
    • They started with Water Elemental as being a basic ability. It was proven problematic.
      • They wanted her to summon it, but only last for a limited time.
      • Had an issue in the core gameplay loop. Water Elemental was becoming the core of Jaina.
    • What if Jaina was just a frost mage? No fire spells, no fire spells.
    • Cone of Cold in WoW makes you feel like you've broken the game based on its visual and audio feedback. Very cool moments. Jaina should feel like this.
    • Trait: Frostbite. Spells chill enemies, and spell hits deal 50% bonus damage when they're chilled.
    • Frostbolt, Blizzard, Cone of Cold makes her feel perfect.
  • Lost Vikings
    • Its Happening! It was a challenge for the development team. The characters are over 20 years old, they didn't have much distinction, and its 3 heroes in 1.
    • They needed to all be visually unique. In the original game they shared some colors, now they're all very unique.
    • They asked themselves before making Chen, if he could be a hero which would have individual spirit control. It felt clunky.
      • It didn't work well because the moment you pop Storm, Earth, and Fire, you aren't used to controlling three separate heroes.
      • Lost Vikings it works much better players have the expectation of playing three heroes all game long.
    • Originally didn't have individual abilities. They decided it wasn't good enough.
    • Talent system changes how each viking plays, so players can choose how crazy they want to make their vikings.
    • Can move around the field independent of each other. Solo cap Dragon Knight!

Battlegrounds

  • Philosophy: Think of them as a WoW raid. You've been through tons of them, and they all have common elements.
    • There should be a core, awesome mechanic for each battleground. Changes the flow of gameplay.
    • Watch Towers and Health Fountains are all shared.
  • Sky Temple (New BG)
    • Has the same core elements, mercs, towers as other bgs.
    • Takes place in a brand new universe, never before seen in another Blizzard game.
    • Ancient Egyption vibe. Temples, aquaducts.
    • Capture Points: Temple Guardians come out to kill you. If you stand on it longer, and survive, lasers come out to help you.
  • Tomb of the Spider Queen (New BG, WIP)
    • Takes place in the save universe as sky temple.
    • Is an interior battleground, the first one! It's spooky.
    • Experimenting with props to make it fun for the players.
  • Designing objects starts off with blocky shapes, then give them details.

What's Next

  • We're going to the Diablo Universe! Collide Heaven and Hell.
    • Everything is in a concept state, nothing is final.
    • Diablo Mounts and Skins will be coming out, and heroes.
    • Skeleton King! New Hero
    • The Butcher! New Hero
    • Crusader! New Hero
 
Heroes of the Storm Deep Dive Panel

Overwatch - Origins Panel

Chris Metzen je lead creative director Overwatch igre! Overwatch Origins Panel govori nam o Artu nove Blizzardove igre, novom tech engine-u i modelima karaktera u igri.
Originally Posted by Blizzard Entertainment
Misc
  • Chris Metzen is the lead creative director on Overwatch.
  • Bill Petras is the Art Director of Overwatch. He was the Art Director for World of Warcraft in the past.
  • Jeff Chamberlain is the VFX supervisor on Overwatch. He worked on the Heart of the Swarm, Wrath of the Lich King, Mists of Pandaria, Diablo III: RoS, and other Blizzard cinematics.
  • The art in the game is high quality but still has the Blizzard style.
  • The art should be vibrant, edgy, with silhouettes, as well as feeling handcrafted and detailed. Readability of the art is important.
  • Overwatch uses a new engine with new technology.
  • There was a partnership from day 1 between the cinematic team and the game artists.
  • Torbjörn was the first character that they modeled.
  • Pharah came from the idea of having a hero with a jetpack and rocket launcher. The original nickname was Rocket Dude. Exploring the story and personality of the character helped to refine the concept to what we see today. The team then worked on finding the right voice actor for the character.
  • Creating these heroes was a very team based process.
  • Warcraft started out very simple and then added in new characters, story, and art over time. Overwatch is starting from the same place, a simple beginning and lots of potential for the future in terms of story and characters.
  • The team wanted Tracer to be the centerpiece hero, as everyone on the team loved her.
  • The cinematic and in game art team both worked on Tracer at the same time, working together to refine her art.
  • The new engine and development process allowed both teams to work together to have Tracer's model in the cinematic and game be very similar.
  • Winston was a challenging model to work on, as he has a lot of movements and a rage mode that changes his movements. The model may not be complete yet.
  • Winston was also challenging to work on for the cinematics team, as there is a lot of clipping with his armor and how he moves, so the team just hid parts of the armor that aren't facing the camera to avoid clipping.
  • The Overwatch poster is a important part of uniting the team during the development process. They started earlier in the development process, trying different layouts and less heroes, but the final product felt like it worked right the comic book style of the game. There is enough space to add more and more heroes to the poster as they are added to the game.
  • There are a few heroes on the poster that aren't part of the 12 that are playable at Blizzcon.
  • The child in the cinematic made Chris Metzen's inner six year old do cartwheels. He hopes everyone loves the game, but almost doesn't care.
  • Blizzard is used to working on huge epic stories in other games, so this is a new direction for them and it is exciting. A bright, fun, heroic world that reaches for everyone's inner six year old!
  • Jeff Chamberlain claimed the project as soon as he heard the pitch.
  • The original cinematic just had the 12 boards in the image below and the story today is very similar.
  • After seeing the story pitch, Metzen said "If we don't make this story, I don't want to work here". Everyone was excited for Overwatch.
  • The team was working late one night and needed a full match to test some features. They ended up playing for hours after they started, which made them realize how much fun it was. The team was making the game because they enjoyed it, not because anyone assigned them the project.

Q&A
  • There will be plenty of diversity of hero types. They are aware people want to feel represented in game.
  • There might be Overwatch characters in Heroes of the Storm in the future.
  • The team has been working on Overwatch for roughly a year and a half, starting on the idea after the Titan team was reallocated to other games. Normally you have to spend some time pitching a game to developers, but most were in very quickly for Overwatch.
  • No real answer to if there will be collectable hats.
  • Skins sound like a good idea, but nothing to announce.
  • The actual gameplay doesn't have a big bad villain so that players can have heroes fight heroes rather than having specific villains that restrict gameplay. The deep and rich story will take place outside of the game.
  • There aren't any immediate plans to add an adventure mode to the game to play each hero and explore their story, but it is something they are interested in doing.
  • The game has some similarities to TF2, but it is still a very different game. TF2 has a limited number of roles with some more customization through weapon choices. Overwatch also has some more mobility, with some heroes that can fly or use grapple hooks. Overwatch is more about hero abilities than it is about putting a crosshair over the other heroes.

Overwatch - Origins Panel

Sound of the Nexus Panel

Originally Posted by Blizzard 

Jaina

  • Jaina is Magical, Icy, and Sharp. Her spell sounds should reflect that.
  • A broken bottle was helpful when creating her sound effects.
  • The same sound for Frostbolt from World of Warcraft couldn't be used for Heroes as there is no cast time to it in Heroes. Instead, it gains an immediate punch to it.
  • Ring of Frost's sound was made to have "ascending then descending tones" to give players an audible prompt right away that it was going to be serious.

Lost Vikings

  • The Vikings are Comical, Medieval, and Light-hearted.
  • Olaf's sounds are deep, Erik's more on the higher scale, and Baleog somewhere inbetween.

Thrall

  • Mystical, Natural, and Tough.
  • Chain Lightning was created with fireworks, and a tape measure.
  • Feral Spirit was created with a toolbox being dragged across concrete (movement), and a blow torch (dissipation)!
  • Earthquake needs to give you information that something is about to go bad real quick. Part of its sounds come from a giant bell.

 Hero Voices

  • Which version of this hero are we creating? The first question that needs to be asked.
    • At different points in each hero's life, they've been a different character, and that can have a great effect on their voice.
    • The chosen hero should be the one people are most familiar with, and when they were strong, and powerful.
  • Thrall's the Warchief of the Horde! Charging into battle "FOR DOOMHAMMER!"
  • Jaina's most memorable time was also from early World of Warcraft.
  • Back in Warcraft III, the average lines a unit spoke was just 20. For Heroes, its 300! They include:
    • Gameplay reminders
      • Error messages: "I need more mana for that" - Jaina
      • Caution Suggestions: "Attack Now! Lok'tar! - Thrall
    • Interactions
      • Heroes talk with each other, promotions interaction between you and your teammates automatically.
      • Celebrations, and thank yous. "I'm healed? Oh I love this game" - Eric the Swift
      • Lets them reference the lore. Uther: "Why should I trust you boy" Arthas: "If you prefer, I can always kill you again"
    • Comedy
      • Comedic setting, not always the heroes. Diablo isn't very comedic.
      • Nexus is supposed to be funny.
      • Probably doesn't make sense in the lore. Raynor killing Diablo?
      • Promotes a lighter atmosphere.
    • Celebrate cool moments
      • Unique interactions on deaths.

Questions and Answers

Does the 300+ unit lines count skins which have specific lines?
No, skins with their own voices have their own unique 300 lines.

Will we get new music for new heroes?
Nothing being planned right now, maybe for promotional material.

Blizzcon 2014 Day One Recap

Diablo III - Šta Je Sledeće

Većina igrača se verovatno pitala šta nam je Blizzard spremio za Diablo III "What's Next Panel". Josh Mosqueira govorio nam je o izmenama koje nam dolaze u Patch 2.1.2, novim legendary gemovima, rift guardianima i ostalom sadržaju kojeg možete pročitati u daljem tekstu.
Originally Posted by Blizzard 
  • Patch 2.1.2 announced
  • New Ghoblins: The Gem Hoarder (silver, drops gems), the Odious Collector (green, drops crafting materials), the Blood Thief (red, drops Blood Shards)
  • Improved Goblin AI: Will now seek out other enemies
  • Adventure Mode: New Legendary Gems, More visual variety for Greater Rifts, new Hub layouts
  • Tilesets of formerly fixed maps in Greater Rifts are now much more varied, examples: Oasis, Spider Caves, Leoric's Jail; Upcoming: Stinging Winds, Tristram Fields, Festering Woods
  • Legendary Gems: Legendary Gems usage graph (screenshot to follow), want to make usage of Gems more even by adding new Legendary Gems and Items
  • 2 new Legendary Gems: Esoteric ALteration: Gain 30% non-Physical damage reduction. Bonus: While below half Life, your resistances are increased by 75%.
  • Molten Wildebeest's Gizzard: Regenerates 500,00 Life per Second. Bonus: After not taking damage for 4 seconds, gain an absorb shield for 200% of your Life per Second. Numbers subject to change.
  • Now speaking: Wyatt Cheng
  • Pylon Changes: Conduit not getting removed in GR. Instead, Speed Pylons ignoring collision and lasting longer, Shield Pylon reflecting damage and exploding when it times out. You should get 2-4 Pylons per GR, not 0 or 6.
  • Improving Monster Density in all Rifts where it's currently low. Normal monsters as well as Elites.
  • All the Rift Guardians are getting revisited to be equally challenging but each one should be special in their own right.
  • Randomness shouldn't dictate success or failure but instead provide a varied experience.
  • Level generation adjusted: Dead Ends in Rifts shouldn't be at the end of a long hallway, same for big loops.
  • Death Penalty in GR adjusted. On the PTR, you can rez at the corpse in GR but you get a stacking timer. Hence, the distance to the checkpoint no longer matters.
  • Season 2: Conquests will be looked at, only some will return from S1, like Reach GR30 or Speed Racer. Reach level 70 is being dropped, though. New Conquests: 50M gold stream outside the Vaul, Kill certain bosses within 20 minutes of starting the game, Complete Lore Books
  • Season 2 Transmog: Feet and Legs, Season 3: Chest and Hands
  • Wormwood reworked (see below): Casts Locust Swarm without having to stop
  • Ranslor's Folly (see below)
  • More items shown tomorrow, also "something special"
  • Ancient Items: New Tier of Legendaries. Drops in Torment, the higher the difficulty the more likely, up to 30% better in attributes.
  • New Zone: Ruins of Sesheron. Barbarian capital city from Diablo II LoD opening cinematic, will be near Arreat Crater in Act III. Lots of Traps.
  • New Monster types: Glowing Death (sand Wasp variation), Magotts (frost explosion on death), Naja Beetles (shoot fire projectiles)
  • New Rift Guardian: Rat King: Spawns Rats from his back, entraps you in a circular area, casts "Rat Tornadoes"
  • Yetis are currently being worked on as a new monster type
  • All artisans now close together in Act I
  • Patch 2.1.2 (will have PTR): Ancient Items, Treasure Goblins, Season 2, New Legendaries, Adventure Mode improvements
  • Later Patch: Ruins of Sescheron, new monsters, new Legendaries, and more
  • Question Time.
  • Uber Diablo not actively worked on
  • No plans to allow players to change item rarity colors
  • Items will be sent to you via the ingame mail system after the end of a season
  • Ingame real-money store for things like character slots or stash space has not been announced. Other ways to deal with the underlying issues are being worked on.
  • Fishing for certain Rift layouts/monsters is not intended and Blizzard tries to address that with the randomness changes, giving you a better mix of monsters.
  • Act IV and V monsters are being worked on to be less annoying or more rewarding
  • No further annoucnements for new zones peing planned
  • Trading is not about to make a comeback (for now) as it can destroy the reward loop of the game, like the AH did. Some types of trading might make it into the game at some point though, the console version's gift system mentioned.
  • Blizzard would love to bring Season to consoles but it doesn't work with offilne capabilites of the console version.
  • Adventure Mode will be unlocked at the start of Season 2, there might be Conquests related to Campaign mode in future Seasons, or even not have it unlocked right away.
  • Can't answer the question for another expansion
  • Trial changes are coming to 2.1.2, pacing and mosters in them are being looked at. In the current internal build, all monsters can be knocked around. Progression in Trials should be more persistent.
  • Ancient items are intended for the most dedicated players the have already have their whole sets completed. Currently, the chance for Ancient items is 5-10% on T6. Similar for GR.
  • There are no announcements for a crafting system similar to Diablo II's rune system, but they're looking for a similar system in spirit.
  • Panel ends.
Off-Stage info:
  • New item rarity: Ancient Legendary/Set. Possibly upgraded (via item? artisan?) or rarer version of existing Legendary/Set items which can roll higher attribute values. Example items: Wand of Woh, Vile Ward, Lut Socks, Firebird's Plume, Cindercoat, Sunwuko's Paws, Reaper's Wraps (from press kit)
  • New Armor Sets (from press kit)
    • Barbarian:
      • 2P: Rend deals 300% more damage.
      • 4P: Rend lasts 300% longer.
      • 6P:  Targets affected by Rend take +300% Whirlwind damage.
    • Demon Hunter:
      • 2P: Gain 2 Discipline every time you use a Hatred Generator.
      • 4P: Take 20% less damage if there are enemies within 40 yards.
      • 6P: Every point of Discipline you currently have increases the damage of your Hatred Generators and Multishot by 10%.
    • Wizard: Fierce Set
      • 2P: Casting Arcane Orb, Energy Twister, Magic Missile, and Shock Pulse reduce the cooldown of Slow Time by 1 second.
      • 4P: Enemies affected by your Slow Time take 1250% weapon damage every second.
      • 6P: Enemies affected by your Slow Time take 500% more damage from your Arcane Orb, Energy Twister, Magic Missile and Shock Pulse.
  • New area: Ruins of Sescheron (old Barbarian capital, now snowy ruins) along with new monster types. (from playable demo)
  • New Rift Guardian: Rat King. (from playable demo)
  • New types of Treasure Goblins, some of which drop Blood Shards, others gems and others again drop crafting materials and plans. (from playable demo)
  • Legendary item changes: (from playable demo/press kit)
    • Wormwood: Locust Swarm deals continous damage.
    • Gungdo Gear: Exploding Palm's on-death explosion applies Exploding Palm.
    • Sunwuko Set:
      • 2P: Casting Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush or Wave of Light causes a decoy to spawn that taunts nearby enemies and then explodes for 1000% weapon damage.
      • 4P: Enemies hit by the decoy explosion take 500% from your Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush or Wave of Light abilities for 3 seconds.
    • New Item: Crown of the Primus: Slow Time gains the effect of every rune.
    • New item: Ranslor's Folly: Wrists, Energy Twister periodically pulls in an enemy withing 30 yards. An enemy can only be pulled in this way once every 5 seconds.
  • New Seasonal Transmogs: Feet, Legs
 
Diablo III - Šta Je Sledeće





World of Warcraft - Itemi, Class Izmene i Ostalo

World of Warcraft developeri govorili su nam o iznemana itema i spellova koje dolaze u Warlords of Draenor.
Originally Posted by Blizzard  
Classes
  • The goal of the class changes was to keep classes fun, stop the PvP CC madness, make numbers easier to understand and slow down the pace of healing a little bit.
  • Removing abilities will make the game more fun.
  • Fantasy, visuals, cool effects, powerful, interactive, and abilities with a clear purpose are fun.
  • Redundant abilities are not fun (Frostfire bolt / Frostbolt for Fire and Arcane)
  • Abilities with inconsistent fantasy are not fun.
  • Situational abilities are not fun (Nourish)
  • Abilities that have been balanced to mediocrity are not fun (Mortal Strike)
  • Abilities with no feedback are not fun (Blood Strike - No real animation, visual, or fantasy)
  • Abilities that are unreliable are not fun (Feral druid positional requirements)
  • Complicated abilities are not fun (Symbiosis)
  • Returning players had more and more trouble figuring out how their class worked as more abilities were added. You shouldn't have to go to another website just to figure out how to play your character.
  • The old talent system was scrapped to help combat this problem, but it didn't solve it.

Healing
  • Players didn't enjoy healing because of health bar whiplash, players were always almost constantly dying, healing consisted of spamming heals constantly.
  • Smart heals were too smart, the game was playing itself for you, you didn't have to do any targeting. You ended up with a healing rotation and not paying attention to who was injured.
  • Mana was scaling poorly, lower item level characters had not enough mana, higher item level characters had excessive amounts of mana.
  • In Warlords, players have double the effective health, giving you longer to think and target your heals.
  • In Warlords, smart heals aren't as smart. They just heal anyone who is injured rather than the most injured.
  • In Warlords, healers will have enough mana even at lower item levels.
  • In Warlords, Spirit is now on less slots, so you can't trivialize mana anymore.
  • Healing will be more tactical and allow players to make decisions while healing in Warlords.
  • Players will have sufficient mana but not excessive mana in Warlords.

Items
  • Once a tier token dropped, you had to go to a vendor, find the right item, figure out what gems and reforges you need, upgrade the item, and then you were finally ready to use it. Once you were ready to use it, you may have to change gems and reforges on your other items as well.
  • Kill a boss, loot an item, equip the item.
  • Tier tokens will convert to an item just like the Timeless Isle tokens, this removes one of the steps.
  • Hit and expertise are removed from the game, meaning you don't need to reforge and regem all the things with every new item you got.
  • Item upgrades are also gone, removing another step.
  • Enchants and sockets are on fewer slots now, helping remove another thing to do.
  • Caps and breakpoints are gone, making stat customization easier.
  • In Mists of Pandaria, loot can drop that no one in the raid can use, which didn't feel good.
  • Set bonuses and stats that switch on your main armor slots help with this problem.
  • Spirit not being on most slots also helps.
  • Dodge and Parry are now bonus armor.
  • There are now more sources of loot, especially during questing and leveling in Draenor.
  • Versatility, Multistrike, Tertiary stats, gem sockets, and randomly upgraded quest items also help to add variety.

Q&A
  • Gladiator's Resolve was a small enough change that it didn't need another spec.
 
World of Warcraft - Itemi, Class Izmene i Ostalo
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