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Author: Atena013 Date: Thursday, 24 April 2014
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Author: Atena013 Date: Thursday, 24 April 2014
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Author: Shr3ku Date: Wednesday, 23 April 2014
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Author: Silencer Date: Wednesday, 23 April 2014

Buffovan Drop Legendary Kroz Hotfix

Blizzard je buffovo drop rate Legendarya u Torment 1 - 6 jačini.
Originally Posted by Blizzard (Source)
Hey everyone, 
As a quick heads up, we have two buffs to Legendary item drop rates coming down the pipeline. 
  • First change: We're increasing the drop rate for Legendary items (this includes Set items) in Torment 1-6.
  • Second change: We're significantly increasing the chance for an item purchased from Kadala to be a Legendary.
Both of these hotfixes are somewhat proactive, but are aimed to help improve the reward curve for players as they start to reach higher Torment difficulties. We look forward to hearing your feedback as a result of these changes!
----------
The hotfix was actually just pushed live. You may need to restart your game in order for them to take effect.

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Hero Quest Fixevi, Queue Time,Ping Interfejs

Hero Quest
Xuzaca je potvrdio na forumu da će Hero Quest sistem biti ispravljen i poboljšan u budućem patchu.
Originally Posted by Blizzard (Source)
So I finally completed the 6th hero quest, and was a little disappointed at the final reward. Don't get me wrong, 1.5mil xp is awesome, but it would really seem better to bump the 3rd skin color unlock as a reward for the final quest rather than the 4th.
There's a lot of wonkiness, clarity issues, and bugs with the current hero quest system, and we have a ton of fixes and improvements on the way in our upcoming releases. Ultimately, we'll have a much more clear - and cool - escalation in rewards across the progression system that should feel more fulfilling, so please bear with us in this early phase and post your feedback as those changes are coming in.
 
Queue Time
Ponekad stvarno queue time za pronalazak tima potraje u Heroes of the Storm. Kad bi smo bar mogli da pogledamo questove za heroje dok čekamo...
Originally Posted by Blizzard (Source)
It be nice if I could browse the shop and quests while sitting in que for a match. It gets kind of boring for long ques. Also with the short ques can glance at heroes/skins/mounts while waiting on seeing you may want to buy next. Oh also being able to look at quests also to see what you need to do with your hero would be awesome.
Hello! Thanks for the feedback, and know that we agree that you should have the ability to do other things while queued, and this support is on our hit-list as we continue to build out the UI features in the game.
 
Timski Ping Interfejs
Ping interfejs biće poboljšan u budućem patchu!
Originally Posted by Blizzard (Source)
I've noticed the ping system is fairly annoying to use. Sometimes when I try to do a quick ping it doesn't go off. Sometimes I have to ping three times in a row to get a single ping to go off. Also, its annoying that there is no missing ping available. I applaud the attempt to avoid the 'no mia, gosh' mentality,but its frustrating not having a quick way to let people know that your opponents are suddenly absent, and could be ganking.
I wholeheartedly agree with you on the responsiveness of the current Alpha ping system, and this is something we're actively working on improving. We'll keep an eye on the feedback regarding other desired ping types (like Missing) as we continue to develop the system and we'll see how the final list of ping options shapes up.

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Rank Sezona Jedan Počinje 1 Aprila!

Prva Rank sezona počinje uskoro, a Zeriyah je podelio par informacija o pozadinama karata koje će biti dostupne u toku sezone. Učesnici će dobiti (Pandaria Pozadine za Karte) svima koji su dostili Rank 20 u toku sezone.

Blizzard će takodje pozvati top igrače na turnir kako bi dobili Grand Mastera Hearthstone!
Originally Posted by Blizzard (Source)
Hearthstone Ranked Play Season 1 - Pandamonium!

The first official Ranked Play season is coming to Hearthstone starting on April 1, and we’ve got some exciting updates to share with you.

Now that Hearthstone has officially launched for the PC, the cards are on the table for you to become one of the world’s most Legendary Hearthstone players. Battle your favorite Heroes of Warcraft on the Ranked Play ladder to earn a beautiful Pandaria-themed card back that will only be available during the month of April.

Ranked-S1_HS_Lightbox-Thumb_Pandaria_CK_500x250.jpg

These card backs replace the art decorating the reverse side of all your cards, and are a great way to show off your Hearthstone accomplishments. Add the Pandaria card back to your collection by hitting Rank 20 in Ranked Play mode. The Pandaria card back will be awarded to you at the end of April’s Ranked Play Season. 

Don’t forget—the further you move up the Ranked Play ladder, the more bonus stars you’ll receive next season. In Ranked Play Season 1, you’ll receive bonus stars based on your performance from Test Season 4—one bonus star per rank you attained. For more details, check out our first mention of this feature in the last patch notes blog here

If Rank 20 isn’t enough of a challenge, perhaps you can aim higher . . . and become a Hearthstone Legend. You can also get the “Legend” card back by achieving the Legend rank in Ranked Play. The Legend card back will be awarded to you as soon as you hit Legend rank in Ranked Play. 

Ranked-S1_HS_Lightbox-Thumb_Legend_CK_500x250.jpg

For those brave and dedicated enough to join the ranks of the Ranked Play Legends, be sure to give it your all each season because we’ve got more plans on the horizon. We’ll be inviting top Legend players to participate in a grand tournament later in the year to determine who will be the next world renowned Grandmaster of the Hearth. Invites will be based on performance across each Ranked Play season, so do your best! More details will be announced at a later date.

Craft a deck, take a seat in the tavern, and create some Panda-monium of your own with the first official Ranked Play Season, starting on April 1!


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WowCraft - Episode 1, Blue Tweetovi

WowCraft - Episode 1
Carbot je predstavio svoj prvi WoWCraft video danas!

 
Blue Tweetovi
Originally Posted by Blizzard  
Classes
What is the diff between glyphs and talents? They seem to accomplish the same thing (mod spells) on a different UI panel.
Talents are more transformative and strictly increase your power. Glyphs offer lateral customization and cosmetics (Minors). (WatcherDev)

PvE
There needs to be a feature to be able to blacklist 1-2 random dungeons just like blacklisting random bg's
Which ones would you blacklist? (WatcherDev)

Make fire/acid/void zones really punish DPS by debuffing their damage output. Healers would love if you did this.
In LFR, that'd punish everyone by making the fight longer if DPS were unaware; healers can at least compensate currently. (WatcherDev)

I'm not sure if you have answered this, but I was curious how many healers a mythic group should expect to have on hand for WoD?
Likely 5 on average. Aiming to avoid some of the under/overhealing extremes we saw in the last portion of SoO. (WatcherDev)

Is there a magic number for tanks in mythic raids? 2 or 3? Would like to know cause of planning our roster
Generally 2. You'll probably be well served by having a third player who has a tank spec, but doesn't expect to always tank. (WatcherDev)
Is that for fights that have 3 hard-hitting targets, or so you can swap to a "more ideal" tank class/spec for a fight?
The former. We're not going out of our way to make 3-tank fights, but we're less constrained when it'd add to the design. (WatcherDev)

This is a big issue. Going from 7-8 healers to 4-5 and vice versa is hard. Would like more consistency.
I'd say 4-6, 5 average for Mythic. We're going to try to avoid 3 or 7 ever feeling like the right answer. (WatcherDev)

When you design a fight, what comes first, the boss or the mechanics? Like was the "miasma fight" always going to be Malkorok?
Usually the boss; occasionally the mechanic. With Malkorok we just knew he was a Y'Shaarj-corrupted orc soldier and went from there (WatcherDev)

PvP
No spoilers cap'n PVP but how's Ashran going? Looking good on the pvp front?
We are iterating on the design a lot. Really trying to nail a rewarding, persistent sandbox zone focused on PvP. (holinka)

do you consider making pvp gems(esp.resilience)a more viable option? would love being able to change that more situational #scaling
Don't feel like gemming is the right medium for situational choices. Glyphs and talents fit that niche better. (holinka)

in all the other regions th PvP action is 90% horde,15m queue times are ruining the game for most casual
The worst region has 55% horde queuing for bgs vs 45% alliance. This is queue data not realm data. (holinka)
funny how that doesnt match players experience with queue times, including mine, ohh well :P
or that's the amount of imbalance that's causes these queue times. Not denying queue time problem. (holinka)

pvp scene in EU is 90% alliance. You're heavily nerfing horde racials and buffing ally racials. How do you think that'll pan out?
EU BG queues have a very close ratio. Not concerned. (holinka)
The high end scene is going to pick one side or the other and flock there. Mostly concerned with battle ground queue times. (holinka)

Lore
Are the embodied spirits in the Fallen Protectors fight dead, or just memories of the bosses' allies?
The sha unleashed when Garrosh ruined the Vale claimed many victims, including those charged with protecting the Vale. (WatcherDev)
But some of the Embodied adds in that fight are still alive, like Ren Firetongue.
Ah, I didn't catch that you meant the ones summoned by Desperate Measures. Those are projections of negative emotion. (WatcherDev)

Warlords of Draenor
When MoP challenge modes are gone, will those reward skins ever be obtainable again?
People who got 9 Golds will be able to re-purchase from the vendor if needed. Otherwise, not planning on it. (WatcherDev)

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Dustin Browder Govori o Team Experience i Levelovanju

Dustin "Rock" Browder objavio je informativan blog na zvaničnom Heroes sajtu, koji nam govori o timskom čevelovanju.
Originally Posted by Blizzard (Source)

When we first set out to make Heroes of the Storm, we had an idea of how the game should play. We imagined Support characters as pure healers moving to help their allies. We imagined Siege characters (now called Specialists) charging into battle, and clearing away enemy armies and fortifications with ease to make way for friendly forces. We imagined heroes claiming objectives like the Dragon Knight, or collecting Doubloons to gain the power of characters like the undead pirate, Blackheart. 

When we first started, we had individual hero leveling like many games in the genre. We liked how it forced players to split up into different locations, and coming together was a cost and a risk. We also liked how individual experience rewarded players for doing well, and really encouraged players to do their best; knowing that they were falling behind if they started to give away too many victories.

We made a large number of tweaks to this system to make Support and Siege heroes work with individual leveling, and everything worked. --but then we ran into Abathur. Here was a hero who never went into battle at all. He hid back in base, and attacked the enemy from afar. This helped inspire us to consider the possibility of more extreme heroes in the future. What if we had more heroes who supported the team in strange ways? 

We were also running into trouble where players didn’t want to leave a battle in order to engage with a map objective or help an ally. Moving to capture a Dragon Shrine was a very risky move if it cost you experience and you fell behind in levels. Players were too fearful to move away from enemy minions to actually engage with the various locations and characters on our Battlegrounds. When we played, we noticed that the players that were actually doing the most to help their team by fighting over Battleground objectives were often several levels behind. 

Moving from one part of the Battleground to another to heal an ally or kill an enemy was also risky.  If you did it too often you would find yourself behind in levels. With individual leveling, all players had to stay in a lane next to a battle most of the time.

This was not the freeform strategic experience we were hoping for.  

We started to experiment with team leveling. In this new system, many elements (like killing towns) give map-wide experience to the whole team, even if there is nobody near the town when it is destroyed. Enemy minions give experience so long as someone is nearby to collect the experience. If you have two heroes near an enemy minion when it dies you do not collect double experience. As long as you have a single hero next to a battle you are collecting the maximum experience from that battle for your team.  

Team leveling solved a lot of problems for our game. Characters like Abathur just worked. All of our Battlegrounds were suddenly alive with possibility. Players had the freedom to go where they wanted to go, when they wanted to go there, with the knowledge that their allies were helping them by collecting the experience that minions created. At any given time one to three players on each team could be anywhere they wanted to be. They were free to roam to help their team, kill enemies, or complete map objectives with full knowledge that their allies were still getting maximum experience from the Battleground.

Teams that try to send all five players to one location can continue to do so, but at a severe cost.  If the other team is split up, the team that is all-in at one location will find itself falling behind in levels. 

In the end, this was what it was all about. Creating an environment where it was easy to cross lanes to help one another, or kill an enemy. We want an environment where you can all run to a Cursed Hollow tribute, or everyone can do a mad-dash for a Dragon Shrine, secure in the knowledge that your allies have your back. 

I hope that helps people understand what we are doing, and why. As always, your feedback for our Alpha is greatly appreciated, and has already helped us make Heroes of the Storm a better game.


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Patch 2.0.3 Hotfixevi

Blizzard je juče postavio veliki hotfix na Diablo 3 Live serverima. Jedna od velikih izmena je Monk Unity Passive koji, vam sad daje ukupno 20% damage kada ste u full party.
Originally Posted by Blizzard (Source)
[UPCOMING HOTFIXES]
  • Optimizing clan and community operations to allow them to load more quickly and efficiently.*
Crusader
  • Akarat's Champion
    • The revive proc of this skill now properly triggers when killed by a damage over time effect.*
Monk
  • Sweeping Wind
    • Fixing an issue where Sweeping Wind can occasionally cause severe performance decreases for players.*
[LIVE HOTFIXES]
General
  • Fixed an issue where Adria would occasionally refuse to die if killed during her Cauldron Teleport.*
  • Players can no longer be placed in an Adventure Mode public game if the first full Act of Bounties has been completed.*
  • Fixed an issue where Shadow Vermin could spawn infinitely when fighting Orlash.*
  • Westmarch Hounds now properly drop players when charmed.*
Crusader
  • Blessed Hammer
    • Should no longer occasionally cause the game to crash.*
  • Heavenly Strength
    • No longer causes the game to crash when equipping items with resource bonuses for other classes.*
Demon Hunter
  • Chakram
    • Should no longer occasionally cause the game to crash.*
Monk
  • Unity
    • Players can now benefit from a maximum of 20% bonus damage from the Unity passive.*

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Item Level Pojašnjenja, Collector's Edition Art Book 4D Tajna

Item Level Pojašnjenja
Originally Posted by Blizzard
Enchantments Depend on Item Level, Not Hero Level
It turns out that this was actually changed, so my previous post is no longer correct. My apologies for not posting this sooner.
When you enchant an item, the new stats are now rolled at the item level, and not the character's level—this means that higher level items are less prone to be negated by lower level items that are continuously being re-rolled.  (Source)
-------------------
Level Required To Equip Is Different Than Item's Power Level
It looks like there was a little confusion on this topic, so allow me to clarify - there is not a bug involved here. Required level is not the same thing as an item’s power level, and it definitely does not mean a level 69 character should feel uncomfortable about using an item that specifies “Requires Level 61.” Items saying "Requires Level 61" on them is by design. The item can be at a power level intended for level 68 or 69 characters but we let players use it at Level 61 - this is intentional.
A primary boon of this approach is you know that items you find early on in your leveling experience (around 61-62) aren't replaced immediately upon reaching 63. That awesome item you found at 61 should be able to stick with you up through 69. When there are too many tiers of items, you transition through them rapidly and the items start to feel transient. Why bother gemming or enchanting an item if you expect to find an upgrade in 30 minutes? The Mystic’s Enchanting is powerful, but it doesn't feel worth using if you don’t have confidence your item will still be useful in 2 levels. Another benefit of this design choice is that it is alt-friendly. We think it's really fun to have the option to twink characters. Why not allow items you find at the upper echelons of the 60's to be passed down to your new characters fairly easily? 
This does have some downsides, including that upgrades can feel a little sparse between the latter levels before cap (66-69). However, in this situation, we felt the benefits outweighed the detriments and it keeps the element of randomness that we feel is core to the Diablo experience. We want to ensure there is a chance to find an amazing top tier item the moment you ding 61 and get to hold on to it for hours if fortune smiles upon you, though that may mean it takes a little longer to find an upgrade for that particular slot.
66-70 is a really brutal slog though. Honestly, you could probably tone down monsters or speed up leveling in this bit safely. I've had a lot of clanmates griping about it already.
It is, and that's also intended. It's totally fine to drop the difficulty as you climb closer to 70, because the game does get more difficult as you level up (since monsters now level alongside you). Once you reach 70, you're entering a new environment where you can ascend back up through the difficulties as you acquire additional gear, shift things around with the Mystic or gems, or gain additional Paragon levels.
Some folks might start at higher difficulties than others at 70, either because they found some pretty amazing items as they level that keep well or because they're seeking a really tough challenge and it better suits their play style. That's fine - the difficulty systems are there to tailor your experience and level of challenge as well as to offer a sense of progression.(Source)
 
Collector's Edition Art Book 4D Tajna
Ukoliko ste ponosni vlasnik CE izdanja Reaper of Souls, da li ste vi probali ovu aplikaciju? Blizzard je objavio zvaničan video koji demonstrira ovu novu magiju!



Originally Posted by Blizzard (Source)

Players who've already explored their Collector's Edition goodies may have noticed a small note in the back of the official Reaper of Souls™ art book referencing a mysterious new app called the Blizzard® AR Viewer.

So, what is the Blizzard AR Viewer, where can you get download the app, and how it does work? Read on below for all the delicious details! 

What is the Blizzard AR Viewer?

The Blizzard AR Viewer is a free mobile application that interacts with select pages of the official Reaper of Souls Collector's Edition art book. This fun app allow players to take their viewing experience to the next level by bringing a series of exclusive images in the book to life through the magic of augmented reality and animation! 

Where to Download the App:

Before you can explore these hidden art book treasures, you'll first need to download the Blizzard AR Viewer on your favorite iOS® or Android™ device. The app is available on the following platforms in all regions where the Apple® App Store™ and Google Play™ are available:

  • Apple iOS
    • Recommended devices: iPhone 4S, iPhone 5, iPhone 5S, iPhone 5C, iPad 3, iPad 4
    • Minimum requirements: iPad 2, iPhone 4
  • Android
    • Recommended devices: Any Android 4.0 device or above

The Blizzard AR Viewer is completely free, so just select your preferred platform above, download the application, and you’re ready to go! (Please note that an active internet connection will be required to use the app itself.) 

How it Works:

Using the Blizzard AR Viewer is quick and easy. Just fire up the app on your supported mobile device, point, and scan!

When navigating through the Reaper of Souls art book, be sure to keep an eye out for this Malthael-inspired icon on several of its pages. The icon indicates bonus content is available that's compatible with the AR app.

Test Drive the Blizzard AR  Viewer Today!

No Collector's Edition? No problem! To try out the app, follow these simple instructions:

  1. Visit this link and download the PDF (also available below).
  2. Print out a color or black & white copy of each image.
  3. Use the Blizzard AR Viewer to scan the image with your device. 

Enjoy!


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