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Patch 2.0.3 Hotfixevi - Class Set Itemi Pada samo na Torment, +100% Bonus XP – Samo Ovog Vikenda

Patch 2.0.3 Hotfixevi - Class Set Itemi Pada samo na Torment
Originally Posted by Blizzard (Source)

[UPCOMING HOTFIXES]

  • All class set items will now only drop in Torment I or above.*
  • Reduced the amount of experience granted by monsters with lower than average health pools.*
 
+100% Bonus XP – Samo Ovog Vikenda



Originally Posted by Blizzard (Source)

This is it! We're unleashing Diablo III: Reaper of Souls™ for Windows and Mac on March 25. To celebrate—this weekend only—we're doubling down on the +50% Bonus XP that's already available in Diablo III, and boosting it all the way to +100% Bonus XP.

This +100% Bonus XP period ends on Monday, March 24 at 12:01 a.m. Pacific Time. So, (if you need to) update your Diablo III game files here, log in this weekend, and rack up some last-minute Paragon Levels to aid you in your upcoming crusade against death itself.  

Not sure what's new in Patch 2.0.1? We've got you covered.

Good luck, have fun, and we'll see you back here on Monday at 9:00 p.m. Pacific for the official launch of Reaper of Souls, an epic new chapter in the legendary Diablo series!


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Reaper of Souls First Look: Storming Pandemonium,

Originally Posted by Blizzard (Source)
Reaper of Souls™ First Look: Storming Pandemonium

The last vestiges of an endless battle echo across the decimated terrain of an ancient crossroads. Once the epicenter of the Eternal Conflict, the war-torn fields that stretch before you now are eerily silent, save for the occasional scuffle of straggling soldiers and primordial scavengers that have made the best of this inhospitable expanse.

An abandoned fortress looms chillingly in the distance. Previously an outpost that stood as the last bastion of the Light before the Gates of the Burning Hells, it now houses a threat unlike any before.

Welcome to Pandemonium.


The Epitome of Endless Strife

Pandemonium is the scar of creation's birth, where angels and demons once fought fervently over control of the Worldstone. An ancient artifact with the power to shape reality, ownership of the Worldstone changed hands for eons—the High Heavens and Burning Hells trading blows, creating worlds, and then watching their inherently flawed creations wither away over and over again.

Those who are familiar with the events of the Sin War know that the renegade angel Inarius, along with the daughter of Mephisto, Lilith, stole away with the Worldstone, creating the world we now know as Sanctuary. With the artifact well hidden in this refuge, the battles in Pandemonium slowed over time and, eventually, ground to a halt.

diablo_3_anniversary___inarius_and_lilith_by_ziom05-d65j7mn.jpg
Inarius and Lilith by Ziom05

Players will soon have the opportunity to revisit the estranged combat zone, but those who have previously walked the halls of Pandemonium Fortress will find it an entirely new experience. The battlefields have never before been traversed by Sanctuary's heroes, and though Pandemonium Fortress was once the base of operations in Act IV of Diablo II, the nephalem arriving now will find it much less hospitable.

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Originally constructed by Tyrael to house and protect the Worldstone, one of the unique properties of the Pandemonium Fortress is that the structure takes on the appearance of those who control it. Though it's been conquered and reclaimed through the ages, without the ultimate prize that once lay within, the interest from both angels and demons in holding this keep has severely waned. However, such disinterest does prime the location for hiding away another artifact with the power to tip the scales in the Eternal Conflict forever.


Re-Imagining the Battlefield

Pandemonium has long been a locale our designers and writers have wished to explore to the fullest, and the previous excursion in Diablo II barely scratched the surface of what this realm has to offer. The concept of a nexus between the High Heavens and Burning Hells is a compelling one, but capturing the desired other-worldly feel without extending so far into the unknown as to be alien was a great challenge.

pandemonium7_2_thumb.jpg

As Pandemonium was barely touched upon, there was a lot of room to draw outside inspiration. Everyone on the design and development team as well as any player who played Diablo II has an idea of what Pandemonium could be, and the idea of infinite possibilities remained strong among these concepts. This meant the best bet for fulfilling the fantasy of this location was to take all those ideas, mesh them together, and boil the resulting amalgamation down into a unified vision that makes you stop in your tracks and say, "Yes. That's Pandemonium."

Pandemonium_Brainstorm02_thumb.jpgpandemonium_(2)_thumb.jpg

Of course, it was important to make sure this zone felt like nothing else ever explored in Sanctuary, since it’s a place that the nephalem should find unfamiliar. It's a place where angels and demons have battled for eternity and so presented the question of what that would look like. What kind of inhabitants would remain in this land? Scavengers that live off the battlefield remnants, forgotten angels and demons that continue to fight forever, and unique creatures like the Realm Walker, an ancient beast burdened with the portal to an eternal prison, all resulted from these explorations in design.

Ultimately, Pandemonium needed to epitomize the idea of "The Eternal Conflict." This was, and remains in some ways, the center for the war itself. As the literal crossroads between the domains of all beings, every feature needed to be carefully placed and considered to create the kind of chaotic balance that could not be found anywhere else.

Pushing Boundaries – Encompassing Eternity

External zones are always the most challenging, but Pandemonium takes this to an entirely new level. Both the battlefields and the Fortress itself needed to encompass the feelings of being ancient and infinite without losing players in a way that would distract from gameplay. In particular, our designers carefully avoided the perception of being displaced or wandering in outer space. The challenge was in ensuring a sense of grandeur that could house colossal enemies, evoke the excitement of the unexplored, and still sell the basic idea of plumbing the depths of a massive, ancient fortress.

pandemonium_mood_thumb.jpgPandemonium_Brainstorm05_thumb.jpg

This sort of dungeon delving is hardly new to the Diablo franchise, let alone in Act V. Pandemonium Fortress needed to be different from the Ruins of Corvus in the Blood Marsh or Bastion's Keep at the edge of Arreat Crater. Instead of finding an earthly construct, you'll find this eerie keep maintains the notion of a militant garrison while distinctly lacking the trappings of what one would expect from a human site.

Pandemonium_Game01_thumb.jpg

Getting into the perfect balance of extra planar and relatable took fare more than the thoughts of an individual. In speaking to Lead Level Designer Dave Adams, he shared some insight on "ideation days," a process that the design team utilized in exploring this space. "We break up into groups and try and create single scene events that take place on 240 foot by 240 foot tiles. Seeing what each group comes up with and how different those ideas can be is really amazing. We often use this to steer the direction on an area. We had a lot of awesome events that came out of that, and you'll experience them in the game."

Pandemonium_Fortress_LH_034_tif_pngcopy%20(1)_thumb.pngSiege_Outpost_tif_pngcopy_thumb.png


Knocking at Death’s Door: The Last Stand

The Pandemonium Fortress has become home to the starring villain of Diablo III: Reaper of Souls™. Malthael hopes to end the Eternal Conflict once and for all, regardless of what consequences and costs his actions might have. It is time now, heroes, to stretch beyond the limits of what you once believed possible and stop the Angel of Death from destroying all you know and love.

We hope you've enjoyed our First Look series behind the scenes of Act V's locations. Can no one truly stop Death? Let us know in the comments below what you’re looking most forward to tackling on the Battlefields of Eternity or within Pandemonium Fortress, and we hope you join us in the fight to save Sanctuary on March 25.

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Novi Character Model - Ažuriran Female Dwarf, Warlords of Draenor PvP, Blue Teme

Novi Character Model - Ažuriran Female Dwarf
Zvaničan sajt ažuriran je sa novim female Dwarf screenshotovima danas, gde možemo videti nove frizure i lica.

Novi Model Screenshotovi



Prethodni Model Screenshotovi


Warlords of Draenor PvP
Originally Posted by Blizzard (Source)
There is one stat on gear which increases your character's health, while every single other stat increases your damage.
You guys halved the Stam budget when we moved from Vanilla to TBC to help combat a deteriorating damage to health pool ratio. Maybe it's simply time to do that again, possibly drop the budget even more than half.

That's exactly what I meant when I said we'd be increasing the effectiveness of Stamina. You will get significantly more health per point. I don't have the exact amount per point handy, but the jist of it is that the Stamina on your gear will be enough to increase your health pool at roughly the same rate that everything else increases your damage/healing output.

As well there should be massive differences between people in green and people in conquest. What the heck is the point, and what motivation would people have to actually get pvp gear when greens are just as good.
There are shades of grey here. Of course, someone who is fully kitted out in Conquest gear should have no issue taking out someone whose first action at level 100 was to queue for a battleground. Building up and improving your character is an important part of World of Warcraft gameplay, including in PvP, and we have no intention of changing that.

However, the player who immediately queues for a battleground at level 100 is probably pretty excited to get into PvP, and it's heartbreaking to suddenly find out that you're not just disadvantaged, you're completely ineffective. The level 100 shouldn't be on equal footing with players that have spent time and effort gearing up, but they also shouldn't feel like they can't contribute to their team's success -- and their teammates shouldn't feel like they're essentially down a player.

A fresh 100 should absolutely, categorically, 100% be completely aware that they're going to need better gear to go toe to toe with the big cats, but they shouldn't feel like litter in the meantime. Follow?

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Will tanks have that chance completely removed by selecting tank spec?
Yes. Tanks get -3% chance to be parried. (Could still be parried by a +4, technically, if you're fighting something underlevel) (Celestalon)
“Could still be parried by a +4, technically, if you're fighting something underlevel" Will level ?? bosses still be +3?
Yes, bosses count as YourLevel+3. (Celestalon)

How will the final tick for HoTs be calculated? Is it average tickspeed, base tickspeed, or tickspeed when the hot drops of?
Tick speed (period) for the last full tick. Haste is recalculated on every tick. (Celestalon)
If not then it will still be valuable to be slightly above breakpoints (for the smallest possible extra tick dmg)
Won't matter if you don't let your DoTs fall off. (Celestalon)

i am excited for the healing changes. Looking forward to not having millions and millions of overhealing as a monk.
Yeah... Wasn't it cool when overhealing was regarded as a bad thing? (Celestalon)

Do you think limiting mobility on healers will make fights less complex and fun? Blade Lord and Durumu would be much harder.
Absolutely. Content is tailored the abilities of classes. (Celestalon)

How will the new smart healing work? Your HST totem healing the guy at 90% instead of the one at 10% will be really frustrating
We want (and you should want) *you* to heal the guy at 10%. We want *you* to feel like the hero, not your smart healing totem. (Celestalon)

Overall, healers dont like crit, usually just ends up overhealing. But true for the rest.
Great example of the problem. If your allies spend more time between 0% and 100%, then it won't usually be overhealing. (Celestalon)

Why are you removing the low cost basic heal and leave two high cost basic heals? Shouldn't 1 high cost be removed instead?
The cost isn't really what matters; the efficiency is. We're leaving one high throughput, one high efficiency. (Celestalon)

Character / Items
Slight change in topic: plans to nerf Heroic Garrosh mount chance? If so, pre-patch (6.0) or WoD release?
Yep, same as Invincible and such, will go to a low % chance, but not before WoD release. (WatcherDev)

Will the Pandaren Phoenix mounts become account wide after Pandaren Challenge Modes end?
Not currently planned. They're being treated like PvP mounts. (WatcherDev)

Warlords of Draenor Stats
Character progression is one of the hallmarks of any role-playing game, so we're nerfing you 30 levels trust us it's better.
It's telling that many (most?) people who played at Blizzcon didn't even notice the squish. It's really not a big deal. (WatcherDev)

IE we'll get a spike during WoD, but then before 7.0 everything will scale down to be inline with others, then ramp
May repeat the process eventually, but this squish buys a fair bit of time. Don't view it as an every xpac thing. (WatcherDev)
Who can we blame for pushing a squish instead of doing the right thing and updating the codebase with long ints?
You can blame me if you like. It's a design call, not a technical one. We don't want to see +13759 Strength helms. (WatcherDev)
so it was a lie when they told us it was a technical limitation. Great. Stay classy blizzard developers.
Designers aren't programmers, and not every inaccurate statement is a lie. It WAS a technical hurdle, but not insurmountable (WatcherDev)

Proving Grounds
Random idea: What about PG Silver rewarding the entry level blue weapon that we've gotten from e.g. Crucible of Carnage before?
That idea came up internally the other day: possibly a one-time quest for getting Bronze at 100. (WatcherDev)

PvP
I may be missing it somewhere but is Ashran going to be instanced or something like the TI where you fly to and boom in the action?
It will use some new tech. It is instanced but you won't feel the transition (no load screen). (holinka)

I can queue as a tank and finish a 5-man in 10 minutes for a near-guaranteed 250 honor. BG takes that just to get in, no guarantee.
A combination of high JP rewards and a well-intentioned but easily abused currency conversion. (holinka)
We could easily have turned off the conversion long ago but trying not to be mean. Perhaps we should. (holinka)

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Otključajte Expert Karte Kupovinom Reaper of Souls Nastavka

Interesantne stvari se objavljuju pred izlazak Reaper of Souls. Kupovinom Reaper of Souls otključavate expert karte za Hearthstone !
  • Reaper of Souls: Digital Standard Edition – Jedan (1) Hearthstone Expert Card Pack, koji dobijate na Vaš Battle.net Account startovanjem 20 Marta.
  • Reaper of Souls: Retail Standard Edition – Jedan (1) Hearthstone Expert Card Pack, kojo dobijate u vašoj kutiji Reaper of Souls, kao redeemable code.
  • Reaper of Souls: Digital Deluxe Edition – Tri (3) Hearthstone Expert Card Pack, koji dobijate na Vaš Battle.net Account startovanjem 20 Marta.
  • Reaper of Souls: Retail Collector's Edition – Tri (3) Hearthstone Expert Card Pack, kojo dobijate u vašoj kutiji kolektorskog izdanja Reaper of Souls, kao redeemable code.
Originally Posted by Blizzard (Source)
Unlock Expert Card Packs with Reaper of Souls™

Heads up! Players who pick up a copy of Diablo III: Reaper of Souls™ will soon discover bonus loot in the form of an Expert Card Pack (or Packs!) for Hearthstone™: Heroes of Warcraft™.

Depending on the version of Reaper of Souls you have pre-purchased (or purchase in the future) you can expect the following:

  • Reaper of Souls: Digital Standard Edition – One (1) Hearthstone Expert Card Pack, delivered to your Battle.net account starting March 20.
  • Reaper of Souls: Retail Standard Edition – One (1) Free Hearthstone Expert Card Pack, available in your Reaper of Souls box as a redeemable code.
  • Reaper of Souls: Digital Deluxe Edition – Three (3) Hearthstone Expert Card Packs, delivered to your Battle.net account starting March 20.
  • Reaper of Souls: Retail Collector's Edition – Three (3) Hearthstone Expert Card Packs, available in your Collector’s Edition box as three separate redeemable codes.

Note: These Expert Card Packs require a Battle.net account to be redeemed, and a maximum of five bonus Expert Card Packs can be redeemed on a single Battle.net account. If you aren't already playing Hearthstone when the bonus Expert Card Pack keys are granted to your Battle.net account, don’t worry—they’ll be waiting for you in-game as soon as you download Hearthstone for FREE and get through the introductory missions.

So have fun in Reaper of Souls, proudly defend the mortal realms, and—when you're ready for your hero's respite—enjoy some free cards courtesy of Hearthstone: Heroes of Warcraft.


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Patch 5.4.7 Hotfixevi - March 18, Warlords of Draenor PvP, Blue Tweetovi

Patch 5.4.7 Hotfixevi - March 18
Originally Posted by Blizzard (Source)
Character Boost
  • Boosted characters now start in the Shrine of Two Moons for the Horde and Shrine of the Seven Stars for the Alliance.
  • Resolved a number of questing and phasing issues for boosted characters.

Classes
  • Rogue
    • Talents
      • Resolved an issue where Vanish modified by Glyph of Vanish was incorrectly causing the Subterfuge effect to trigger twice. Vanish will now cancel its effect when the duration of Subterfuge expires.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Cross-realm raid groups have been enabled for Siege of Orgrimmar on both Normal and Heroic difficulty.

Battlegrounds and Arenas
  • Resolved an issue where Monks were unable to use Roll, Chi Torpedo, or Flying Serpent Kick while carrying the flag.

Isle of Thunder
  • Resolved an issue where base camps for the Kirin Tor Offensive, Sunreaver Onslaught, and other areas on the isle may incorrectly revert to an earlier progression stage.

Warlords of Draenor PvP
Originally Posted by Blizzard (Source)
There's a ton of awesome PvP-related stuff happening in Warlords. Just off the top of my head:

  • CC Disarmament: there's a lot fewer CC spells, especially instant and auto cast CCs, and more shared DRs among the ones that remain.
  • Health and scaling rebalance: means little to no Base Resilience or Battle Fatigue are needed, and classes that aren't as reliant on gear to perform. Also does wonders for PvP class balance.
  • Ashran: our new open world PvP zone, which we're not quite ready to share details on yet (but what I've seen so far looks awesome!)
  • Skirmishes: unrated Arenas that can be queued for either solo or in a group.
  • Spectator invites & Tournament gear: additional tools to allow tournament organizers to run high-quality tournaments without needing direct intervention from Blizzard.
  • Our new built-in Group Finder: much easier way to find party members for rated BGs or Arenas.

And that's just from the stuff we've already talked about. There's more to come as we continue development.

I know healer scaling was mentioned, but what about damage scaling? It has just gotten absurd how quickly damage scaled in MOP - we went from doing 60k dps to 400k+, which is why Battle Fatigue and PVP Resilience had to be set so high in the first place.

You need to hit the root of the problem NOW while you are doing the item squish - if you wait until after WOD then it will be too late and you'll have to do an item squish again for the next expansion.

So, there's actually a lot going on there:

Currently, in Mists, level 90 characters have a relatively high amount of base health, and a relatively low amount of base damage or healing on their abilities. As a result, your health from Stamina doesn't increase as quickly as your damage or healing from Attack or Spell Power. To use some made up numbers for perspective, your gear might account for 80-90% of your damage, but only 40-50% of your health. That's why, as the quality of your gear increases by hundreds of item levels over the course of an expansion, we see such a high swing in damage output compared to health pools.

For Warlords, we're simplifying that by making health and spell effectiveness scale a lot more linearly. Base health is being lowered dramatically (and the effectiveness of Stamina increased) to the point that as damage or healing goes up, health pools go up alongside them. That lets us ensure that PvP gameplay at low gear vs high gear feels relatively similar.

On top of that, we're increasing health pools in general -- they'll be much larger in comparison to the damage players are able to deal to each other than they are today. Resilience and Battle Fatigue were added because without them, an attack or heal would account for massive chunks of a player's health bar. With higher health, that same spell doesn't have as big of an impact.

(It's worth noting that all of this is after the item squish, so it's all relative. The actual numbers, including health pools, will end up much smaller compared to how things are today.)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Paladin
50% Lay on Hands?
We're actually planning to let that one stay at 100%, which is effectively a large buff. (Celestalon)

Priest
can you remove shadow orbs?
Virtually zero chance of us removing Shadow Orbs. (Celestalon)

SInce absorbs are going to be so limited is Disc going to have more direct heal throughput?
Yes, we'll make sure that they can still perform well. (Celestalon)

Why can't we have instant as disc/holy? Seems slightly unfair.
Because we want to make healers less mobile. Good for both PvE and PvP. Encounters will demand less mobile healing. (Celestalon)

Will cascade, divine star and halo still be instant for spriests, or will they need to be casted as well?
Yes, they're still instant for Shadow. (Celestalon)

still want to know what happens to disc barrier. the barrier forces me go disc, not lack of holy hps.
No planned changes to PW:B, but if encounters do less raidwide burst damage then PW:B is inherently less essential. (WatcherDev)

Shaman
Seeing a big jump in Resto Shaman representation despite so few balance changes this season. This should be interesting to watch unfold. (holinka)
translation resto shammy is about to get nerfed
Just wanted the community to go on this journey with me where representation changes profoundly despite minimal class changes. (holinka)

Warlock
Warriors getting a talent turning Prot into DPS spec. Any chance Warlocks could get a talent changing Demonology into tank spec?
Not right now. Turning Prot into DPS is trivial compared to turning Demonology into Tank. (Celestalon)

Warrior
But is warbringer still a 20s cooldown for a single charge with a 1.5s stun? Seems like a high risk gambit for a chance to nix gate
Sounds like a tough choice you'll have to make (holinka)

Has there been any info about how you plan to improve haste for warriors yet?
Not yet. I can assure you though, haste will be a very good stat for you. (Celestalon)
Will it benefit tanks like prot pallies
Haste will be a very good stat for *all* Warriors. (Celestalon)
Please let it be more than just more rage which would result in more HS spamming.
It's more than just rage. (Celestalon)

Will Divine Shield be undispellable in WoD? Shattering Throw seems to be removed, what about Mass Dispel?
Shattering Throw is not removed. (Celestalon)

Art
Any chance to be able to toggle weapon enchants glow on/off (like helm/cloak) in WoD?
Doubtful for WoD unless as totally different enchants. Enchant visuals effects & control of does get discussed though. (Dave_Maldo)

Character / Items
The Heirloom Garrosh weapon. will the heroic version be as good as flex one while leveling?
They'll converge at 100, but a higher-difficulty one will be superior while leveling. (WatcherDev)

Warlords of Draenor Flying
without wasting 10-30 minutes of your time getting there and back to what you were doing.
I've been trying to say this, but if it takes you 10-30 min to get from one part of Draenor to another, we screwed up. (WatcherDev)
Meanwhile when you take a flight path in Mop you many times fly in circles to reach a destination.
Honestly we've neglected flight paths a bit post-BC. We won't make that mistake in Draenor. (WatcherDev)

Please make me want to not fly, dont force me not to.
The idea is that limiting vertical movement creates gameplay. Imagine how Timeless Isle would play if you could fly there. (WatcherDev)
yeah, but I hate going to TI. An entire expansion of that is going to suck.
And ultimately it's our job to make sure it doesn't. I realize I'm not going to change opinions here; all I can say is wait and see. (WatcherDev)
yes imagine being able to get to rares before they die.
Just to play Devil's Advocate, they'd still often die before you arrive since everyone else would get there faster too. (WatcherDev)
let's not buff their health pools to scale with number of attackers, that would be a silly notion
A majority of TI rares do have health scaling, up to a max of 500% HP. Some don't; will look into hotfixing those. (WatcherDev)

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Potpisivanje Diablo III Reaper of Souls Collector's Edition Kutija

Josh Mosqueira tweetovo je prilično uzbudljivu sliku na kojoj možemo videti, gomilu kolektorskog izadanja Reaper of Souls na kojima se potpisuju developeri igre.
 
ros ce developer signing

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Heroes Developer Q&A #4 Recap

U toku Twitch.tv Dev Q&A, developeri su nam prikazali par screenshotova novog i poboljšanog Talent UI.
 
 
Originally Posted by Blizzard

Alpha Launch

  • Developers are really happy to get to show the game off.
  • It's great to have a larger pool of people to play with at night! Previously they couldn't just play a game every 20 minutes with new people.
  • They've noticed a lot of trends with certain heroes which are feeling a little overpowered.

Talent System

  • The talent system has been constantly reworked throughout the internal games.
  • The earliest version of the talent tree was a single talent tree that all Heroes shared.
    • There were issues with this because it didn't feel epic, and some Heroes were imbalanced with other talents that felt great on other Heroes.
    • The system didn't work well with Abathur, he doesn't even leave the base!
  • A more recent version of the Talents had lots of stat increases. This isn't very fun and limits your choices later on.
  • The goal with the current version of the Talents is to give people fun types of customization that gives them multiple ways to play a Hero.
    • Using Muradin as an example:
      • One of his level 4 Talents, Amplified Healing, is great for laning with a healer, but may be useless with a Zeratul.
  • Block: A great talent for melee characters so they can stay in fights.
  • Talent choices can be influenced by the map you're on.
  • Talents were designed so that they could be stacked to improve your abilities. Taking a couple of Talents that add to the same ability can create some awesome abilities.
  • The Talent UI is going to be redone in the future. They want to add hotkeys to allow plays to quickly assign hotkeys in the heat of battle!
    • The current system is bulky, and you can accidentally click on the wrong talent.

Twitter Q&A

  • There aren't any current plans to allow players to reset their talents in the middle of the game.
  • The game may at glance seem like a "dumbed down" MOBA, but the team feels quite differently. They compare to the game to Hearthstone where it's easy to get into, but it's difficult to master.
    • If it turns out the game has not enough depth, the team will look at adding more.
  • The team is working on bringing in more talents. Three heroic abilities was thrown around.
  • They want to keep the Talents for Heroes themed with how the Heroes are viewed in lore.
    • Having support Uther beating people up makes a lot of sense.
    • Demon Hunter isn't really a character that is capable of tanking Heroes.
  • They want to see more Heroes which are difficult to play like Abathur. Initially, they wanted to make sure there were some easy to play Heroes like Raynor, but they're looking at adding some new complex Heroes.
  • More Talents which grant active abilities are planned!
  • The action bar UI is built to allow for large amounts of abilities. If they can figure out a Hero that works with 10 abilities, they'll do it!
  • There are a lot of places they want to take the game socially. Maybe a friend finder to find people who play at the same times as you.
  • They feel the pace of the game is pretty good, but there's been some feedback which says it can be slow. The team is looking at it to make sure it feels good.

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