Najnovija Diskusija na Forumu

User Avatar on Forum
Author: Atena013 Date: Thursday, 24 April 2014
User Avatar on Forum
Author: Witcher Date: Wednesday, 23 April 2014
User Avatar on Forum
Author: Shr3ku Date: Wednesday, 23 April 2014
User Avatar on Forum
Author: Silencer Date: Wednesday, 23 April 2014

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)

Add a comment

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.


Add a comment

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)

Add a comment

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

Add a comment

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.

Add a comment

Siege of Orgrimmar - Normal i Heroic Cross-Realm Raid

Izgleda da će igrači evropskog regiona sačekati par dana, dok na US igrači već mogu da igraju Normal i Heroic Siege of Orgrimmar Cross-Realm Raid!
Originally Posted by Blizzard (Source)
We’ve recently implemented an often requested feature to enable cross-realm raiding for Siege of Orgrimmar. Cross-realm BattleTag™ and Real ID friends can now raid together and take the fight to Garrosh on Normal or Heroic difficulty. Players will be able to earn greater rewards such as Reins of the Kor'kron War Wolf or the title of Conqueror/Liberator of Orgrimmar; both of which aren’t available to be earned within Flexible or Raid Finder difficulty.

This change is currently live.

This is a change very late into a tier, which leads me to believe that when WoD comes out this change won't be live and will still require guilds on the same server to tackle Mythic raiding.
Correct -- current-tier Mythic raiding in Warlords will still be limited to players from a single server. In the meantime, though, this change may help guilds that are trying to recruit and grow in preparation for Mythic raiding.

As for realm firsts, realm firsts are guild achievements; you need to be in a guild group, which is by definition 8/10 or 20/25 members coming from a single guild on a single server. You could theoretically have a couple of guests from a different server and still claim the realm first, but ultimately 80% of the group still has to be from the same guild.

With the Cross Realm Normal and Heroic raiding, is there any plans on allowing people to trade XRealm as well?!
Nope. Apologies if that torpedoes any hopes of selling Kor'kron Juggernauts to the entire continent.

As for loot and lockout questions above, nothing about this affects either of those. Loot is not personal in Normal/Heroic; the exact loot setting depends on the raid leader, as always. As for lockouts, Normal lockouts will continue to prevent you from entering a raid in which a boss is alive that you've already killed during a given week. Heroic still uses fixed lockouts, and once you're saved to one Heroic ID, you cannot zone into any different Heroic ID that week.

Are the Cutting Edge achievements for Heroic Garrosh still obtainable with this change?
The "Ahead of the Curve" achievements are still obtainable with this change, which is what awards the Reins of the Kor'kron War Wolf.

Add a comment

Finalni Boss Fight - Kratak Pregled u Novom Gameplay Video

Maltheal se pokazao u novom Blizzardovom Reaper of Souls Gameplay Video!
 

Add a comment
Copyright © 2005 - 2014 AdriaCraft - Adriatic Gaming Community Fansite All right reserved / Sva prava zadržana.
Posetioci ovih stranica obavezuju se da će poštovati uslove iz Pravila o korišćenju web stranica adriacraft.net. Pročitajte tekst: Uslovi korišćenja.
Sponsors: Online Casino US