Patch 5.3 Izmene u Barrensu, Durotaru i Orgrimmaru
Na žalost ni Trollovi koji su izvan Orgrimmara, nisu se lepo proveli, jer neki se nalaze u kavezima, neki na kolenima, ispred naoružanih Neutralnih Kor'kron Gruntova. Riko je takodje tu na kutijama, koji je verovatno povetan za Patch 5.3 Questovima.
Dalje na jug u Razor Hill, možemo videti prisustvo Kor'kron garde, medjutim operacije su i dalje normalne ovde. Možemo primetiti i High Overseer Bloodmane koji je ovde pomeren da nadgleda situaciju.
Dalje na jug u troll gradu Sen'jin Village, možemo primetiti povećano obezbedjenje Troll garde, sa kojima kad pričate pozivaju vas u revoluciju protiv Garrosha.
Prelazimo na Barrense, koji izleda drugačije ukoliko ste level 90, slično Krasarang Wild promeni. Jedini trenutni event koji možemo primetiti je escort Barrens Karavana na sigurno. Ukoliko uspešno escortujete karavan, dobićete iteme koji će vam biti potrebni za novi nedeljni quest.
Četri nova Kor'kron kampova dodata su u Barrensima, harvesting Wood, Lumber, Oil, i Meat for the war effort. Izgleda kao da su i unajmili nekoliko Goblin plaćenika kako bi završili posao na kojem rade.
Istraživanjem Patch 5.3 fajlova izvukli smo informacije koje nam govore da će ovde biti par questova, kao što je susret sa Sully i Amber u Durotar, koji vas vodi kroz novi Dranosh'ar Blockade. Onda dobijate quest koji vas šalje dalje da pronadjete Vol'jin i Chen Stormstout u Sen'jin Village. Kako ovaj quest završite počinjete da skupljate namirnice iz Barrensa, branite Sen'jin Village od Kor'kron napada, i napokon zauzimate Razor Hill od Kor'kron.
Alijansa uzima takodje ima svoj quest line ovde, i koji će na kraju da vam otvori diajlog kada spasite Zen'tabra od Kor'kron.
Dok se većina eventa dešava u Azerozthu, takodje vidimo i izmene u Pandariji. U prologu je video gde možete pogledati dijalog izmedju Taran Zhu i Sunwalker Dezco, povodom masivne jame koja je iskopana u Vale of Eternal Blossoms. Priču ovog dešavanja otvoriće nam solo Dark heart of Pandaria scenario, koji je trenutno nedostupan. Alijansa će takodje pogledati svoju priču preko Blood in the Snow scenarija
Patch 5.3 - PvP Vanity Itemi, Automatski Flight Path Discovery isključen, Blue Teme
Patch 5.3 dodao je novi Tabard koji se dobija u PvP Tyrannical Gladiator's Tabard.
Just as an FYI, the tabard is not the only aesthetic thing coming.
I definitely recommend that you keep your eyes on the patch notes blog, because there are several cool rewards that we are planning to introduce in patch 5.3 that you can get at certain ratings. (Source)
PvP Vanity Items
- Make vanity items for ratings (i.e. 1750, 2000, 2200, 2500, 2800)
We actually have some more of these kind of rewards planned for 5.3. There is currently only a single cosmetic enchant that is appealing to only a few select classes, but we want to widen this range of enchants so that all classes have a use for the 2200 rating required, enchant.
On top of this, we plan to change elite gear back to having a rating requirement in patch 5.4 so that it gets back it's old prestige. We also know that many players like the ideas of having even more rewards; we are looking to introduce some additional cool things that you can earn at specific ratings in 5.3 to give everyone better reasons to work on increasing their Arena ratings, not just to aim on getting their end-of-season rewards. We have lots of stuff on the way in patch 5.3 and the patch notes blog will be updated soon to reflect this. (Source)
Players have always been required to visit a Flight Master in order to unlock transportation to and from that location. We’ve always viewed this as a fundamental element of exploration in World of Warcraft. Players should feel like they’re in a massive world with vast continents to explore and thousands of adventures to embark upon (because there are!).
With Cataclysm, every zone in Kalimdor and Eastern Kingdoms was changing, flight points were moving, being added or removed, and we needed to make sure people didn’t log in to find they were missing large portions of their flight points. To solve this, characters exploring the world below level 80 were given every flight point automatically to ensure no edge-cases were missed. It was supposed to be a one-time changeover in the old-to-new world transition to resolve what could be numerable bugs due to the vastly altered landscape in the expansion. However, when the change went in, we didn’t realize it was implemented in a way that would affect all characters forever. When we found out it wasn’t an immediate priority, and we began implementing new tech in 5.1 and (more completely) 5.2.
We understand it was very convenient, but it wasn’t an intended change for flight path discovery forever. Over the course of patch 5.1 and 5.2, we implemented new functionality to remedy the original implementation issues. We’ve improved our tech in a way that allows us to remember what flight points a character has discovered, or determine what paths a character should/shouldn’t know on a case-by-case basis. In some cases you’re provided flight points when we’ve determined a character’s foreknowledge of them is important to the experience, but in most cases you will need to brave the wilds, seek out adventure, and visit a Flight Master before you can unlock flight to and from that location.
Patch 5.2 Hotfixevi: 29 Mart
- Mage
- Tier-15 Fire/Frost 4-piece set bonus should now properly increase Frostbolt's chance to activate Fingers of Frost effect.
- Priest
- Tier-15 Discipline/Holy 4-piece set bonus should summon a Golden Apparition that now heals for the correct amount and can activate Divine Aegis.
- Rogue
- Combat
- Blade Flurry now has a range of 8 yards, up from 5 yards, and will only hit targets that are within the Rogue's line-of-sight.
- Combat
Raids, Dungeons, and Scenarios
- Ji-Kun's Feed Young ability should now be slightly easier to intercept.
- To the Skies!: Fixed an issue where the Hail of Arrows debuff not being removed after defeating Beastmaster Horaki.
Items
- Enchant Weapon - Glorious Tyranny can no longer be used on other player's weapons and will cause bind-on-equipped items to become soulbound.
- Lightning-Imbued Chalice now has a greatly increased chance to generate Infinite Power.
Dnevne Blue Teme
I am really not sure but as far as I know, PVP Power/Resilience cost item level, blanket removal of a stat aka make it passive = you should add another stat or increase current one. Now the stat is removed with no other stat boost, I believe that stat boost is needed, specially to PVP Power in order to overcom PVE gear.
Let's look at one example, both items are ilvl 476:
Dorian's Necklace of Burgeoning Dreams
849 sta + 566 int + 399 haste + 340 mastery = 2154
Malevolent Gladiator's Pendant of Alacrity
849 sta + 566 int + 405 haste + 331 mastery + (299 PvP Power + 299 PvP Resilience) = 2151 + (598) = 2749
As you can see, if you simply sum up all the stats without taking into account any sort of relative stat weights (which are irrelevant for this case as the existing PvE stats on both items are exactly the same) you can clearly see that they are pretty similar if you ignore the PvP stats (2154 vs 2151).
So we can conclude that PvP stats (Resilience and PvP Power) do not count towards the ilvl budget of any item.
So, yes even if PvP stats are out of the ilvl budget, the removal of resilience will still mean that PvP items are losing something extra that was exclusive to them, but PvP Power is still there and is still out of the budget, if we find that this is not enough we can always change some of the numbers on PvP items, like turning the PvP Power “knob” up until we are happy with them.
Note: Malevolent gear actually has even more stamina than that due to a recent hotfix, but I used the old values just to show that the numbers were correct in terms of correlation between stats and ilvl. (Source)
Reduced Difficulty of WoW
WoW has now been dumbed down so much to the point that my Dutch 7 yo. nephew can level up to 80 (mage) without knowing any English, thus not having a clue of what spells do and so on. He doesn't read quests because whatever he needs to click on is sparkly, and what he needs to kill is marked red. Arrows lead him in all the directions he needs to go so basically, he doesn't need to do anything other than spam frostbolt and the occasional frostnova or whatever.
Now when I do questing myself instead of letting my nephew do it while I go play guitar or whatever it just hurts my heart to see the old STV "bosses" for example either be completely gone or they're now normal mobs that I kill with 3 spells.. There's no challenge at all in leveling now.
We didn't read quests back then (well, some of us did, and still do) and could do them just fine. You could also level up spamming frostbolt or frost nova, you just had to be careful with how many mobs you were pulling at the same time. And we had sites like Thottbot to go check where quest objectives where (and map addons to get the coordinates). Now those things are built in the game, but it wasn't nothing that didn't exist before.
The STV "bosses" and many other elite quests were changed some time ago. Among other reasons, because it was getting increasingly harder to find players to do that content as we were moving into newer expansions. So, during The Burning Crusade's launch, it was very easy to find players to group up for the elite quests at Hellfire Peninsula, yet at the end of that very same expansion, it was rather difficult to find alts that would help you go through. As you move forward from that content, new players coming up to the game just can't do them because they can't group with people. What's the point of a difficult monster if noone can kill him because you can't find a group at the appropriate level?
Getting into dungeons, and dungeons themselves have turned into the most impersonal experiences I've ever had. Raid/dungeon finder gets me groups while I can AFK and I don't even need to pay attention to the group or talk or whatever because I can solo every dungeon I enter. When I play my tank monk now for example I just tell the healer to go dps spec because I have enough selfhealing to stay alive and mobs don't live longer than 5 seconds. It's boring, tedious and completely ruins my experience in WoW. The other people might as well be NPCs for me because it doesn't change a damn thing about what happens around me.
If you are having an easy time on 5-man heroics, you're more than welcome to try Challenge Modes. Though, if your party overgears the content it's to be expected that it won't be too difficult (but again, this is nothing new, it was being done in previous expansions as better gear was being released).
I miss having to choose my talents carefully, re-speccing, being different from the rest. I remember having a frostweaving DK and a half enh/ele mixed shaman, was amazing. Right now in arenas when you see what spec somebody is you know exactly what's coming. There's no guessing, observing or adapting anymore (to a certain degree).
How did you choose your talents carefully? I mean, it's an honest question. Because most of the community would go and use the same cookie cutter specs (and using anything else would be a DPS loss on PVE or a survivability loss in PVP).
New raids are cleared within the first 10 hours they're out, no challenge there.
Which one?
Throne of Thunder's Heroic race is still on (and it wasn't released 10 hours ago).
And also, unless you have cleared it, the challenge is there, waiting for you. If you refuse to do it that's entirely a different topic.
So yeah, am I the only person who thinks WoW too dumbed down and is no longer challenging? Let me know.
You aren't, but I would recommend you reading this answer I made about this topic as well as that thread. Might be useful. (Source)
Blue Tweetovi
Heroic scenarios sound interesting, but is it like challenge mode content or aimed at a broader audience? @Ghostcrawler
It's mostly because current scenarios feel silly in 500+ gear. Not as hard as Challenges, but not face roll. (Source)
Why nerf Oondasta? Not that I am complaining, just curious the mindset behind that change.
When too many players are in one area, game performance is unacceptable. Now he will be dead before your whole realm assembles. (Source)
ToC was an accident rather than a raid or big dungeon. Biggest mistake and no successor for ulduar.
No accident. ToC bought us time to work on 2 raids and 3 dungeons in other patches, but wasn't well received. Trying other options. (Source)
Discuss "How much should we play ?" 3 hours raid 3 times a week is not normal imo when you have a real life.
Ideally, play what you want to play. We offer a lot of content because we have some players who want to play a lot. (Source)
as far as heroic content being the only true dps checks, How many stuck on Garajal, Elegon, or Garalon last tier normal mode?
That said, we agree that the berserk timers were too tight on some of the 5.0 normal raid bosses. They are gentler in 5.2. (Source)
Yet you havent changed the 5.0 enrage timers you agree are too tight, even when its not that hard to do.
We nerfed everything in the 5.0 tier when 5.2 came out. (Source)
In those cases, you could probably improve success more by handling the mechanics better than by respec'ing for a small DPS gain. (Source)
And GC is right, you will get a bigger improvement by just improving your (or the raid's) mechanics
And I'm not saying trying to improve DPS is misguided. I'm saying if you don't want to respec you likely don't need to. (Source)
CastBar za identifikovanje svih Item u 1.0.8, Diskusija o D3 na Konzoli, Blue Teme
Will ID All identify these UNID items all at once, or does it just do them one after another, merely eliminating the individual clicks?
There will be a cast bar and at the end of the cast bar all items will be identified.
Similarly, you can't attack while you're performing an evade. Your attack does get queued, so it can be performed after the evade move finishes, but only if you time it correctly.
Ouch! Not sure if I like this one at all. Sounds like it would really hurt some builds. WW comes to mind if you are using over power, rend, eathquake or any other attack normally allowed to be used while spinning.
Ah, I see. I misunderstood the question slightly, so let me clarify my clarification. There are some attacks (like Whirlwind, for example) where you are moving and attacking at the same time -- but those situations are going to be the same as they are for the PC. Just like you can click, click, click and move around the map while holding down your Whirlwind hotkey right now, you can do the same on console. The controls are different, but the mechanics are more or less the same.
We added Evade to the console version of the game for two main reasons:
The first is because, fundamentally, the way you move your character around on the console vs the way you move your character around on the PC is pretty different. With a keyboard and mouse in a game like Diablo III, you have a little more freedom. Not only can you see a bit farther (because of how we've positioned the camera), but you can also literally point to a spot on the map, click it, and your character will move there. Since the console version uses direct control with the joystick, your movement may feel more visceral and gutsy, but it has its limitations. You don't have that same sort of omniscience over where your character is going to go. To get from point A to point B on a map, for example, you have to manually direct your character to that spot, navigating all the obstacles individually along the way. It's super fun, but by adding Evade, we're helping make up for some of the mobility console players lose by not being able to point-and-click.
The second reason is that the Evade ability just feels super (and forgive my eloquence here) console-y. We want the game to feel natural when using a controller, and being able to dodge and roll around really plays up that fantasy. It's one of those elements that just "fits" on the console, but doesn't necessarily make sense for PC.
Here's a pretty good interview to check out if you'd like to learn more: http://www.ign.com/v...3-pax-east-2013
You've said most of this before. I don't think the issue is that people don't understand your stance, the issue is that they think you are lying.
If people think I'm lying then they don't actually understand my stance very well.
In that video (around 7:14) a monster drops a "buff globe" that increases exp greatly for about 10 seconds. I have seen no official world on this mechanic, will this come to PC's also?
It's what we call a "power up" globe. Basically, there's a small chance that whenever a health globe drops it'll turn into a power up globe instead. These globes can provide the player with one of several small, temporary buffs (+MF/GF, +movement speed, +attack speed, etc) when picked up and last for very short period of time. They're similar to Shrine buffs, but are designed to give players a quick boost during the middle of combat, rather than something you take from fight to fight.
Right now, there aren't any plans to bring power up globes to the PC, but that of course may change as we continue testing and poring through your feedback. :)
"The core of the console game is based on the PC game -- you get all the same content, systems, classes, skills, and runes on the console as you do on PC"
regardless of reasoning wouldn't that be considered a lie? whether it's consoley or not this is not true statement since console has offline mode and no auction house (pc) and they get a dodge button while pc does not... Not the same for each other. so "same content" is false
Yup! You're correct that the console version will not have an auction house. Beyond that, since the console is based on the PC game, you get everything on the console as you do on PC (meaning you get all the same zones, events, monsters, bosses, classes, skills, runes, and systems like Infernal Machine, Brawling, and Monster Power on the console as you do on PC). Right now, we're currently planning to ship with everything up to 1.0.7, potentially 1.0.8 depending on development time.
There are also some features on the console version that are not present on the PC version, but I covered that in the post you quoted:
That said, the console version is its own game, and we've made a variety of tweaks to the PlayStation version of Diablo III so it makes sense on that platform, including a complete re-design of the UI and character controls, as well as combat pacing and boss fights.
This is because the game was originally designed for PC and needed some adjustments in order to translate well to consoles, specifically the PlayStation platform. :)
If a feature or NPC that would be wildly popular and beneficial to the game (pick a hypothetical, random example) was doable on PC, but just not technically feasible on console, would that preclude it from ever being implemented on the PC because it would cause the games to diverge too much?
Are the platforms tied together as far as Expansions are concerned or is the console version really its own game. My concern is that the console will hold back the PC expansion's release and content.
Working on getting you an answer to that. It's a fair question, but I don't know all the details off-hand.
Hooray. We payed to be beta testers for consoles.
You keep using that word...
Is it not allowed? Or is is because you rather not discuss it. You acknowledged that it is one of the factors that affects the number of allowable players so it is still within the topic of discussion. Do you want to explain why i shouldn't bring it up instead of just telling me that i shouldn't?
That what is one of the factors? Can you clarify?
(And, though it's a catchy phrase, the PC version was not a beta for the console version. Due to when the console version went into full development, however, it will be able to benefit from many of the changes we've made to the PC version since it launched last May.)
Notice how you only choose what to answer?
I was clarifying because I thought I had already answered your question in a previous post (it wasn't directed at you, however, so you may have missed it):
It's a disservice to game design -- as well as your feedback and healthy discussion in general -- to boil everything down to "well, you just did it because of console." Especially since you’re essentially ignoring everything we’re trying to talk to you about in the process. There were a number of different reasons that led us to decide on four players for multiplayer games in Diablo III, and none of them related to the development of console. You may agree with some of those reasons and disagree with others, or disagree with all of them -- and that's okay! Critiques are good, so long as they're relevant. Unfortunately, reducing all your arguments to glorified strawmen isn't very relevant. (Nor does it give us a lot of useful feedback on which to base further improvements.)
Not sure how much more straightforward I can be on the topic, though I hope it helps address the concern you brought it in one of your earlier posts. :)
So to clarify (since there seems to be quite a bit Blizz is allowing to go unexplained which is possibly what's causing a lot of confusion and anger) the console version doesn't even have the AH. That is understandable (I hope it's phased out of the PC version come any expansion or I'm not playing any more) but does that lack of auction house mean you changed there drop rates to be realistic so the PC version is basically the one with the infringing auction house and bad drop rates but the console one manages to get good drop rates and no AH?
I've linked it before, but Matthew Berger from our console team addresses that question super well in his interview with IGN. Here's a link if you want to check it out: http://www.ign.com/v...3-pax-east-2013
Skip to about 5:25 to check out his answer about itemization and drop rates.
On that note can you give an honest answer about whether drop rates have already started to change based on what you wanted (less items but better ones) because I've done around 8 runs recently and I don't even see green items anymore, I very rarely even see orange and that is weird and feels very bad when I am not seeing the upgraded item quality. I don't know if I'm just unlucky in this game but the drop rates constantly seem against me.
We haven't made any changes beyond what's been called out in patch notes and hotfix blogs. We have a lot of changes planned, but they're currently scheduled to be implemented sometime after 1.0.8 releases. If you haven't checked out Travis' blog yet, I definitely recommend it: http://us.battle.net...update-3-5-2013
It's because your robots!
I prefer the term cyborg, thank you.
Ok, accepting your position about the console not affecting the past development of the PC version at face value, how about future development?
If a feature or NPC that would be wildly popular and beneficial to the game (pick a hypothetical, random example) was doable on PC, but just not technically feasible on console, would that preclude it from ever being implemented on the PC because it would cause the games to diverge too much?
Are the platforms tied together as far as Expansions are concerned or is the console version really its own game. My concern is that the console will hold back the PC expansion's release and content.
Back with an answer for you!
Our plan is to continue using staggered development, which means the PC version and the console version will have their own separate development teams and cycles. The goal with that is to really allow each team to make the right decisions for their respective platform without impacting the other. We're working on making an awesome console game. But, at the same time, we're going to continue to focus on making Diablo III an awesome PC game, implementing the improvements we've already discussed and actively watching your discussions to see how we can make your experience even more enjoyable. In the end, if a potential feature rocks for PC, but sucks for the console (or vice-versa) we won’t force it on that platform. And to be clear, PC is the lead platform.
So to answer your second question, the console version is its own game in many ways and should not impact the development of content for the PC version. It will, however, take its cue (in terms of things likes classes, skills, and major features) from PC.
oooo this is gonna get quoted to death methinks
And probably out of context, too! ;)
What motivation do I have to purchase D3 on consul when I already have it for PC?
That's something you'll really need to figure out on your own. :) Maybe you prefer console games over PC games. Maybe you'd love to sit back and destroy some phase beasts from the comfort of your couch. Or maybe the idea of playing with 3 of your friends on the same screen is super exciting to you.
Our goal with developing a console version of Diablo III is really about opening up the game to an audience of players who haven't experienced it. If PC gamers who already own Diablo III want to give it shot because they think it looks fun, that's awesome! But if not, that's totally understandable too.
We all know thats a damn lie....
It's gotta be nice to just to label everything you disagree with as a lie. Keeps things simple, right?
Thanks for the feedback. Generally we agree with you on this. We are actively investigating ways to increase the replayability of the end game by introducing more random and varied play experiences. I just got out of one of those meetings in fact and we are continuing to iterate on and explore new ideas in this area. Running the same parts of Act 3 repeatedly, while still enjoyable, is certainly less random than what we would like the experience to be. (Blue Tracker / Official Forums)
Chat Spam Bug
Just wanted to jump in really quickly to confirm that there was a bug with our Report Spam feature today, which in turn caused chat spam to increase. That bug has since been fixed and you should all start to see a rapid decline in chat spam almost immediately.
I was actually not expecting this to be fixed before this weekend. You pleasantly surprised me! Has this bug also been fixed in Europe?
I believe the fix was just rolled out to our Asia and Europe game regions. :) (Source)
Patch 5.3 PTR - Build 16781
- 200 Mount Achievement sada vas nagradjuje sa Red i Blue Armored DragonHawkom, zavisno od vaše fakcije.
- Novi Item Level 600 cloak dodati su u igri, verovatno deo Wrathion quest linea.
- PvP Resilience uklonjen je u ovom PTR Buildu, i mnogi statsovi su promenji radi rebalansa kod PvP Opreme!
- Dodata su dva nova horse mounta, medjutim samo jedan ima kompletan model dok je drugi u izradi.
- Novi PvP Tabardi dodati su u igri!
Kao i uvek uz novi Beta Build dolaze nam i novi modeli. Za sada imamo dva nova mounta, dok je treći Pegasus Horse nedovršen, tačnije fale mu pink texture :)
Novi Loading Screen
Achievement Izmene
- Mount Parade now rewards an Armored Red Dragonhawk, rather than Armored Dragonhawk.
- Mount Parade now rewards an Armored Blue Dragonhawk, rather than Armored Dragonhawk.
Pandaria
Quests
- Chapter IV: Judgement of the Black Prince was renamed to Chapter IV: Celestial Blessings - Accompany Wrathion on his journey to obtain blessings from the four August Celestials.
- Chapter V: Judgement of the Black Prince (New) [Coming Soon...] 25 points.
- The Darkspear Rebellion (New) Weaken Garrosh Hellscream's grip over the Horde by supporting the rebellious Darkspear Clan. 10 points.
Scenarios
- Archaeological Acceleration (New) Complete an artifact set while affected by the reliquary pick in the Dark Heart of Pandaria scenario. 10 points.
- Dark Heart of Pandaria (New) Complete the Dark Heart of Pandaria scenario. 10 points.
- Heroic: Dark Heart of Pandaria (New) Complete the Dark Heart of Pandaria scenario on Heroic Difficulty. 10 points.
- The Few, the Proud, the Gob Squad
Survive to wave 50 of the Secrets of Emberdeep endless assault.Complete the Secerts of Ragefire scenario without any member of the Gob Squad taking damage.
Novi Stringovi
- BATTLEGROUND_IS_READY - Your Battleground is ready!
- CAN_NOT_RELEASE_IN_COMBAT - A member of your group is in combat.
- CONFIRM_UPGRADE_ITEM - Are you sure you wish to spend %s to upgrade the following item? Upgrading will cause this item to become soulbound.
- OPTION_TOOLTIP_SHOW_BATTLE_PET_TAMERS_ON_MAP - If enabled, you will be able to look at your map to see the locations of battle pet tamers.
- OPTION_TOOLTIP_SHOW_BOSSES_ON_MAP - If enabled, you will be able to look at your map to see the locations of bosses.
- OPTION_TOOLTIP_SHOW_DIG_SITES_ON_MAP - If enabled, you will be able to look at your map to see archaeological dig site locations.
- SHOW_BATTLE_PET_TAMERS_ON_MAP_TEXT - Show Pet Tamers
- SPELL_FAILED_CUSTOM_ERROR_195 - You may not change talent specializations during a celestial challenge.
- SPELL_FAILED_CUSTOM_ERROR_196 - Your talent specialization does not match the selected challenge.
- WEB_BROWSER_IME_ENTRY_TEXT - Please enter text here
Spell Izmene
- Armored Blue Dragonhawk (New) Summons and dismisses a rideable Armored Dragonhawk. This is a flying mount. Account wide. 1.5 sec cast.
- Armored Dragonhawk Summons and dismisses a rideable Armored Dragonhawk. This is a flying mount.
1.5 sec cast.Account wide. 1.5 sec cast. - Brawler's Burly Mushan Beast (New) Summons and dismisses a rideable Brawler's Burly Mushan Beast. Account wide. 1.5 sec cast.
Companions
- Gahz'rooki Right Click to summon and dismiss
Ghaz'rooki. Battle Pet. Instant.Gahz'rooki. Battle Pet. Instant.
Item Set Bonuses
- Disarm Duration Reduction
Disarm duration reduced by 50%. Rank 1.Decreases damage taken while in Battle Stance by 10%. Rank 1. - Resilience 800 Increases PvP
resilience by 1,000.Power by 1,000.
Druid
Talents
- Force of Nature Summons a Treant to assist in the Druid's current combat role for 15 sec. Useable in all shapeshift forms. Balance Casts Wrath for [ 1,642 + 30% of Spell Power ] Nature damage every 2 sec and will cast Entangling Roots. Feral Melees for [ 2 + 10.7% of AP ] Physical damage every 2 sec and will use Bash. Guardian Melees for [ 1 + 2.1% of AP ] Physical damage every 2 sec and will use Taunt. Restoration Heals a nearby injured ally for [ 3,490 + 32.3% of Spell Power ] every
30 sec and will use Swiftmend. Can't be cast in Flight Form. Druid - LvL 60 Talent. 40 yd range. Instant.
Major Glyphs
- Glyph of Omens While you are not in an Eclipse, the following abilities now grant 10 Solar or Lunar Energy: Entangling Roots, Cyclone, Faerie Fire,
Solar Beam,Faerie Swarm, Mass Entanglement, Typhoon, Disorienting Roar, Ursol's Vortex, and Mighty Bash. Major Glyph.
Hunter
Pets
- Dust Cloud Your tallstrider kicks up a cloud of dust, causing all enemies within 10 yards to be afflicted by 3 stacks of Weakened Armor. Weakened Armor Weakens the armor of the target by 4% for 30 sec. Stacks up to 3 times. Special Ability. Melee range. Instant. 25 sec cooldown.
Monk
- Stance of the Fierce Tiger Increases your movement speed by 10%, increases damage done by
30%10% and increases the amount of Chi generated by your Jab and Expel Harm abilities by 1. Stance. Instant.
Mistweaver
- Renewing Mist You surround the target with healing mists, restoring [ 2,266 + 10.7% of Spell Power ] health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured friendly target within 20 yards, up to 2 times. Requires Serpent Stance. Monk - Mistweaver Spec.
6.5%5.85% of Base Mana. 40 yd range. Instant. 8 sec cooldown. - Revival Instantly heals all party and raid members within
vision100 yards for [ 13,684 + 500% of Spell Power ], and clears them of any harmful Magical, Poison and Disease effects. Requires Serpent Stance. Monk - Mistweaver Spec. 7.7% of Base Mana. Instant. 3 min cooldown.
Warrior
- Defensive Stance A tanking combat stance. Decreases damage taken by
15%25%. Significantly increases threat generation. Generates 1 Rage every 3 sec while in combat. Instant. 3 sec cooldown.
Protection
- Unwavering Sentinel Increases your total Stamina by 15%. Reduces the chance you will be critically hit by melee attacks by 6%. Increases your armor value from items by 25%.
Increases the damage reduction of Defensive Stance by 10%.Reduces the Rage cost of Thunder Clap by 100%. Warrior - Protection Spec.
Raid & Dungeon Abilities
- Air Vent A chilling gust of wind
knocks you back. 100 yd range. Instant.slows you and inflicts 14% health in Frost damage. 100 yd range. Instant. - Drain Blood A skillfully-thrown cleaver deals weapon damage and Bleeds (
15%5%)*5 Health over 10 sec seconds. Requires One-Handed Axes. 30 yd range. 3 sec cast. - Electrified Ground Electrifies the ground, inflicting
150,00075,000 Nature damage to all enemies within 6 yards of the caster. 2.5 sec cast. - Emberstrikes Pools of embers inflict
55,00025,000 Fire damage every 2 seconds to all enemies within the pool. Unlimited range. Instant. - Glacial Freeze
Inflicts 75,000Inflicts 35,000 Frost damage to all enemies within 10 yards for 5 sec. Instant. - Hekima's Brand Shadow damage depletes the target's Health by
10%5% every 3 seconds for 15 sec. 40 yd range. Instant. - Hekima's Scorn
Inflicts 25,000Inflicts 15,000 Shadow damage every 2 sec. and prevents all healing to enemies for 20 sec. 100 yd range.2 sec cast.Instant. - Ice Spike Knocks up and inflicts
150,000100,000 Physical damage to players within 3 yards of the Ice Spike. 0.5 sec cast. - Ignite Blood (New) Ignites an enemey's blood, inflicting 8,000 Fire damage every 3 sec. for 15 sec. This effect stacks. 8 yd range. Instant.
- Lava Spit (New) Spit lava at an enemy, inflicting 35,000 Fire damage. Limited to 1 target. 2 sec cast.
- Poison Bolt
Inflicts 65,000Inflicts 25,000 Nature damage. Limited to 1 target. 40 yd range.2 sec cast.2.5 sec cast. - Pollen Puff Poisons the air around the caster, doing
60,000 Nature damage over 6150,000 Nature damage over 15 sec to enemies who enter the area. 1 sec cast. - Ruined Earth
Instant.Magma erupts from the earth, inflicting 88,000 Fire damage to all enemies within the eruptions. Instant. - Shadow Bolt Volley Launches a
Shadow Boltdark bolt of energy at enemies within 0 yards.100 yd range. 3 sec cast.inflicting Shadow damage and cursing them. 50 yd range. 2.5 sec cast. - Torch Toss (New) Throws a torch, inflicting Fire damage to enemies within the flames every 2 sec. for 16 sec. 30 yd range. Instant.
- Twisted Elements Blasts an enemy with dark magic, inflicting
100,00050,000 Shadow damage. 40 yd range. 2.5 sec cast. - Venom Cloud (New) Inflicts 0 Nature damage to enemies within the cloud every 2 sec. and reduces healing effects by 90% for the 14 sec. 45 yd range. Instant.
- Vertical Slash Strike down on an opponent, dealing
250,00050,000 k damage. If the target is Parrying with a rapier, this attack will be parried and deal no damage. 8 yd range. 2 sec cast. - Volatile Concoction Consume a Volatile Concoction, increasing damage done by
500%200% and damage taken by 50%. 2.5 sec cast.
Heroic Scenario, Patch 5.3 Izmene u Vale of Eternal Blossoms, Patch 5.2 Hotfixevi - 27 Mart
Patch 5.3 doneo je nove tipove scenaria, Heroic Scenario. Oni trenutno zahtevaju od igrača item level 496, ali imajte u vidu da je slično tako bilo u PTR za Patch 5.2 LFR, pa se na kraju smanjilo. Kako udjete u heroic scenario, videćete bonus zadatak na desnoj strani. Ovo je opciono, a ukoliko završite dobićete dodatnih 90 Valor Poena.
Trenutno samo dva scenarija imaju bonus zadatak, i oba imaju skriven timer kao jedan od bonus zadataka. Nema načina trenutno da vidimo kolko vremena imate da završite scenario, i da li ste prošli bonus scenario ili ne, sve dok isti ne završite...
Jačina Heroic scenarija, povećana je damagom i helthom. NPC izgleda da imaju oko 2.3x više HP i Damage u odnosu na normal scenario. Damage je stvarno većitako da ne možete da ignorišete mehaniku. Većina borbe moguća je sa dva igrača, ali ukoliko imate nekog ko nosi plate, ili može da offspec leči, dobro bi došlo kako bi se što lakše i sigurnije prešao heroic scenario.
Ukoliko završite prvi Heroic scenario sa bonus zadacima, dobićete ukupno 140 Valor Poena, za svaki drugi dobija se 115 VP. Imajte u vidu da je ovo sve promenljivo i da na Live može biti drugačije.
Patch 5.3 - Novi Scenario i Zadaci
- The Mountaineers - Contact the Dark Iron Mountaineers atop Shimmer Ridge and find a way to stop the storm.
- Save Scout Stonebeard - Slay the trolls cooking Scout Stonebeard and free him.
- Save Scout Boldbrew - Slay the trolls trying to cook Scout Boldbrew.
- Save Scout Forgefellow - Slay the trolls about to sacrifice Scout Forgefellow.
- The Cold Cave - Slay the elemental spirit in the ice cave to end the snowstorm.
- Victory or Death - Join Moira's forces, slay the Zandalari leader, and captures the Frostmane village.
Dark Heart of Pandaria
- Talk to the Boss - Speak with Grizzle Gearslip.
- Rock Grinding - Destroy the greater elemental ravaging the Big Blossom Mine.
- Time is Money - Finish gathering the archaeology fragments from the dig site.
- End of the Mine - Travel deep into Big Blossom Mine and blast open the wall.
- Heartbreak - Destroy the Echo of Y'Sharrj.
The Secrets of Emberdeep
- Infiltration - Breach the main chamber and stop the mongrel forces.
- Reconnaissance - Investigate the main chamber.
- The Sealed Gate - Help Ticker build a device to open the next gate.
- Holdout - Defend the Gob Squad while Patch establishes an escape route.
- Egress - Escape with the Gob Squad.
Battle on the High Seas
- Boarding Party! - Protect the Ship! Defeat the Horde Boarding party.
- Explosives Acquisition - Steal Explosives from enemy Demolitionists.
- To Smithereens! - Plant explosives on the Alliance Ship to destroy it!
- Defeat the Admiral! - Defeat Admiral Hodgson.
- Druid
- Tier-15 Feral Druid 2-piece set bonus should now work correctly with Savage Roar while Glyph of Savagery is active.
- Monk
- Tier-15 Brewmaster Monk 2-piece set bonus should now correctly increase Stagger by 12%.
- Fixed a situation where Tier-15 Mistweaver Monk 2-piece set bonus could cause Renewing Mist to heal more than intended.
- Charges of Mana Tea, Tigereye Brew, and Elusive Brew will now be removed after the Preparation buff wears off in Battlegrounds.
- Paladin
- Fixed an issue where Word of Glory or Eternal Flame did not work when both Divine Purpose and Tier-15 Protection Paladin 2-piece set bonus was present.
- Priest
- For Discipline Priests with Divine Aegis, Prayer of Healing criticals should now heal for the correct amount.
- Power Word: Solace should now correctly have a chance to activate item and enchantment effects.
- Shaman
- Chain Heal now heals for 20% more.
- Healing Rain now heals for 20% more.
- Restoration
- Earthliving Weapon now heals for 20% more.
Creatures
- Itoka's
Strange Metal Ingot can now be looted by multiple players. - Oondasta's health had been reduced by 50%.
Raids, Dungeons, and Scenarios
- Throne of Thunder
- Fixed an issue where bracers with a random secondary stat may be awarded to the wrong role through Raid Finder or bonus roll.
- Fixed an issue where zone drops were incorrectly disenchanting into
Haunting Spirit.
Items
Big Bag of Zandalari Supplies is now soulbound.
Dragonmaw, Reborn now has a bonus to spellpower.
Drakefist Hammer, Reborn now has a bonus to spellpower.
Bug Fixes
- Tyrannical Conquest achievement should now be correctly tracking a character's Conquest gains.
Dnevne Blue Teme
You owners of the adorable Sprite Darter Hatchling can rest assured, we do not intend to change the model you’ve come to know. There was an error with a file that caused the change, and we’ll be correcting it in future PTR build. (Source)
Patch 5.3 PvP
They are pretty much forcing us in to pve it seems, time to get that hard core raid on the go
Can you explain why you feel this way? In Battlegrounds and Arena, PvP items will trump PvE gear.
PvP gear offers the same stats as a PvE gear in the same item level, the things you will lose out on is set bonuses, some sockets, and maybe some socket bonuses.
Actually, the sockets come at the price of some of the iLvl budget. So even if you miss out on a socket or two, PvP gear gets some more stats as well as PvP power not being a part of the iLvl budget.
Because PvE gear will be BiS if you don't change something. Which means that PvPers will be forced to PvE to get the best gear.
Only in world PvP, but our developers are already looking into solutions for this.
Also, this is the Arena and Rated Battleground forum, if you wish to discuss the World PvP aspects of this change, please do so in this thread: http://eu.battle.net/wow/en/forum/topic/7171277166
To be fair, you did say that that honor gear would be somewhat worse then last seasons conquest gear too. I understand if people don't believe you.
Well, if you won't believe me there is a blog that states quite clearly that in instanced PvP such as Battlegrounds and Arena, PvP gear will be BiS. I quoted this previously in the thread from the PvP Gear in Patch 5.3 blog — "Even Honor gear, with its considerable amount of PvP Power, will provide more damage in PvP than normal and Heroic raid gear."
It was just posting a thought on why people are against this to start with. Myself I know that PvP gear will be the best but I'm a bit worried about all the gems slots in the PvE gear and the fact that reslience gems are still in the game.
Actually, this is something I addressed in an earlier post. The sockets of PvE items are a part of the iLvl budget, so if an item has more sockets it generally has less stats when unsocketed. The PvP power on the PvP gear is not a part of the iLvl budget. You can also use your sockets to gear for PvP power and resilience, those gems are not restricted to PvE gear only. (Source)
Patch 5.3 World PvP
Nakatoir mentions that World PvP is an 'unfortunate sacrifice' does this mean you are doing nothing to prevent this unfortunate sacrifice, or are you just going to allow PVE geared players to dominate pvp geared players in world pvp.
I already mentioned that we don't want to ignore world PvP and dueling in the post that you quoted:
This doesn't mean that world PvP and duels will be ignored. We definitely understand that players are wanting more huge, epic and glorious PvP such as those that come from world PvP, we just don't feel that it's the right place with the faction imbalance that is present in such battles.
So we are well aware that you all enjoy world PvP and we want to deliver on providing an enjoyable experience like world PvP. The main point here is that we feel that while it can generally be an amazing and fun experience, it normally comes down to two things; ganking, and the number of players on opposing sides.
We understand your desire for world PvP and while it's an enjoyable activity, it can never really be balanced because of the inherent factors that it relies on. We feel that those cool, epic battles out in the world can be done in a much better way through an instanced environment; we will however keep looking into ways to improve the world PvP experience.
Maybe a bluepost could share some light on why it would be so hard to enable PvP power in world zones? Seems like it is simple enough to enable doesnt it? It has to be made once, it doesnt depend on class, spec, item.
The problem with such a solution is that it would not result in much of a change. The reason this system works for Battegrounds and Arena is because the items will be capped at 496 Ilvl, and the PvP power on PvP gear will make it stronger than the PvE versions. In an open world scenario however there is no Ilvl cap. This means that the gear obtained in PvE will be able to outperform that which is obtained through PvP. We understand the frustration involved in such a change, but do note that we are looking at the effect that this has on world PvP and if we make some changes to this, we will let you know.
I think there's some gross exaggeration of just how many people will actually be rocking full HC gear. You're not suddenly going to see everyone running around with it, stop acting like they are.
This is true as well, the number of players that have access to Heroic raiding gear is actually a very small percentage of the total population. You shouldn't suddenly be seeing large numbers of Heroic geared raiders running around in the world just ganking others. (Source)
1.0.8 Imaće PTR, Razjašnjenje Itemizacije i Legendary Itema
Medjutim još nemamo datum kad će biti na PTR Serverima....
The item changes mentioned in the Itemization blog are not going to be in patch 1.0.8, and we don’t have any additional information regarding when they'll be implemented. We know people are eager to know more about when they can expect those changes, though, so we’ll be sure to keep you updated as soon as we have more details.
It is still too soon to say if the game changing legendaries will be all new ones, all reworked ones, or a mix of the two. When we do have this information, then we will of course let you know, but for now the only information we have on the future of itemisation is what have been posted in the Developer Journal update and of course the "Ask the Devs" answers on the topic of itemisation.
Under the Hood: Anatomy of Sound Design

Patch 5.2: The Thunder King brought us new and exotic locations to visit (if you don’t mind a few storms) and a slew of new creatures. One particularly memorable creature is the Zandalari Battlesaur, whose roar can have even the most stalwart heroes quaking in their boots. But, what exactly goes into crafting a voice for such a creature? The World of Warcraft sound team popped the hood and gave us an inside look at the anatomy of sound design.
The first thing we learned was that some elements of sound design aren’t always evident at the first listen. In this case, the Zandalari Battlesaur’s roar consists of several layers of sound that were integrated into one unified voice. These layers include:
- A voice actor : We pulled in some of the best voice talent in the industry who excel at creating evocative creature sounds. In this case, we were able to bring in Jon Olson, who also did the non-voice over sounds for sha and hozen mobs. What you hear is an edit of two takes that form a base layer of performance and sound that other layers and effects are crafted around.
- Bear: Early last year, Senior Sound Designer Chris Kowalski took his recording gear and his courage to Big Bear to gather some scary up-close source material from several of the wild animals at Predators in Action. We used the bear recordings from that visit to add size and embellish the actor's layer.
- Tiger: While at Predators in Action, Chris also recorded the tiger that appeared in the movie Gladiator. (Don’t worry, he wasn’t really stabbed.) We came away with a ton of great material, including a lot of big cat chest rumbles and roars you may hear mixed into several creatures across Pandaria.
- Final Sound: The final mix is comprised of all the layers above along with additional processing and mastering that make it fit within the world.
This brief video features the individual sounds before and after they’ve been mixed in.
Tell us More:
We spoke with the World of Warcraft Sound Supervisor (and the sound designer behind the Zandalari Battlesaur), Mike Johnson and Sound Producer Jay Maguire for a little more insight.
Q. How many team members do you have currently working on World of Warcraft sound design specifically?
[Jay Maguire] We currently have five sound designers working full-time on World of Warcraft. They are Mike Johnson, Jon Graves, Chris Kowalski, Eric LeBlanc, and Peter Steinbach. The soundscape of World of Warcraft is continually evolving along with the game and this talented group is always looking for ways to raise the bar and immerse players in the environment through ambient background sound, vocal post-processing, and spell, creature, and object sfx.
Q. How often do you get to go out into the field to do recordings for sound design?
[Mike Johnson]Not often enough unfortunately, so when we do have the ability to go out and record some new source material we really go after the big stuff that we need, like animals. One of the things that I wanted to accomplish for Mists of Pandaria was adding as much variation as possible to our creature kits, so getting enough material to work with was essential. Since we had so many new creatures to make in Mists we made it a top priority to get a wealth of new animal recordings to use in our design work at the studio here at Blizzard. Obviously you can’t go out into the wild and record a Battlesaur, or Mogu, or a Sha so we have to think of individual layers (both real and synthetic) that when mixed together make these creatures.
Q. What sorts of Foley work can you do at the studio itself?
[Mike Johnson] On Mists of Pandaria, we recorded a great deal of new source material for the new Monk class (mainly whooshes and impacts) and for various mounts and creatures as well. Everyone on the World of Warcraft Sound Team spent time in our recording booth recording what they felt they needed in order to bring their creations to life. For the Monk we had a whoosh recording session where Chris (Kowalski), Jon (Graves), and Peter (Steinbach) all took turns swinging around various objects tied onto the end of a rope at high speeds. Many of these whooshes were then processed by Chris and then utilized for all of the new abilities for the Monk class. We also did a big vegetable destruction recording session where we tore up ears of corn, smashed walnuts, hit cabbage, and twisted celery among other things to use for sweeteners. These sounds were used in various ambiences, Monk abilities, creature exertions, farming, doodads, spells and in many different quests.
Q. What’s the most satisfying part of working on sound designs such as these?
[Mike Johnson] The most rewarding part of creating sounds for World of Warcraft is experiencing the new expansion while it has little or no sound while in development and hearing it all come together in the final shipped version of the game.
There are so many other audio disciplines like Dialog, Music, and Cinematics in addition to sound design that are equally responsible for creating a believable soundscape to immerse our players into the game world.
Of course during production we’re aware of what each other is doing but something magical happens when it all comes together at the end and we get to hear everything together and it just works.





