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Author: FasumAga Date: Sunday, 31 August 2014
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Author: FasumAga Date: Saturday, 30 August 2014
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Author: FasumAga Date: Saturday, 30 August 2014
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Author: jovanmhn Date: Saturday, 30 August 2014

Curse of Naxxramas Izlazi 22 Jula!

Napokon, Blizzard je objavio datum izlaska Curse of Naxxramas, a to je 22 Jula u Americi i 23 Jula u Evropi! Arachnid Quarter će biti prvi wing koji će biti dostupan igračima, dok će ostavili biti otključavani u toku nedelja.
Originally Posted by Blizzard (Source)
Curse of Naxxramas Creeps Out on July 23!

Are you prepared to face the horrors lurking within the dread necropolis Naxxramas? Curse of Naxxramas: A Hearthstone Adventure is just about ready to open its gates to the world. There’s a host of undead monsters inhabiting the halls of Naxxramas, ready and waiting to defend their lair against Hearthstone’s heroes. If you . . . somehow . . . manage to defeat them, you’ll be rewarded with ghastly new cards for your Hearthstone collection!

Curse of Naxxramas goes live in Europe for Windows®, Mac®, and iPad® on Wednesday, July 23, starting with the Arachnid Quarter—the first of five creepy wings thatwill be released over a period of five weeks. The Arachnid Quarter will be free to play during the Curse of Naxxramas launch event, which will last roughly a month. Those brave enough to step foot into the Arachnid Quarter during the launch event will unlock it permanently for free. Check out our recent blog for further details on how to access the Arachnid Quarter and the subsequent wings of Naxxramas.

Polish up your decks, card-slingers—we’ll see you inside the necropolis soon!

Legendary Gem Izmene Uskoro na PTR

John Yang svratio je na PTR forumu kako bi nam dao dodatne informacije o izmenama Legendary Gemova u budućem PTR Patchu. Jedna od njih je da followeri neće biti u mogućnosti da koriste iteme koji na sebi imaju Legendarne Gemove, medjutim postoji mogućnost da će Blizzard ubaciti specijalne Legendarne Gemove za Followere.

leggemspower
 
On je takodje rekao da ima i Gem kojeg nismo videli još na PTR-u: Boon of the Hoarder. Pročitajte kompletne informacije i detalje statsova svih Gemova!
Originally Posted by Blizzard (Source)
Hi everyone. I wanted to pop in here while discussion on Legendary gems is ongoing.

First off, our philosophy on Legendary gems is that, when you pick one up for the first time, you should immediately want to use it (assuming it’s for your build – some gems obviously don’t apply to all builds/needs). This puts a minimum bar on the starting power level. After that, the power increase per upgrade is directly related to the frequency of upgrading, which is closely tied to the Greater Rift reward scheme and is still being iterated on. In the end, we’d like gems to be infinitely upgradeable when it makes sense, but not be outrageous.
Additionally, all Legendary gems have been disabled for followers. These powers were not designed for followers in mind, and this way we can ensure the gems are of a high power level because you can only have 3 equipped. In the future, if followers need avenues of advancement we would likely make Legendary gems specifically designed for them.

Now for the details. The existing stats you see on Legendary gems on the PTR today are somewhat placeholder. So, to steer further discussion in a direction that’s more in line with the next PTR build, here are the freshly tuned numbers (with some of my notes) for each gem.
Bane of the Powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.

Enforcer
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
  • Notes: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.

Moratorium
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.

Zei's Stone of Vengeance
  • Damage you deal is increased by 6% for every 10 yards between you and the enemy hit. Maximum 30% increase.
  • Upgrade rank grants: +0.1% for every 10 yards (+0.5% to max).
  • Rank 50 unlocks: 30% chance on hit to Stun the enemy for 1 second.
  • Notes: The max of 50 yards was added not because it was too powerful (even though it was too powerful), but so that you wouldn’t be incentivized to stay offscreen while your pets killed everything. At 50 yards, I expect you to be in range to actually still use your skills (crazy right?).

Simplicity's Strength
  • Increase the damage of primary skills by 25%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Primary skills heal you for 2% of maximum health on hit.

Bane of the Trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.

Wreath of Lightning
  • 15% chance on hit to gain a Wreath of Lightning, dealing 500% weapon damage as Lightning every second to 1-2 nearby enemies for 3 seconds.
  • Upgrade rank grants: +10% weapon damage per second.
  • Rank 50 unlocks: While under the effect of the Wreath of Lightning, gain 25% increased movement speed.

Gem of Efficacious Toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.

Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
  • Upgrade rank grants: +10% weapon damage over 3 seconds.
  • Rank 50 unlocks: Gain Blood Frenzy, granting you 2% increased Attack Speed for each bleeding enemy within 20 yards.

Mirinae, Teardrop of the Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.

Gogok of Swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.

Invigorating Gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.

Boon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.

Taeguk
  • Gain 1% increased damage for 4 seconds after spending primary resource. This effect stacks up to 10 times. Gaining a stack refreshes all existing stacks.
  • Upgrade rank grants: +1 max stack.
  • Rank 50 unlocks: Gain 1% increased Armor for every stack.
  • Note: This buff duration on this gem was chosen so that it’s easier to keep up with cheap spenders and not trivial with expensive spenders.

As always, these numbers are not final and we’re keeping a close watch as PTR goes on. Please continue the discussions and let us know what you think.

Novi Battleground Garden of Terror, Master Skinovi Uskoro

Novi Battleground Garden of Terror
Divlji battleground nam dolazi uskoro, a mi smo imali prilike da vidimo par elemenata ovog battlegrounda u prethodnim patchevima. Blizzard je objavio zvaničan blog Garden of Terror battlegrounda.

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Originally Posted by Blizzard (Source)

With this episode of Designer Insights, we’re shifting our focus to a brand new battleground called Garden of Terror. Senior Technical Designer Meng Song gives us an overview.

Trikslyr: Garden of Terror is our brand new, 3-lane battleground featuring a day and night sequence. Can you tell us what changes occur when the night sequence begins?

Meng: When night falls, the night horrors will come out in the garden area of the Battleground and all normal mercenary camps will disappear. The minimap displays the location of all the night horrors with purple indicators, similar to the Haunted Mines display of skulls. This should make locating the Night Terrors easier to pinpoint.

Garden of Terror provides us with the opportunity to feature our dynamic lighting. During the night, we turn down the brightness of your hero’s vision, so the map becomes much darker. We recommend players to stay alert and keep your allies close, night is the perfect time for enemies to strike and take advantage of your reduced visibility.

As a side note, the night sequence will not end until all the night horrors are killed. Since the nature of the map changes and the day/night cycle is controlled by the players, it becomes part of the strategy whether to try and keep the map on the night cycle or try and shift it back to daytime.

T: One of the objectives on the map is for each team to grab seeds. This is done by killing the small, but deadly Infested Servants scattered throughout the garden, and the massive plant called the Flowering Shambler. What's the purpose of collecting the seeds?

Meng: After collecting 100 seeds, any player on the team can right click on the Fertile Soil inside their base to summon the almighty Garden Terror. That player will become the Terror and will be free to use the Garden Terror’s power to their advantage. However, use your time wisely, as the summoned Terror has a time limit that will expire.

T: Besides a massive amount of health and power, what kind of cool abilities can players look forward to obtaining once they become the Garden Terror?

Meng: The Garden Terror has two abilities. Plant Horror Overgrowth disables and damages all enemy buildings around the casted area. Be careful, as the Overgrowth can be destroyed by the opposing team. This creates a good risk-reward scenario and opens up gameplay choices. Players can use the ability as bait, place it in areas away from heroes, or just go for the all-in play. Plant Horror Overgrowth will be on top of the priority list for enemies, so players will have to think on their feet with how, where, and when to use such a powerful ability.

If you're sick of the enemy team clumping up and pulling off a wombo-combo on your team, Spore Queen's Curse lets you turn them into slow, weak Plant Zombies! This is an area of effect polymorph ability that can definitely turn the tide of a fight, when used correctly.It’s wise to keep the ability off cooldown, so the ability can be used as a follow up tactic right after an Overgrowth.

T: Are there any Heroes in particular that excel well on Garden of Terror?

Meng: We believe some of the choices below fit well on this unique battleground:

  • Heroes that have summons and/or can jungle well such as Gazlowe and Zagara
  • Heroes that have good AoE and/or are difficult to ambush like Stitches, Brightwing, and Falstad
  • Heroes or talents that allow you to scout, such as Tassadar and Clairvoyance

Trikslyr: We like to end our Designer Insights with a fun anecdote. Mind sharing a terrifying moment that occurred while testing the new battleground?

Meng: There were a few hilarious moments that occurred during the development playtest.

At one time, the Garden Terror was balanced to be so strong that we just couldn't kill it. So you would get these weird moments where each team would summon a Terror, all the other four heroes would be forced to chase the enemy Terror in an attempt to slow it down. The game eventually turned into a base race scenario in which the Terror who could kill the enemy's core faster won.

In another test phase, the Garden Terror's Spore Queen's Curse ability could be casted on the enemy’s Garden Terror. So when two separate Garden Terrors were summoned, it was all about which Terror could cast the ability on the enemy Terror first, and it was pretty hilarious to watch teams beating up on a tiny Garden Terror.

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Master Skinovi Uskoro
Vaeflare je objavio par informacija Master skinovinovima koji su bili obećani na PAX East-u. Izgleda da ćemo uskoro videti masters skinove za Arthasa, Falstada, Li Li, i Stitches! Pogledajte Video.
 
 
Originally Posted by Blizzard (Source)
A few months ago at PAX East we gave attendees a sneak peek at a new series of hero skins we’re currently developing. These Master Skins represent a further exciting evolution of each hero’s base skins, and you’ll be able to find out more details about how to obtain them in the coming weeks. Additionally, stay tuned for a fresh new blog that focuses on a variety of changes that are coming to the Heroes of the Storm progression system!
In the meantime, throughout the week you can feast your eyes on a series of videos which showcase the current state of some of these exciting new skins!

First up from the Warcraft universe is Arthas, Falstad, Li Li, and Stitches!

Coming soon: Abathur, Kerrigan, Tassadar, Zagara, Diablo, Sonya, Valla, and many more!

Make sure to check back to this blog for updates!

Kineska Diablo 3 Grafika, Life on Hit na PTR Objašnjen, Transmog Podešavanja

Kineska Diablo 3 Grafika
GamesInAsia objavio je slike gde možemo videti kako izgleda cenzurisan Diablo 3 za kineksu verziju. Dosta koske, krvi je izmenjeno sa drugim texturama, a imamo i objašnjenje zbog čega. Blizzard je u obavezi da sa kineskim distributivnim partnerom cenzuriše odredjene delove grafike.
 
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Life on Hit na PTR Objašnjen
Grimiku je našao par minuta da nam detaljno objasni izmene Life on Hit i kako on funkcioniše trenutno na PTR. On je takodje spomenuo da će buffovati LoH za 100%, i LoH Paragon Poene za 50%.
Originally Posted by Blizzard (Source)
Life on Hit has undergone a number of changes, and it can be little confusing at first. I'll go over how LoH is currently working on the PTR, but it's also good to keep in mind that it's still subject to tuning.
The bullet-point basics:
  • You gain your Life on Hit amount per cast, so long as you're doing damage.
  • The amount healed per cast does not change based on the number of targets hit.
  • You continuously gain a portion of your Life on Hit value while channeling.
  • We're increasing LoH on items by another 100%, and LoH in Paragon by 50% in an upcoming PTR build
  • We're aware that this needs tuning, particularly with large packs of monsters, or those with Reflect Damage.
More long-form explanation:
Currently in the live game, you’ll receive Life On Hit when an ability hits an enemy, and then that mechanic is run through the proc coefficient of the ability itself. As a general rule, this means that many AoE skills give very small amounts of Life On Hit vs. single targets, and you typically get large amounts of Life on Hit against multiple targets.

We want players to be able to heal consistently at the times you need it most: Boss fights and Elite fights. To support this, we’re altering some of the conditions of Life On Hit. Life On Hit will now trigger once per ability activation as long as that ability requires an animation*. This means casting Magic Missile, Frozen Orb, and Blizzard all provide the same Life On Hit per cast. Channeled spells provide an equivalent amount of healing over any given period of time to non-channeled spells.

Not only does this allow you to gain more Life when you’re attacking a low number of targets with AoE skills, it provides more consistent healing between various skills, and it also separates Life On Hit from the proc system. This last benefit is important as it means we can be more generous with allowing Legendary items to proc various effects.

All of that said, there is still some tuning to do now that we’ve adjusted how Life on Hit works. We’ll be keeping an eye a close eye on it, and continue to make the necessary adjustments to get it in line with where we want.
*Attacks that deal damage, but don't animate (like Overpower, or Frost Nova) do not trigger Life on Hit. The intention is to prevent double LoH procs per animation cycle since these skills can be cast while attacking, or channeling.
 
Transmog Podešavanja
Blizzard planira par izmena za Transmogrification sistem u Patch 2.1. Igrači će uskoro moći da testiraju te izmene kada novi build bude pušten na PTR.
Originally Posted by Blizzard  
We've got some adjustments to the Transmogrify system on the way, and you should be able to test them out on the PTR at some point in the near(ish) future. There will still be some restrictions in place, but some of the current ones will be lifted. Specifically the class-restricted limitations will be modified to offer a little more freedom. 
I can tell you up front that you won't be able to Transmogrify your gear to look like another class, but you'll have more options for your own class-specific gear when all is said and done. (Source)

--------------------------------
07/11/2014 03:24 PMPosted by EnkerZan
But what if you want to turn a normal shield into a Crusader shield?
This should work as long as you do it while playing your Crusader. The shield will default back to its normal appearance if you transfer it to another character, though.
07/11/2014 02:40 PMPosted by Zepheron
We especially need more options for 2H flails. 1H flails can be 1H swords/axes/maces, so why can't 2H flails be 2H swords/axes/maces?
The current restrictions on weapon transmogrification will still be in place after this change, but I'll bring this specific situation up at our next meeting.
07/11/2014 02:07 PMPosted by GOSU
Thats good to hear. I will assume my barb can finally transmog Raekors on her gear (also picked this up when I caught part of yesterday's stream, they said someone had this working internally).
This is a good example of what will be possible once these changes take place. Currently, players are unable to Transmog gear into the Raekor set, and even in a situation where the original piece of gear in question is a piece of Raekor. However, after the change a Barbarian could alter their gear to look like Raekors, so long as it’s been unlocked as an option. The item would default to its original appearance when transferred to a different class. (Source)
--------------------------------
07/15/2014 02:18 PMPosted by Skavok
Please for the love all all things holy let us transmog our 2hand flails to other weapon types.
I'm going to bring this up at our next meeting with the developers and see what they say. There might be technical reasons why this is restricted, but the way it currently works is not very intuitive since 1-handed flails can Transmog into other weapons. (Source)

Naxxramas ne Izlazi 15 Jula, Pozadine Heroic Karata Biće Objavljene Pre Naxxramasa

Naxxramas ne Izlazi 15 Jula
Aratil je na zvaničnom forumu objavio da Naxxramas Patch neće biti pušten 15 Jula, ali da je i dalje planirano da patch ugleda svetlost dana u Julu mesecu.
Originally Posted by Blizzard 

We are still on track to release Curse of Naxxramas in July, but it will not be tomorrow. - Aratil (Source)

We'll still eat that gummy bear when it releases. Extreme coincidence about gummy bear day, though.
People are looking too deep into it. I understand they are excited, and so are we, but not everything we say is a hint. - Zeriyah (Source)
 
Pozadine Heroic Karata Biće Objavljene Pre Naxxramasa
Zeriyah je objavio danas na twitteru da ćemo videi Heroic pozadine karata pre izlaska Naxxramas patcha.
Originally Posted by Blizzard (Source)
When will we see the card back for the heroic mode?
We'll show it off sometime before Naxx hits.

Starcraft 2 Balance Test - 11 Jul

Blizzard je pozvao igrače na balans test 11 Jula. Posebna mapa "(2)OvergrowthLE (2.1.3 Balance v1.0)" dostupna je igračima gde mogu testirati izmene kod Widow Mine’s splash damage, Thor’s AA prioritization i Mothership Core’s Time Warp ability.
Originally Posted by Blizzard (Source)
Call to Action: July 11 Balance Testing

We’ve just published a new version of the Balance Test Map to the StarCraft II Custom Games list titled "(2)OvergrowthLE (2.1.3 Balance v1.0)". In this new version, we’ll be testing changes to the Widow Mine’s splash damage, the Thor’s AA prioritization, and we’ll be decreasing the duration of the Mothership Core’s Time Warp ability. During this testing phase, please keep in mind that none of the changes listed below are final. Our plan is to first explore how each change impacts the game and potentially test additional changes after reviewing your feedback. Let's have a look at the full list of changes you'll be testing in this version:

Terran

  • Widow Mine
    • Splash radius increased from 1.25/1.5/1.75 to 1.5/2/2.5
  • Thor
    • Changed to prioritize their AA weapon over the AG weapon

Protoss

  • Mothership Core
    • Time Warp duration decreased from 30 to 15 seconds

Balance Testing Extension Mod

We’ve also updated the Extension Mod for balance testing, so that you can try your hand with these changes on maps other than Overgrowth. Those of you who are interested in trying out the Extension Mod can use the following steps to get a game started:

  1. Navigate to Browse Maps on the Custom Games menu,
  2. Select a map and click the Create with Mod button in the lower right corner,
  3. Choose to sort by Blizzard Mods from the dropdown list at the top of the screen.
  4. Select the “Balance Test Mod” Extension from the list and then hit Create Game.

If you're interested in the StarCraft II Balance Team's reasoning behind each change, you can check out David Kim's initial and recent forum posts on the topic.

We’d like to remind you that feedback based on playtesting is the most helpful information you can share with us at this time. We kindly ask that you spend some time playing games on the test map before offering your thoughts on the changes listed above.

As always, thank you for your continued feedback and support. We’d like to restate that none of the changes listed above are final. Once you feel you’ve had enough time to test thoroughly, we welcome you to share your feedback.

Garrison Level 2 Preview, Letenje u Warlords of Draenor, Blue Teme

Garrison Level 2 Preview
Danas Vam prikazujemo kako izgleda Garrison Level 2 na Alijansi i Hordi.
 


 
Letenje u Warlords of Draenor
Originally Posted by Blizzard (Source)
We still think a 6.1 patch seems like a pretty reasonable point where flying would become available in Draenor, likely with some kind of aforementioned prerequisite. Maybe it's gold, maybe it's some kind of epic quest, maybe something more straightforward. But we're staying open to changing that post-release if it seems like it's working out really well and we want to keep rolling with it. I'm digging that there seems to be a pretty reasonable mix of beta experiences here though. Definitely looking forward to feedback when we get to the max-level content too.
 
Warlords of Draenor Theorycraft Blue Teme
Originally Posted by Celestalon (Source)
Is there a certain reason that special ability multistrike rolls are delayed (especially the 2nd multistrike roll being time dependent on the 1st), while auto-attack multistrike rolls are instant and independent?

This 0.3-0.7 second delay is problematic for Colossus Smash, as any multistrikes from the last ability in a CS window will most likely land after CS has worn off.

It's an important part of making Multistrike feel like a distinctive stat. If you Multistrike a Frostbolt, you shouldn't just see 2-3 damage numbers pop up, you should actually see 2-3 Frostbolts fly out of your hand. Or if you Multistrike a Sinister Strike, you should at least see 3 impact visuals. This naturally includes delays, so that these effects are visual.

There already is a slight delay built into the animation of whatever ability you use (time it takes to swing your weapon down to the impact point, or raise your hands to the launch point of the spell). These average around something like 200ms. Multistrikes are offset by 533ms for the first one, and 866ms for the second one.

That all describes the visual, but what about the functionality? The 200ms delay I mentioned is purely visual, it doesn't actually exist for determining damage. For Multistrikes, the caster's stats are always used at cast time (t=0). Sometimes the target's stats matter as well, and those are used at impact time (t=533ms and t=866ms, plus travel time if there's a missile).

However, the Multistrike delays don't apply to all cases of Multistrikes. Auto attacks, heals, and periodic ticks have no delay. Special attacks do have the delay.

TL;DR: Yes, it's important, and Colossus Smash is a bit of an outlier in that it has a notable impact on DPS.

Should the Thirst for Blood talent be proccing off of multiple Rends? Rage generation gets pretty ridiculous around 5 targets.
Yes, for now.

Currently it seems SR doesn't gain bonuses from Find Weakness or Sanguinary Vein. This makes sense because it's a different 'entity'. Is this intended? Should a rogues 'pet' gain bonuses like this?
Yes.

Another question separate from this. Should SR's Ambush/Backstab Multistrikes trigger Sinister Calling?
For now, no.

Shadow Reflection is inherently a unique situation, and we have a lot of decisions to make about what it can do and what it can't. We have to balance it feeling rewarding to the user, and not being overpowered or buggy or overly complex. A lot of these decisions are somewhat fluid, and we can adjust them based on how things play out. If it ends up underpowered for Subtlety, we may end up enabling Sinister Calling for it, for example. Here are some more current details:

- It does not currently trigger any of your procs.
- The Reflection ignores stealth requirements, but does not ignore positional requirements.
- It can multistrike/crit as normal.

This description of multistrike concerns me greatly. For rolling DOT effects such as ignite, if I understand you correctly, the following situation could occur:
No, Ignite is always rolling, and you never care about just the ignite from a single hit. You're observing the difference between the very very first ignite impact of the entire fight to every other one.

EDIT: Oh, and ignoring the damage of the Multistrikes.They add to the Ignite.

The current AT POM Pyro-chaining behavior for building up combustions utilizes "ignite tick time gaming" a lot.
We'd rather remove that obscure, unintuitive, super-precise-timing-based mechanic. We're considering the best way to do that, currently thinking of changing Ignite to be a 1sec periodic, 5sec base duration.

The majority of raiders completely ignore the numbers that they are doing
Not only is this false, it's something we're looking to improve, and it's not the only type of gameplay.

The small delay that you are using does not result in any multistrike-feel either, as they are still so closely spaced together that it feels like they instantly happen. You would have to be paying special attention to each and every spell in order to notice multistrikes (coming from personal testing, hitting the dummies for a few minutes).
Again, totally false. Regardless, this thread is for theorycrafting, not philosophy.

Has the Creature-Attack-Player crit chance formula changed at all, in WOD? It did not get posted with the previous info dumps on page 1. If it did not, is it still (5% + (0.2% * LD))? And can the base 5% be reduced by mobs lower level than you?

While on the topic of Creature-To-Player crit chance, can you explain the mechanics behind "Sit Crit", where sitting down will result in always being crit? It seems that this got half-removed in WOD, unless I did my testing wrong.

Unchanged. Sitting should still increase your chance to be crit by 100% and lower your chance to dodge/parry/block by 100%.

Theorycrafting Details for Molten Earth
As long as you have attacked something within the last 6 sec, molten stone bolts will rise out of the ground periodically and fire at your most recently attacked target.

Period is 2sec/haste. Each tick, the bolt that it fires is offset by randomly up to 4sec/haste, to create visual variety/clustering, but still average to a 2sec/haste period.

Aborts firing if the target is dead or has a breaks-on-damage aura. Can crit, can multistrike. SP Coefficient is [MasteryPoints]*5%.

Could you elaborate what you were talking about in this Tweet: https://twitter.com/Celestalon/statu...47450841841664 ? Specifically, I am confused about the mechanic you are proposing and the intention/reasoning behind the change. Is the aim for it to heal less then it does (comparatively speaking, I know all healing right now is insane) now? More then it does now? Or is the goal something else entirely?
Conversion is straight up overpowered on beta right, so it's going to come down across the board. However, what I'm talking about there is the difference between specs. Frost has significantly increased RP generation rate through Frost Presence, and Blood gets significant extra RP through Multistrike. They're both balanced around that increased RP generation rate.

The idea with how Conversion limits RP generation on live is to try to equalize them by costing Frost/Blood more (by preventing their extra RP gen). However, a fair point with that approach is that it reduces all of their RP gen, not just the RP they spend on Conversion. So, we're considering alternatives. The leading one is simply making it cost different amounts for each spec, for the same healing, such as 15/sec for Frost/Blood, and 10/sec for Unholy. Don't know if those are the right numbers offhand, but something in that ballpark.

It seems that eminence dont work with multi strike. Is it intentional?
No.

Blue Teme
Originally Posted by Blizzard Entertainment
Beta Information
You guys are cranking out these builds!
Yeah, we'd like to be able to keep up this pace as much as we can. Even if a build doesn't have massive new content (new zones, etc) it will just be more current in terms of class design changes and data changes in general. Additionally, we sometimes only discover issues when a build is released to the public and we have the large beta userbase logging in and straining the servers. Sometimes that results in a less-than-ideal play experience for you folks, and while I know that can be frustrating it is very helpful for us to uncover those issues now as opposed to later on down the road.

Hopefully the newest build will clear up some of the Garrison problems, including as was mentioned earlier in the thread the Garrison locking characters inside and rarely letting them out. I haven't been able to complete any missions for days sadly.
I can clear some of this up, maybe. Despite looking like it's connected to the Draenor Continent, your garrison is actually on a different "map", in the same way that Kalimdor and Eastern Kingdoms are on different maps. Using some pretty fancy tech new to 6.0, we're able to transfer you from your garrison to the Draenor continent and vice versa without a loading screen, but if there are server stability issues you can be in a situation where Draenor is "down" but your Garrison is fine. When you attempt to leave the Garrison, you'll get snapped back to your Garrison because the transfer failed. (Note that even without this new tech, you'd experience pretty much the same behavior with walking through a portal).

I can't say with certainty this build will clear all that up, as you'll experience that behavior whenever a continent crashes. In reality it'll be an ongoing thing as we work to address the issues encountered on beta. (Source)

Tank Specs in PvP
Hard to test out tanks in PVP when they are so broken right now. Unkillable gods of destruction.
So hey, about that...

We discovered a teeny tiny little issue with the Battle Fatigue debuff. Turns out, it was set to increase tank damage taken by -25%. Yes, that's an increase of negative 25%... which means that Battle Fatigue was actually reducing the damage tank-specced characters were taking.

This should now be fixed on Beta servers, which should make quite a difference. Let us know how things feel now.

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Death Knight
Important question about Multistrike: If I use Icy Touch with the glyph that dispels and multistrike procs will it dispel twice?
No. (Celestalon)

RE DK Loving Blood Caked Blade for Unholy, looks great - anything similar coming for Frost?
Not really; Frost isn't supposed to favor Multistrike. That said, for that feel, Razorice is slightly similar (and has been buffed) (Celestalon)

Druid
Without an affordable swiftmend, rdruids are locked into refreshing harmony via healingtouch (i.e. forced to use HT once in 20s)
In the world of Warlords healing, that's expected (and very normal). (Celestalon)

Plans to re implement glyph to starfall that reduced its radius by 50%? I can see the huge range being a problem in dungeons.
Glyph of Guided Stars is for you in that situation then. (Celestalon)
What about adds with small amounts of hp Im thinking like alot of adds spawn they need to be killed quickly I can't dot them all
Hurricane. (Celestalon)

As it stands, MoC is strictly superior to Germ/RG, because the later add restrictions, while the first removes them ...
Moment of Clarity is likely overpowered with current tuning. It's not designed to be "strictly superior", obviously. (Celestalon)
How is MoC being op related to Germ/RG being awful talents? As long as MoC is slightly useful, you won't pick the other two...
A) If you think Germ is an awful talent, you're not thinking of all the potential situations. B) RG probably needs to buff SM. (Celestalon)

Hunter
LnL changes: Trying it out now, I like it a lot. One Q: what happens at lvl 90, patch 6.0 with 0% multistrike?
There's at least raid buffs that provide Multistrike. Agree that it's awkward for now, but perhaps worth it. (Celestalon)

Are there any plans to making Clefthoofs and Talbulks tameable for hunters?
Still working out final implementation of the WoD families. Thinking maybe a Stag family w/deer, talbuk, MoP stags, etc. (Muffinus)

Mage
How exactly does conjured food count as a survival ability? You never get a chance to sit and eat in arena. Debuffs don't help.
That's not what that section of the patch notes is about. Most are unusable in arenas, if you notice. (Celestalon)
Most of what are unusable? Debuffs?
The sustainability section that you're referring to. They're to aid with questing and other soloing. (Celestalon)
But you can't eat while in combat. Any class can get food from a vendor so it isn't comparable to sustain. of other classes.
Most of those are primarily used out of combat. And no, Mage food is better. It's for questing/soloing, as I said. (Celestalon)
Mages have a lack of over time healing compared to every other class. a 40% heal from ice block every 5 minutes is underwhelming
Yes, and they're designed to *avoid* damage, not heal it back. They have burst absorbs, damage reversal, Invis, Nova, etc. (Celestalon)
So are these avoidance-abilities being retuned for warlords, because right now my absorbs aren't comparable to healer ones.
Nor should they be. You shouldn't be soaking up that much damage. (Celestalon)

are frost mage mastery Icicles going to snap shot off frost bolts, or scale to the damage of a frost bolt at the time of fire
Still snapshot; nothing's changing with that. (Celestalon)
will icicles scale to the current level of incanters flow or will they snap shot off a frost bolt that was buffed by flow
Icicles are based on the damage that created them. (Celestalon)

Monk
Are WW monks really suposed to feel this slow? im energy starved all the time with no buttons to press level 100
If you're the type of player that wants to fill as many GCDs as possible, you should favor Ascension, Haste gear, and Chi Wave. (Celestalon)

Priest
shadow priest self healing feels very lackluster atm. maybe have instant and in shadowform PoM back? or renew?
No, but DP is changing to cause healing equal to 100% of damage done (DD and DoT). (Celestalon)
while questing, you barely get a tick of DP before mob dies. Biggest issue I had with Shadow. Healing on initial cast?
....I'm fairly certain that you just responded to the answer with the question. (Celestalon)
Does that mean even the initial cast will do 100% healing of that damage and not just the rolling dot?
Ah, there's the missing link, I think. "DD" = Direct Damage. Yes. (Celestalon)

Is it intended that Clarity of Power priests remove Devouring Plague immediately after applying it?
No, you should not do that. Better to Mind Flay during Devouring Plague. (Celestalon)

Since Multistrike is supposed to be H Priest Attunement/best stat, can H Priest Multistrikes proc EoL and/or vice versa?
Multistrikes will be able to Echo. (Celestalon)

Shaman
Will Elemental retain its niche of 3-5 target cleave with the change to mastery?
Absolutely. It works on chains. (Celestalon)

Will Elemental Blast work with the new mastery and would it add to fire or lightning stacks?
Yes and yes.(Both) (Celestalon)

Warlock
Will the new Warlock talent: Demonic Servitude work with the existing Warlock talent: Grimoire of Service?
Yes. (Celestalon)

Warrior
I can accept HS being removed. Don't like it but accept it. Still a 3 button rotation (4 w/ rare RB proc) is too much.
I question why you think RB is rare. It's more frequent than CS, even naked. With even blues it's twice as frequent. (Celestalon)

Spent a lot of time this evening playing on Fury. The 0.5sec Wild Strikes really make rage capping easy to avoid. Rage feels in your control (Celestalon)
It can definitely still get away from you if you don't pay attention to it, but you certainly have the tools to manage it now. (Celestalon)
I look forward to the feedback from people who give it a real try in the next build (day or few, I believe). (Celestalon)
How will 0.5sec WS work for me, as I play with 180ms if I'm really lucky? Most of times I get 270 ms. 0.5sec going to be bad.
That won't actually be bad at all. You're not GCD capped so slight timing offset doesn't matter, plus huge responsiveness upgrades. (Celestalon)

Any thought to adding a defensive aspect to Prot Warrs' Ultimatum procs? It just seems outdated to only be an offensive proc.
They have enough defensives; it's nice to have a proc that you know you don't need to worry about for defensive value; a bonus. (Celestalon)

On the Warrior Prot: Unyielding Strikes: Will using Ultimatum consume the stacks?
The Unyielding Strikes buff isn't consumed. (Celestalon)

WS would have to massively beat out RB in DPR to compete, and at that point you'd say, "why have both spells filling the role?"
WS doesn't beat RB in DPR, but it does beat it in DPCT, handily. And if you're GCD locked, DPCT starts mattering a lot. (Celestalon)
5 rage + 0.5 gcd WS? sounds painful to play with high latency.
The -25 thing was just to illustrate that it's untuned, not any indication that that's remotely correct. (Celestalon)

There are a lot of abilities requiring defstance. Is it intended that Gladstance be excluded from using them, or just not update
Gladiator Stance is for DPS, but restricted from swapping, so will likely count as both Battle and Defensive. (Celestalon)

Warlords of Draenor Stats
Does Multistrike benefits from + %damage buffs?
Yes. (Celestalon)

I'm assuming like all tertiary stats, multistrike will not be in abundance so it won't be something we should bank on
Multistrike is a secondary stat, as abundant as Crit or Haste or Mastery. (Celestalon)

it's seems like pvp power and resilience build into one stat . So very awful...
PvP Power/Resilience & Versatility have a common effect but overarching design is very different. (holinka)
We didn't like Resilience because it got so large that spells felt VERY different in PvP/PvE. (holinka)
We didn't like PvP Power because it was meant to compete directly with ilevel, which led to a lot of confusion. (holinka)
Versatility is a secondary stat on PvP and PvE gear and competes with Haste/Mastery/Crit/Multistrike. (holinka)
is it possible for Versatility to actually outperform other stats? ex. Frost Mastery, Subtelty Mastery etc.
Since it has damage reduction, it is tuned to not be as good at increasing damage. (holinka)
up to now we've been told "not as good as your best stat". Is it going to actually be dead last, or somewhere in between?
It has benefits that aren't related to damage so it is subjective. But it won't be your first or second best stat for damage. (holinka)

Challenge Modes
CM's are too item oriented, 30s tries then 10m wait for banner cd is no fun, could you either make cds reset or items unusable?
Agreed. In Warlords we'll be much more careful about which items are allowed to work in CMs. (WatcherDev)

PvE
With the removal of feats for SoO in 6.0 will this mean the Kor'kron Juggernaut will not longer drop guaranteed upon 6.0?
Slightly different handling there -- the mount will drop 100% of the time on Mythic until Draenor opens. (WatcherDev)

PvP
whats the thought behind adding those crazy pvp-only items to Ashran? variety and more action packed? some stuff of it scares me yo
."Crazy" items, spells in Ashran is an opportunity for us to "rewrite the rules" for a short time. It is about variety. (holinka)
By "short time", do you mean the abilities granted are temporary, i.e. you have to find another book later?
I mean during the life of the expansion, when Ashran is relevant content. (holinka)

will skirmishes reward Conquest? So we can gear there and then do rated Arenas after?
The conquest acquisition rate will likely be slower than normal unrated battlegrounds. (holinka)

Any chance on having a window to swap specs during arena preparation in WoD? Sometimes certain specs work better against classes.
It would just end up as a mandatory ritual in arenas to bluff you opponents. (holinka)

I know low lvl pvp isn't priority, but any chance we'll ever see gear options for pvp leveling (honor purchased)?
We want to expand on it, but we won't have the time just yet. (holinka)

will conquest/honor gear have random tertiary stats on them?
We haven't come to a decision on tertiary stats and pvp gear (holinka)

PvP Gear-grind for alts will be better but still potentially tedious when facing conquest-geared opponents in BGs
40 ilevels leaves room enough to feel progression in your gearing without the gap being too large. (holinka)
Think a lot of people would prefer to have less of a sense of progression for sake of alts not being facerolled in BGs
I'm sympathetic to the alt concern but I think 40 ilevels from no gear to full gear is reasonable. (holinka)
Especially when there two tiers of gear in between top and bottom. (holinka)
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