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Author: Silencer Date: Wednesday, 16 April 2014
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Author: Platin Date: Tuesday, 15 April 2014
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Author: Warheart Date: Tuesday, 15 April 2014
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Author: Warheart Date: Tuesday, 15 April 2014

Warlords of Draenor Trailer: Wish You Were Here

Blizzard je upravo objavio novi trailer za Warlords of Draenor. Trailer je fokusiran na Pre-Order Warlords of Draenor i dobijanje besplatnog level 90 character boosta u igri. Ono što je najinteresantnije je leteći gnome u reklami :)


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Warcraft Heroes Preview

Blizzard je danas objavio preview heroja Warcraft univerzuma. Sa završetkom pregleda svih heroja, šta bi moglo biti sledeće?
Originally Posted by Blizzard (Source)

"You are not prepared!"

- Illidan Stormrage, The Betrayer

Have you ever dreamt of what it would be like to unleash the full might of Frostmourne onto your enemies? Or do you yearn to harness the power of rock to stun and awe all that would oppose your musical mastery? Whether you choose to toy with fel fire or the follow the path of the Lightbringer, now is the time to explore Azeroth’s rich history and discover which familiar faces will be at the ready to join your quest for dominance in the Nexus!

 

 

 

 

Which Warcraft Heroes are you eager to take out into battle? Which other Warcraft Heroes would you like to see? Let us know in the comments section below!!

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Warlords of Draenor Dev Watercooler: Building Healthy Gameplay

Blizzard je objavio novi blog Warlords of Draenor izmena, gde nam govore o Health, Resilience i Healingu.
Originally Posted by Blizzard (Source)

Last week, we talked about squishing stats and pruning unnecessary complexity as part of our ongoing design goals for World of Warcraft: Warlords of Draenor. This time, we'll look at a few topics all related to one vital element: health.

Player Health and Resilience
In the next expansion, we’re planning several interconnected changes designed to provide better-tuned gameplay for healers and improve the healing dynamic in PvP.

The high amount of base Resilience and Battle Fatigue in Mists of Pandaria currently causes characters to feel much weaker in PvP than they do in PvE. To address this disparity, we’re approaching Warlords of Draenor with the goal of shrinking that gap as much as possible. To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.


On its own, that increase in health would make players more survivable in the world at large, so we’re also increasing creature damage and the effectiveness of healing spells to balance things out. The net result of these changes is that individual attacks will knock a smaller chunk off of a player’s health pool in PvP, but your survivability in PvE won’t be affected.

Doubling player health gave us room to reduce Resilience and Battle Fatigue, but our goal was to be able to remove them entirely. In order to achieve that, we’re also reducing PvP spike damage across the board by lowering Critical Damage and Critical Heals to 150% of their normal effect (down from 200%).

Our hope is that these changes allow us to reduce Base Resilience and Battle Fatigue to 0%. It’s possible that we’ll still find a need for some minor amount of Base Resilience and/or Battle Fatigue, and we’ll be testing these changes extensively and adjusting as needed.


Retuning Healing Spells

One of our goals for healing in Warlords of Draenor is to tone down the raw throughput of healers relative to the size of player health pools. Currently, as healers and their allies acquire better and better gear, the percentage of a player’s health that any given heal restores increases significantly. As a result, healers are able to refill health bars so fast that we have to make damage more and more “bursty” in order to challenge them. Ideally, we want players to spend some time below full health without having healers feel like the players they’re responsible for are in danger of dying at any moment. We also think that healer gameplay would be more varied, interesting, and skillful if your allies spent more time between 0% and 100%, rather than just getting damaged quickly to low health, forcing the healer to then scramble to get them back to 100% as quickly as possible.


To that end, we’re buffing heals less than we’re increasing creature damage. Heals will be deliberately less potent compared to health pools than before the item squish. Additionally, as gear improves, the scaling rates of health and healing will now be very similar, so the relative power of any given healing spell shouldn’t climb so much over the course of this expansion. For those concerned about what this means for raiding, don’t worry—we’re taking all of these changes into account when designing Raid content for Warlords of Draenor.

It’s also important to note that spells that heal based on a percentage of maximum health are being effectively buffed by the massive increase to player health pools, so we’re lowering those percentages to offset the effect. That may make them appear to have been nerfed—however, the net result is that those percentage-based heals stay about the same as before relative to other heals.

All of these changes apply to damage-absorption shields as well. Additionally, we're toning down the power of absorbs in general. When they get too strong, absorption effects are often used in place of direct healing instead of as a way to supplement it. We will, of course, take these changes into account when tuning specializations that rely heavily on absorbs, such as Discipline Priests.

We also took a look at healing spells that were passive or auto-targeted (so-called "smart" heals).

We want healers to care about who they're targeting and which heals they're using, because that makes healer gameplay more interactive and fun. To that end, we're reducing the healing of many passive and auto-targeted heals, and making smart heals a little less smart. Smart heals will now randomly pick any injured target within range instead of always picking the most injured target. Priority will still be given to players over pets, of course.

Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We've taken a close look at the mana efficiency of our multi-target heals, and in many cases, we're reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face an interesting choice between whether to use a single-target heal or a multi-target heal based on the situation.

Finally, we're removing the low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, because we think that while they do add complexity, they don’t truly add depth to healing gameplay. (We’re also renaming some spells to re-use those names. For example, Greater Healing Wave is being redubbed Healing Wave.) However, we still want healers to think about their mana when deciding which heal to cast, and so the mana costs and throughputs of many spells are being altered to give players a choice between spells with lower throughput and lower cost versus spells with higher throughput and higher costs. Here are some examples from each healer class:


Druid Higher Efficiency: Healing Touch, Rejuvenation, Efflorescence
Druid Higher Throughput: Regrowth, Wild Growth

Monk Higher Efficiency: Soothing Mist, Renewing Mist
Monk Higher Throughput: Surging Mist, Spinning Crane Kick

Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn
Paladin Higher Throughput: Flash of Light, Holy Radiance

Priest Higher Efficiency: Greater Heal, Circle of Healing, Prayer of Mending, Holy Nova (new Discipline-only version), Penance
Priest Higher Throughput: Flash Heal, Prayer of Healing

Shaman Higher Efficiency: Healing Wave, Riptide, Healing Rain
Shaman Higher Throughput: Healing Surge, Chain Heal

All of this discussion of efficiency may cause most healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we’ve increased base mana regen a great deal at early gear levels, while having it scale up less at later gear levels. This will make all of these changes play well even in early content such as Heroic Dungeons and the first tier of Raid content, and also play well in the final Raid tier without mana and efficiency becoming irrelevant due to extremely high regeneration values.

That’s a lot of big changes for healers: reduced throughput, more triage, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions. We’re confident that we can apply lessons learned from previous expansions to make this the best healer experience yet: more dynamic, engaging, non-punishing, and frankly a lot more fun.


Instant-Cast Heals


Over time, healers have gained a bigger and bigger arsenal of heals that they can cast while on the move, which removes the inherent cost that movement is intended to have for them, while also limiting players’ ability to counter healing in PvP. This left silences and crowd control (which we’re trying to curb—see "Pruning the Garden of War") as the only ways to actually limit an enemy player's healing output. We're still preserving the option to instantly heal, but are reducing the number of instant-cast healing abilities overall. Here are some examples:

Druid
  • Wild Growth (Restoration) now has a 1.5-second cast time.

Monk
  • Uplift (Mistweaver) now has a 1.5-second cast time.

Paladin
  • Eternal Flame and Word of Glory now each have a 1.5-second cast time when specced Holy.
  • Light of Dawn now has a 1.5-second cast time.

Priest
  • Cascade, Divine Star, and Halo now each have a 1.5-second cast time.
  • Prayer of Mending now has a 1.5-second cast time.

All of these changes taken together are intended to make gameplay more consistent between PvE and PvP, and invigorate healers with more dynamic gameplay.

These are only some of the many changes that you’ll be seeing as we continue development, and what we’ve shared so far is only one piece of a much larger puzzle. We hope that as we share more with you here, on the official site, the forums, and on Twitter, you’ll get a good understanding of what’s to come in Warlords of Draenor and the direction we’re working toward. As always, keep in mind that any of this information could change over the course of the testing process. We look forward to seeing your constructive feedback!

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StarCraft II 2.1.1 Patch Izmene

Blizzard je objavio izmene koje su došle uz novi Patch 2.1.1 koji je pušten ove nedelje u svim regionima.
Originally Posted by Blizzard (Source)
StarCraft II 2.1.1 Patch Notes

StarCraft II Patch 2.1.1 is being distributed to all regions throughout the week, and may not be live in your region yet. Please read on to check out the full patch notes.

 

StarCraft II 2.1.1 Patch Notes

Bug Fixes

  • The Follow Unit shortcut (CTRL + SHIFT + F) is now working properly.
  • The game should no longer return an error when you create a lobby with Extension Mods under certain conditions.
  • Games created with private Extension Mods can no longer be opened to the public.
  • A Viper can no longer be prevented from Abducting a unit by another Viper queuing Abduct on the target unit.
  • Custom icons for Groups and Clans should now update properly after they are changed.
  • Fixed a bug that caused a discrepancy in the displayed number of members in a Group.
  • Fixed a bug preventing player and map attributes from publishing properly in multiple regions.
  • Fixed a bug causing the game to crash when Take Command was activated on a replay.
  • The UI overlay can no longer be activated while a new or saved campaign mission is being loaded.
  • Fixed a bug preventing some achievements from correctly counting certain actions.
  • Achievements are now being properly awarded on StarCraft Master.

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Starcraft i Diablo Heroes Preview

Blizzard je objavio dva bloga, gde nam predstavljaju heroje Diablo i Starcraft univerzuma!

Diablo Heroes Preview
Originally Posted by Blizzard (Source)
Franchise_D3_Blog.jpg

"How tastes your fear, Nephalem?"

- Diablo, The Lord of Terror

Are you eager to wield the might of the fabled Sword of Justice, El'druin? Or perhaps you crave the feel of sowing fear into the hearts of your enemies as the Lord of Terror? Whether you wish to wield a sword, crossbow, mojo, or your bare claws, some of Sanctuary's finest will be available to take the fight to all who would oppose you in the Nexus!

Barbarian_Thumb.png DemonHunter_Thumb.png Diablo_Thumb.png

 

Tyrael_Thumb.png WitchDoctor_Thumb.png

 

Which Diablo Hero are you most excited about?  Which others would you like to see? Let us know in the comments below!
 
Starcraft Heroes Preview
Originally Posted by Blizzard (Source)
Franchise_SC2_Blog.jpg

"Let's kick this revolution into overdrive!"

- James Raynor, Renegade Commander

Do you fancy yourself the sharpest shooter this side of Korhal? Or do you covet the opportunity to improve the genetics of not only the Zerg swarm, but your allies as well? Well, there’s always room for one more at Joeyray’s Bar, so take a load off and find out which of your favorite Terran, Protoss, and Zerg Heroes will be at the ready to fight for you—or against you—in the Nexus!

 

 

 

Which StarCraft Heroes are you raring to brawl with? Which other StarCraft Heroes would you like to see? Let us know in the comments below!

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Reaper of Souls Prvi Pogled: Istraživanje Blood Marsha, Blue Teme

Reaper of Souls Prvi Pogled: Istraživanje Blood Marsha
Originally Posted by Blizzard (Source)
Reaper of Souls™ First Look: Exploring the Blood Marsh

The rot of organic life assaults the senses as fetid earth gives way beneath each step. Murky water bubbles along the sunken trails and strange, violent creatures lurk just beyond light's reach. Below the layers of silt and grime of this unwelcoming marshland lays an ancient ruin of great power. . .and even greater mystery.

Welcome to the Blood Marsh, the second locale to take the spotlight in the upcoming Reaper of Souls™ expansion. Just as we've covered the founding of Westmarch in our previous First Look series, let's take some time to peer beyond the marsh's veil of uninviting squalor and dig in to the lore and design of the wondrous treasures hidden within. 

The History of the Blood Marsh

Enveloping a large portion of the western reaches of Khanduras, the Blood Marsh is a massive, swampy stretch of land, split by rivers and tributaries often utilized for passage and trade. Despite its current inhospitable nature, it was not always a dread-inducing locale and in fact was once the home of one of Sanctuary's greatest civilizations.

The City of Corvus & Rakkis' Claim:

Long before King Rakkis ever touched foot on the land that would become Westmarch, the Blood Marsh was the site of untold glory—the city of Corvus. 

bog_ruins_01_gliu_thumb.jpg bog_ruins_02_gliu_thumb.jpg
A curious adventurer cautiously explores some mysterious structures.

In ancient days, when the world was still teeming with the children of Inarius and Lilith, Corvus became one of the first cities ever founded on Sanctuary. A community entirely composed of nephalem was certainly a site to behold, and for many years, it thrived. After the events of the Purge (as covered in The Book of Cain), Inarius attuned the Worldstone to diminish the power of the nephalem. As this power waned and the years passed, the nephalem grew mortal and ignorant of their past. So did the glory of Corvus come to pass, and through the years, it, too, was lost to history.

Bog_Cave_LH_102_thumb.jpg
The Crusader holds off a vicious enemy in one of many Blood Marsh caverns.

Glorious finds have a habit of attracting attention, and when Rakkis swept across the West, one of his greatest draws were the ruins of this ancient city. The king was fascinated by the nephalem and the ancient power they held, and it became his greatest desire to unlock their potential. He founded the city of Westmarch nearby, likely to feed his curiosity and obsession. The lure of potential immortality convinced Rakkis that he might even be nephalem himself, though after many fruitless years of wandering the crumbling remnants of the city, his only consolation was to have his remains entombed within.

WVAOEQGQRVXN1382579368839_thumb.jpg bog_ruins_dam_gliu_thumb.jpg
Left: The Ruins of Corvus lay waiting to be explored. Right: An early concept for the Blood Marsh.

In time, the Blood Marsh’s ancient secrets were forgotten, and the powerful defenses left behind by the nephalem have deterred most adventurers from plumbing the ancient (and undoubtedly lucrative) depths. 

Corruption Spreads:

As noted, the Blood Marsh wasn't always as dangerous as it is today. While the land itself has always been marsh, recent events (including, but not limited to the return of Malthael) have brought out the worst in the local flora and fauna.

boglight_thumb.jpg

The bogans, for example, tribal creatures that have inhabited the area for as long as anyone can remember, have recently grown more aggressive, defending their territory with increasingly insidious traps and fortifying their hovels with crudely constructed watch towers and palisades. What was once a verdant wetland has quickly evolved into a repugnant quagmire that grows less habitable by the day.

Bog_LH_012_thumb.jpg Bog_LH_004_thumb.jpg 
Bogans and their Boggit offspring viciously attack unsuspecting tresspassers.

The corruption isn't unwelcome by all, however. Shortly after the defense of Bastion's Keep, whispers began to circulate of a powerful force arriving in the area. The marsh itself, renowned for the lost nephalem city of Corvus, is a hotbed for Blood Magic and surely one could only have nefarious deeds in mind when looking to exploit such terrible, primal power. . . 

Blood Essence: Bringing the Blood Marsh to Life

Crafting a treacherous bog to explore as a bridge between two fantastic locations (Westmarch and Pandemonium, the final stage for Act V) could have been a relatively simple, straightforward task. Our designers, however, rose to an unspoken challenge and took the creation of the Blood Marsh a step further, delving into this location both physically and thematically.

Creating the Theme:

The first step in exploring any area's design is nailing down the ultimate fantasy of the environment, or its theme. In the case of the Blood Marsh and Ruins of Corvus that rest within it, the central theme happens to be one that's integral to the story of Diablo itself: blood.

Bog1-sojin_thumb.jpg
A lost civilization peeks out from the primordial overgrowth.

When thinking of a sinking, festering marshland, the idea of exploring ruins of an ancient civilization hidden beneath the grime and muck became too tantalizing to pass up. Not only did this setting pair well with the physical representation of blood (in terms of palette and textures), but it also allowed the designers to touch on the environment's theme in perhaps a less obvious way—blood in terms of lineage.

BogConcept02_thumb.jpg OverViewConcept_thumb.jpg BogConcept03_thumb.jpg 
The flora reflects the Blood Marsh theme while the remaining ruins are consumed by it.

Of Bloodlines and Birthrights:

In addition to affecting the visual look of the Blood Marsh and Ruins of Corvus, the blood theme also plays an important part in determining how the environment interacts with your heroes. Specifically, with their heritage, or bloodline. 

At this junction of their journey, each hero has fully embraced their birthright and shown but a glimpse of their powerful potential. This power has a long history, and though it was once thought to be lost to the passage of time, it's certainly not been forgotten. As you explore the Blood Marsh and surrounding areas, distant remnants of the past will reach forward in time, resonating and responding to your very presence. In fact, don't be too surprised if you find the ancient relics and defenses that lie within coming to your aid.

Building on the Past:

The theme of blood and bloodlines even stretches into Diablo's own history when it comes to inspiration. For example, one of the main quests you'll complete in Act V involves finding the correct entrance to the Ruins of Corvus. Long-time players of Diablo II might experience a pang of familiarity for an oft-remembered tomb search from Act II.

Bog_LH_016_thumb.jpg 
The Crusader valiantly defends the entrance to one of many lost ruins.

Speaking with Senior Game Designer Michael Chu, he shared some of the many ways in which this blood theme is explored in nearly every facet of the location:

"From the standpoint of the visuals, you can see how the marsh, the water, the mud, seems to evoke that feeling of blood. There are also the blood golems, enemies created through blood magic rituals. If you really take a step back to think about the various storylines in the area, you can definitely also see the influence of the idea of blood, in the concept of lineages, relations, and in the more traditional sense."

The Blood Marshes are, both literally and figuratively, steeped in blood. Be it the blood spilt by the conquest that swept across the land or the distant lineage of Sanctuary's first inhabitants, you'll find remnants and reminders under every rotten log or crumbled passageway. 

The Journey Continues...

The Ruins of Corvus provide a glimpse into the past while the Blood Marsh itself represents the arduous journey that lies ahead for our nephalem heroes. Blood, sweat, and tears have been shed on this journey, and the losses continue to mount. How many more must fall before the world can be at peace? What will it take to stop Malthael’s slaughter, and more importantly, to what lengths will you go to end it?

Are you prepared to take on the challenges ahead? Tell us what excites you the most about exploring the Blood Marsh in the comments below, but be warned: This journey leaves no room for faltering hearts.

 
Blue Teme
Originally Posted by Blizzard 
Paragon Levels Aren't Affected By Character Deletion
Hey all, at the beginning of the year I ended up playing through a demon hunter and switched over to another one for various reasons. Now I'm wondering, before the patch my first DH only had a paragon level of 4 or so. I do not need this DH anymore as I have another, however with all characters sharing paragon levels now, will my overall paragon level decrease once I delete this DH? Thanks everybody!
I see someone has already answered this for you, but it's a good question that I'm sure other players have wondered about as well, especially when it comes to Hardcore characters. The short answer is no, deleting characters or dying in Hardcore will not decrease your Paragon level in any way. This is because Paragon experience is tied to the account rather than individual characters. So feel free to battle the monsters of Sanctuary with the ease of mind that comes from knowing your maximum level characters are all contributing to your Paragon level, regardless of their uncertain future. (Source)
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Clarification On Additional Stash Space
With BoA in full swing it would be nice to have more stash space seeing as the pool of items you've collected pretty much defines what builds you can run.
Players who upgrade to Reaper of Souls will be able to purchase another bank tab for gold. As someone who plays every class I definitely sympathize with the need for a little more inventory space, especially when we add a Crusader to the roster! (Source)
------------
Difference Between Crusader and Templar
In short, the difference is that they are not part of the same order. The Templars, in particular, are not explicitly a branch of the Zakarum faith as Crusaders and Paladins are.

The Templars are based out of Westmarch and a relatively new group compared to the Crusaders. I recommend speaking with Kormac throughout each Act as he'll eagerly tell you about his order. In Reaper of Souls, he'll have even more to share as he delves into his suspicions that all is not as well with his brothers and the Grand Maester. 

Crusaders and Paladins, on the other hand, are different branches of warriors of the Zakarum faith, originating in Kehjistan, the largest of which came from Travincal. There's a ton of history behind them both, and we may possibly be working on some things to share soon that go even more in depth, so do keep an eye out on our upcoming blogs.
Will there be unique dialogue between the followers and the crusader? I might keep Kormac if he swoons enough.
The Crusader has been fully implemented in Acts I-IV, including appropriate (new) Follower dialogue.  (Source)

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Patch 2.0.2 Postavljen na Live Serverima

Originally Posted by Blizzard (Source)
GENERAL
  • Experience requirements for Paragon 500 and above have been increased
  • Disabled sound notifications for Clan and Community chat
  • Bug Fixes
    • Gold can once again be purchased and sold on the Real Money Auction House
    • Items with the highest rank of "Critical Hits grant Arcane Power" affix no longer require level 61
    • Level 60 Crafted Amulets now properly require Fiery Brimstone to craft
    • Sokahr the Keywarden now reflects a more reasonable amount of damage with his whirlwind attack
    • The portal leading from the second Hell Rift to the Gardens of Hope 2nd Tier now functions properly
    • The experience bar has been removed from the Followers UI
    • The Siegebreaker Assault Beast no longer performs other actions during his grab attack animation

[UPDATE] HOTFIXES

[UPCOMING HOTFIXES]

  • Followers and Heroes play their "Level Up" voice over upon receiving experience.*
  • Resolving a crash that can occur if too many projectiles are caught in a Missile Dampening affix*
  • Reducing the frequency of certain monster Meteor spells*

[LIVE HOTFIXES]
General:

  • Fixed an issue that prevented players from selling items that were equipped on their character prior to the 2.0.1 update.*
  • Reduced the amount of experience granted by rescuing Caldeum Refugees.*
  • Reduced the amount of experience granted by subsequent completions of the quest associated with killing Mira Eamon.*
  • The game should once again automatically log you out after extended idling.*
  • Reduced the frequency of chest spawns in areas that were previously a little too generous.*

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