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DIablo III Očekivani Datum Izlaska Patch 2.2, Greater Rift Score Screen

Očekivani Datum Izlaska Patch 2.2
Wyatt je spomenuo na Twitteru da je moguće da će Diablo III Patch 2.2 biti postavljen u utorak 7 Aprila! Odmah posle toga igrači iz Evrope predpostavili su da je datum izlaska Patcha u Evropi 8 Aprila, a Vaneras je takodje potvrdio ove informacije!
Originally Posted by Blizzard 

@Serpher @DiabloIncGamers The plan is to apply patch 2.2 on April 7th. Sunday:Season 2 Ends. Tuesday:Patch. Friday:Season 3 (Source)


In other words, we can expect 2.2 on Tuesday April 7th (US) and Wednesday April 8th (EU). That's my guess since it's between season 2 and 3 and is a typical maintenance day.
That is a very solid guess, that is of course if there are no unexpected complications that would require us to postpone the patch to a later date. We'll be sure to keep everyone updated if that happens though :-) (Source)
 
Greater Rift Score Screen
Interesantna tema pokrenuta je bila na zvaničnom forumu i redditu povodom debate o novom Greater Rift Screenu. Wyatt Cheng je čak postovao na r/Diablo i Twitter objašnjavajući njegovu svrhu.
Originally Posted by Blizzard (Source)
Is there some utility here other than a full screen toast?
I'm wondering if it's a way to tell players when they've increased their blood shard cap?
These are both great questions. Since this feature wasn't included in the current PTR patch notes, I can see how it may have caused some confusion.
The screen congratulating you for achieving a new personal best in Greater Rifts which now appears on the PTR for patch 2.2.0 is part of our goal of celebrating players' individual achievements better. Wyatt actually touched on this goal a bit in our last Tavern Talk, when he spoke about players comparing their progress to those on the Leaderboards rather than their own previous personal bests.
Aside from recognizing new personal bests in Greater Rifts with a pop-up notification (or "toast" as we call them), we're also increasing your Blood Shard cap by 10 for each Greater Rift level you complete. Ideally, this should make achieving new personal bests while climbing up in Greater Rift level feel more satisfying, regardless of whether or where you stack up on the Leaderboards.
While it can be fun to compete on the Leaderboards, at the end of the day, it's also important to us (as it is to all of you) to celebrate your personal achievements, too! Doing better than you did before deserves some fanfare, even if just a little. :)
Also, as a side note for those reading along, we're aware there's a bug that's causing the “close all windows” hotkey to close the Greater Rift completion screen as well, and we hope to have this fixed in the near future.

The window is huge yet there no info at all on it. Either get back to the old window, or add more info (ex : damage done in the Grift, number of deaths, time taken to kill the RG...these would be far more usefull than a huge useless window)
Great feedback!
Wyatt actually explained (via Twitter) that we might add this kind of info to the new Greater Rift completion screen. He even clarified later on r/Diablo (source) that we might also include your current personal best for the Greater Rift level you're doing and how this time compares to those of your friends or clan mates. We might even include your total distance traveled, skills you used, whether you got survival bonuses, and so on.

Heroes of the Storm Team League

Timska Liga dolazi nam ove nedelje sa novim Heroes of the Storm Closed Beta Patchom.

  • Kako bi igrali Timsku Ligu, morate da budete Player Level 40 i da posedujete minimum 10 Heroja.
  • Možete se pridužiti ukupno 3 tima.
  • Kako bi kreirali tim, morate da platite 1,000 golda!
  • Tim može da ima ukupno 9 članova.
  • Kada igrate sa vašim timom, za queue morate da napravite grupu sa pet vaših timskih igrača.
  • Timovi imaju sovj poseban matchmaking rating, odvojen od MMR-a individualnih igrača.
  • Timovi počinju sa Rankom 50, i idu ka Ranku 1.
Originally Posted by Blizzard (Source)

Grab four of your pals and start talking serious strategy, because the arrival of our next Closed Beta patch will introduce Team League to Heroes of the Storm! Team League is our latest mode of ranked matchmaking, and will allow you and your closest allies in the Nexus to create dedicated, persistent teams in order to compete for rank against opposing teams. Just as 1v1 is broadly considered the primary, and most competitive, way to experience StarCraft II, we believe that Team League will represent the pinnacle of Heroes competition.

Today, we’d like to take a moment to share details about how you can get acquainted with our fierce new game mode on patch day. While reading below, please keep in mind that this is our initial implementation for Team League. Work on this feature is ongoing, and we already have improvements in store for the future. We hope you’ll share your thoughts with us after you’ve had a chance to try out Team League over the coming weeks.

Team Creation and Management

Once you’ve achieved Player Level 40, and own at least 10 heroes, you’ll be able to create or join up to three teams, and start queuing for Team League games with your teammates. Click an empty team slot on the newly-enabled Team League Play Screen, and come up with a clever team name that will strike fear in your opponents (or maybe just give them a good chuckle), and then pay 1,000 Gold to finalize creation of your new team.

So you’ve got a team, and an awe-inspiring name, but you can’t enter the Team League queue alone! Consider who among your friends will have your back through thick and thin on the field of battle, and then click the Roster button to invite other players to join your lineup. Each team can consist of up to nine members in total, and a minimum of five players are required in order to play Team League matches. Your team rosters will be persistent, meaning that each of the players in a team’s lineup will remain members of that team until they choose to leave, or are removed by the team leader.

Heroes_TeamLeagueWithTeam_Thumb_700x250.png

You can get a quick overview for each of your teams’ current ranks and win/loss records at a glance by keeping an eye on the Team League Play Screen. If you’d like to see a more detailed breakdown for one of your teams, head to your Player Profile, where we’ve added a “Ranked Teams” section.

Each team you’re participating in will receive its own tab in the Player Profile, which team leaders can use to add or remove players from the lineup. Additionally, teammates can use these tabs to check out the current roster, as well as each player’s win/loss record, most played Hero, and highest rank achieved as a member of that team.

Ranks and Points

Each of your teams will be ranked separately, starting at Rank 50, and can rank-up by consistently toppling opponents of increasing skill in Team League matchmaking. It is also worth noting that ranking is determined by a team’s performance as a whole in Team League matches, and will not be affected by the Hero League rankings, or matchmaking ratings, of its individual members.

With our next patch, we’ll also be implementing a change for ranked points in both Hero and Team League, in which the number of points you gain or lose by playing ranked games will fluctuate more broadly based on the skill difference between you and your opponents. These additional ranked points, or "Match Points" should help skilled players and teams more quickly reach the ranks where they belong, and offer higher point rewards for defeating tougher opponents. Additionally, it’s possible for a player or team’s matchmaking rating in Hero or Team League to increase at a faster rate than the current rank indicates. In these situations, you’ll earn a "Skill Bonus", which offers a number of additional ranked points to help your rank more quickly align with your rating. We’re also still planning to add a different experience for Team League competitors beyond Rank 1 that will function much like StarCraft II Grandmaster League, but we’ll have more information on that with future updates.

Starting and Ending a Match

As mentioned previously, five members from the same team must queue together in order to play Team League matches, as partial parties are not allowed in this game mode. Make sure that your team has a healthy roster, full of active members, so that you always have an enough teammates when you invite them to join you in the Team League queue.

Upon finding a match, you’ll enter Draft Mode. Unlike Hero League’s Draft Mode, however, Team League will make use of the First Come, First Served (FCFS) version of draft selection. With FCFS, there is no set pick order for the players on each team. While a coin toss will still decide which team picks first, and teams will still make selections using the 1-2-2-2-2-1 format, individual players are free to select their heroes in any order they like when it is their team’s turn to pick.

Heroes_SummaryScreen_Thumb_700x250.png

You may also notice that we’ve overhauled the end-of-game screens you’re used to seeing after completing a match. The Rank, Quests, and Rewards tabs have all been removed and incorporated into the Summary Screen. This screen will now display your rank changes, gains and losses in ranked points, Hero and Player Level progress, as well as any Quest rewards you earned during the previous game, so that you can view all of your progress and rewards in one easy to find location.

We’re very excited to bring you Team League with our impending Closed Beta patch, and can’t wait to see which teams will reach the top of the ranking system. Once again, we’d like to remind you that this is our initial implementation of the feature, and we plan to make a number of improvements to Team League, as well as the ranking system, with future updates. Once you’ve had a chance to dig into Team League, we’d love to hear from you on the official feedback forums, so fire up Heroes of the Storm on patch day, create a team, and start competing! Until then, we’ll catch you in the queue.

Diablo III Pregled Tavern Talk i Stream Transcript

S'obzirom na trajanje Tavern Talk strema, mi smo izdvojili par najbitnijih detalja. Imajte u vidu da teme o klasama i pitanjima možete pronaći u kompletnom stream transkriptu.
 

Watch live video from Diablo on Twitch
 
Originally Posted by Blizzard (Source)
  • Trials are being heavily analysed and we can expect changes as soon as they have something solid.
  • Platinum and Cosmetics are coming to new regions (servers) - so only China. Not on NA, EU, KR and TW servers!
  • There are no announcements or plans of bringing those over. It was said they definitely don't want boosters and P2W on the current servers.
  • It was hinted that Diablo will be "free to play" on the China realm.
  • No plans to remove Pylons in GRs. Small variance is ok - but not 10 levels of difference.
  • Immortal King's power is being flexible and matching any skill - its strength can grow a lot with new "skill specific" items.
  • New Sets are meant to be the stars of Patch 2.2, and not old sets turning into the absolute best with buffs.
  • Season 3 is expected to be longer than Season 2, but shorter than Season 1.
  • New Sets and items will focus on different skills (Seven Sided Strike, etc) but old ones will remain faithful to their fantasy (like Raiment sticking to Dashing Strike).
  • They are ok with how "non build defining" (or non-BiS) Ancient weapons present a tough choice when paired against BiS or build-defining non-Ancient weapons.
  • More Weapons with interesting affixes and that can compete (so that Furnace isn't the only choice).
  • Devs are not happy with permanent immunity, perma-CC and no resource management.
  • Cursed Realms are datamined and there's nothing to be said about them.
  • Hotfixes mid-season (like the Sever change) will likely not happen anymore (so gonna have to wait for a patch) - internally they struggle a lot with this discussion, with the team being split.
  • No plans to allow Gem converting (red -> green), making targeting items easier (through Kadala), removing Gold Find from Paragon, changing Topaz bonus on Helms.
  • Leaderboards are awesome, but the devs don't balance the game around them, and they don't want to put too much focus on the competition (like giving exclusive ranking rewards).
  • On putting new Crafted Legendaries and Sets - they prefer working on improving what's in the game already (Helltooth, Invoker).
  • John Yang said he will personally start working on Helltooh as soon as 2.2 hits, and is actively gathering feedback on that set!
 
Stream Transcript
U prilogu možete pročitati pitanja koja su postavljena na Tavern Talku, kao i odgovore na iste.
Originally Posted by Blizzard (Source)

The current live gold/xp buff was brought up. Meant to celebrate RoS' 1 year anniversary.

DH and WD mobility not on par with others chars - plans to address that?

Back in the day they discussed mobility and decided on the higher mobility classes. They also did an in-depth pass on this before RoS launched.

It's generally intended for DHs to have higher mobility and WDs to be on the lower end. Ideally the WD should excel in other areas. But they don't want 3 classes boosting ahead and 1 falling way behind in multiplayer.

Example of suggestion on the forums - make Soul Harvest increase movespeed by a small amount.

Have you guys ever thought about using "multiple trial keys" and receive that many keys for whatever level we reach?

They have considered it. Trials have been criticized a lot (both by the public and the team). They are seen as a "sore point" and solutions are being discussed.

Given all the negative feedback about Trials, do you agree they need to be fixed?

The devs agree that "something" needs to be done. They do serve a purpose, but are too "high friction" and being worked on.

They don't want a giant drop-down menu that lets people pick their GR level similar to Monster Power.

Given the clear western demand, will cosmetic-only transactions ever be available out of China?

Some changes are being made to the game to new regions (don't apply to NA, KR, TW, EU) - boosts, new stash spaces, new char slots, etc.

No plans to announce anything right now, not even cosmetics. Wyatt wanted to be clear that they have no plans to sell boosts in the previous regions - Blizz doesn't want a Pay to Win situation! It works in a free-to-play model!

The reason why in some upcoming region they're trying this new Platinum system, which can be earned by playing, so that players can buy the boost without ever giving any money to Blizz.

Are there plans for a 6pc IK bonus beyond 100% damage increase?

The plan is to keep it as is. Because of how open-ended and flexible the set is. They don't wanna have IK out as the absolute strongest set from the beginning of patch 2.2.

Philosophy behind set changes: Raekor has been the primary end-game build, with Leapquake being ok-ish, and IK being ok-ish too. The idea is to make Wrath of the Wastes to be the star of the new patch, they want players to feel incentivized to use it.

Have you guys considered changing Pylons in Greater Rifts?

Wyatt said that Pylons are in a better place than they used to be. Not ideal yet, but they don't wanna remove them completely.

They are happy with small variances. They would do something if a Pylon would allow you to go 10 levels above the normal - like Conduits could do for Barbarians before.

Season 1 seemed too long. Season 2 seems to short. What can we expect in the future?

Season lengths are dictated by development schedules. This new season has a ton of new content.

Next patch likely contains a new set for Crusaders, Monks and WDs.

Season 3 is likely gonna end as they get ready internally. They expect S3 to be longer than S2 and shorter than S1.

Would you ever consider making Aether Walker affix work how teleport works baseline?

No.

Why does every WD set include a Vodoo Mask, with strong ("mandatory") items using this slot (Jeram, Carnevil, Quetzcoatl), forcing WDs to use RoRG.
They don't feel RoRG and Vodoo Masks are the cause, but rather that there are no strong competitors in ring slots for instance.

Many monks wanted Sweeping Wind or SSS to be the focus of the Raiment set, why was Dashing Strike chosen?
They wanted to reinforce the playstyle and fantasy of an ultra fast character flying around the battlefield murdering everything.

Any thoughts on Wizard's resource management? Only class that can't spam a worthwile spell.
They are actually glad that the Wizards have an actual resource management, and ideally all classes would have to manage their resouces. That is always under the radar.

Rather than giving them a spammable spell, they'd rather incentivize Wizards to use interesting abilities (like with the new Tal Rasha's set).

Allow "swapping" of gem colors? (converting gems) At a 1:3 ratio for instance.
No. They don't want to let people convert those. Ideally classes have a purpose for all types of gems.

Any plans on making changes to Ancient weapons' damage ranges? As of now, a terrible ancient weapon is better than an amazingly rolled build-dfining regular Legendary.
It was said that this kind of situation is actually intended. If you have a perfect Furnace against an ancient weapon, you're presented with a "tough choice".

Any plans to make the topaz in helmet reduce resource cost? (very popular request)
The design answer is "there's likely someone there who likes magic find" and for that guy it would feel horrible to change it. Hinted a future new gem (Sapphire) for new gem functions.

Any plans on incorporating Ancient's Fury into the IK set bonus, or making all runes generate fury?
The Fury Generator rune is deemed mandatory, and that's under the radar.
That is one of the reasons the bonus for Bul Kathos is +10 Fury/sec, to make sure you aren't forced to run that rune.

Any plans on removing Rends animation so it doesn't interrupt Whirlwind?
No. The idea is for them to have a moment of vulnerability when casting Rend (since Whirldwind can now reduce damage by 40%).

What happened to Cursed Realms, will we see them next patch?
It was only datamined info, nothing that was talked about and they're not ready to announce anything about it.

Why did you change the mechanics of Sever mid season?
For those who don't know Sever had an interaction with Marked for Death rune from DH that allowed damage to spread, and it was crazy powerful.

They're trying to avoid situations where damage is insanely out of line with everything else (old Explosive Palm, Rimeheart, etc). Sever was implemented as a "cosmetic effect" (dealing tons of damage would make the monster explode).

Internally they were split on doing it mid season! Also, they don't tune the game around leaderboards. It was heavily discussed where to draw the line of "when do we hotfix something", and the conclusion was how ideally they would wait until a future patch to fix it.

Gambling/farming for specific (often build defining) weapons is a nightmare because of Kadala. Any plans to improve that?

The TLDR answer is No. Gambling serves the purpose of increasing the chance of getting a certain item, but not making it a given.

Does Blizzard plan to address/compensate Jade WD for the Spirit Walk change? Because Spirit Walk + Grave Injustice was the backbone of the whole build.
They don't like permanent immunity, and Spirit Walk was almost at that. They really like the Jade Doctor playstyle and realize they took away a lot of survivability, and want to compensate for that.

Survivability is something that they're always analysing. They think immunity can be a part of your kit, but not the backbone of it.

When you look for feedback during the PTR, are you actually looking for ideas and concepts, thoughts about how the gear is working (feel while playing), the damage of the items, or just bugs?
All of the above!!!

Sometimes PTR suggestions are awesome but not "viable" for that particular PTR, due to the time it takes to develop those. Helltooth was brought up, and is the first thing John Yang wants to work after 2.2 hits! He's writing down all suggestions made on the forums.

Any chance of removing Gold Find from Paragon points and replacing it with Damage to Elites?
Absolutely not.

Not everyone likes gold find, but for some people it might be useful and fun.

Which criteria is used to determine if a set is overperforming or underperforming from your perspective, what do you balance them around?
Overall they would be happier if a class has several viable ("within 3 Greater Rift levels of each other") end-game builds.

They worry a lot more about playstyle than actual number tuning. If a build could finish GR 70 but was insanely boring to play/use, then they'd have a big problem with it.

Any thoughts on removing or making 6 piece bonuses less of a requirement so pople can use the sweet uniques you have designed, rather than being forced into a 6 piece set?
Their end goal is having a variety of playstyles that allow people to play their characters the way they want. And sets bonuses are part of that.

Any plans on making new craftable legendary or set items?
Not currently, because there are already so many legendaries and sets that need attention that they would rather focus on those (like Invoker or Helltooth).

Monks need some loving! 2 many sets compete for the same slots. Why do none of these sets have a bracer? Inna's boots should be replaced with bracers.
Monks received quite some love on S2 and are one of the most rolled classes. They think they're solid right now but will continue getting new cool items.

Any chance to have an increase to rare weapons drop rates in season? I'm paragon 460 and have not found a Dagger of Darts yet and took me until para 450 to find my first SMK.
The devs follow the philosophy that "rarity = power", so getting a new item you'd feel awesome. But rather than reducing the rarity of some items, they want the "lesser more common items" to be exciting too (with special affixes).

On Seasons
Tough internal dilemma - "how much do they incentivize seasons"? Over half of the playerbase took part in seasons. They are seeing feedback from people that don't want to be "forced" into seasons.

Things like new sets are not gonna be seasonal only, but some build defining legendaries (Obsidian Ring of Zodiac) and other items will - (like Dead Man's Legacy being sort of a 7th piece for the Multishot set).

What was your rationale for 2 consecutive nerfs to the Wizard sets while even at the first iteration of the PTR they still weren't up to par with DH dps output?
PTR is meant to have huge changes, so people should have that in mind when testing or following PTR news/changes. (note: DHs dps output wasn't addressed in any question)

The new Garg ring is great but when used with Wrathful Protector it lasts 15 secs + it sometimes takes 4 sec for hem to hit ... Can you increase the duration?
They'll take steps to address that over time if it happens to be an issue.

What's the reasoning behind 6pm PST season start times instead of 3pm PST so that eastern players have ("more") time to play.
Ultimately it was kind of a mid-way point. No perfect solution to everyone, so it seemed like a "reasonable" one.

The wizard seems to lack skills that benefit the party as a whole, whereas every other class has skills that can buff offense/defense. Any changes to that?
The answer would be Delsere's... they consider it substantial group utility.

Have you ever considered making a legendary gem tab similar to the heirloom tab in WoW. Every character can use the same gem and you level it up through the tab. It's a quality of life change.
Travis Day would love this.

The original design was that if you leveled a legendary gem, whoever had that gem would get it rank increased too and it proved to be a *huge technical hurdle*. So maybe in the future if it's possible.

If perma immmunities are bad (nerfed in PTR) why is perma-root not nerfed? It seems to promote a DPS meter style.
Perma-cc should not be a thing. It's currently viable and would be even stronger with Obsidian Ring of the Zodiac. It's on the list to be dealt with, but not for 2.2.

In Season 3, all of the "cheat death" passives were fixed but one: Unstable Anomaly. Will this be fixed so Wizards won't die immediately to AoE effects?
The devs want the "cheat death" passives to feel somewhat different. But maybe they should get over that - it will be discussed.

Did you ever consider giving a Reduced Cost Reduction and Damage Reduction stack in 6p Rolands?
No, as they don't want bonuses to have the same feel and have them all stack the same bonus and playstyle.

Any plans on increasing multishot for DHs to increase Unhallowed Essence viability? Or reduce Shield Bash wrath cost to increase Roland's?
They think these questions are power-related. They don't think Unhallowed is weak right now.

Fun fact: Holy Shock rune of Sweep Attack is not Holy. Why make the new Denial shield non-Crusader (and thus no RCR, CDR, specific skill damage)?
They talked on stream about maybe changing it to Holy. Will be looked at. The Denial bonus was put there because it seemed fitting, and when creating the bonus they didn't consider the relation to CDR, RDR and specific class skill damage bonus.

Dexterity/Strength scales with Armour, and Intelligence
They are ok with a choice of "do I want res all or armor". They don't want to exacerbate the math in the game.

How do you feel about using pre-existing items in the game and making them into sets? Like having Velvet Camaral and Mykens Ball of Hate and have a set bonuses that increases the damage of Electrocute?

They talked about how some items that have synergies are meant to feel like sets but without having the "set brand" on them (like Goldskin + Goldwrap, Cindercoat + fire items).

What is your stance on on-kill effects? I feel the recent change to In-Geom has shown heir uselessness once again.
Wyatt thinks In-Geom is fine, as it can be a permanent bonus if your power level is high enough. He doesn't agree with the item being deemed useless.

Any plans for rewards for leaderboard rankings at the end of a season?
They never discussed that internally. Travis Day at the spot said he's strongly against that as it would put too much of a strong focus on the competitive aspect of leaderboards. The devs want to celebrate each player's journey.

Diablo III Kraj Sezone 2 i Početak Sezone 3 u Aprilu

Blizzard je najavio datum kraja sezone 2 i početak sezone 3! Trenutna sezona završava se 5 aprila, a očekuje se da će sezone 3 početi 10 Aprila.
Originally Posted by Blizzard (Source)
The time draws near, nephalem. New heroes have come and gone, Conquests have been conquered, Greater Rift levels have been crushed, and Leaderboards have been filled to the brim.If you haven't experienced the end of Season, there's a lot to know about what happens to your gear, progress, and characters. Don't fret! We're here to give you a full overview of what to expect and fill you in on the details of when the current Season will end and the next one will begin.
 
Table of Contents:

The Season Rollover:

Seasonal players know there has been no shortage of gold, gear, or Paragon levels to grind. So what happens to all that hard earned progress when a Season ends? In short, you get to keep just about all of it. Here's a list of all the rewards from this Season you can expect your non-Seasonal heroes to enjoy:
  • Heroes
    • Seasonal heroes will be converted to either non-Seasonal Normal or Hardcore mode heroes, as appropriate. There's no need to delete any characters to make room for them; your Seasonal heroes will continue to use the same slot they currently occupy in your roster after the rollover.
  • Gold
    • Any gold you earn during the Season will transfer to your non-Seasonal heroes.
  • Paragon Experience
    • The total amount of Paragon experience earned is the amount that rolls over, not your raw total amount of Paragon levels gained.
    • For example, if your Seasonal heroes reached Paragon 300, but your current non-Seasonal heroes are already Paragon 400, your new non-Seasonal Paragon level will still be less than Paragon 700 since higher Paragon levels take more experience to earn.
  • Blood Shards
    • Similar to gold, any Blood Shards you have available at the end of the Season will transfer to your non-Seasonal heroes.
    • If your non-Seasonal heroes are currently at the Blood Shard cap, any Blood Shards you earn once the Season ends will temporarily ignore the cap. You can spend these at your leisure; however, note that you cannot pick up any additional Blood Shards untill you are below the current cap.
  • Items
    • Items that are currently equipped on a hero or that hero's inventory will stay on that hero as it moves to a non-Seasonal game mode.
    • Items that are in your Seasonal stash will be sent through the in-game mail system to your non-Seasonal heroes. These items can be claimed by any non-Seasonal hero for up to 30 days from the time you first log in after the Season ends.  To access these items, enter a game and hit the Mail icon located in the lower-left corner of your screen to open up your inbox. 
  • Artisan Progress and Recipes
    • If your Seasonal Artisans are a higher level than your non-Seasonal Artisans at the end of the Season, their level will transfer to your non-Seasonal Artisans.
    • Any recipes you have on your Seasonal Artisans that are not available to your non-Seasonal Artisans will be transferred as well.
  • Shared Stash
    • Any Shared Stash slots or tabs you purchase during a Season that are not currently available to your non-Seasonal heroes will be transferred accordingly.
  • Achievements
    • Any Achievements or Achievement progress made during the Season is automatically applied to your non-Seasonal Achievement profile. This happens in real time and does not require the Season to end first. Your Achievement point total is also updated appropriately throughout the Season.
  • Season 2 Rewards
    • All players who reach level 70 on a hero in Season 1 will unlock exclusive Boots and Pants transmogrification appearances. These appearances will unlock immediately upon hitting level 70 on a Seasonal hero, and will be available on Seasonal and non-Seasonal heroes alike (even before the Season concludes). To access your new appearances, simply visit Miriam the Mystic and open the Transmogrification tab.
    • In addition, unique banner rewards will be available for those who go the extra mile and earn a few Achievements! Similar to the transmogrification rewards, these banner rewards will be available to all your characters immediately upon unlocking them. You'll receive the following based on the number of Achievement points you've netted:
      • 100: Banner Shape
      • 200: Banner Pattern
      • 300: Banner Accent
      • 400: Banner Sigil
Note that all heroes, rewards, and progress will convert to the appropriate non-Seasonal game mode. Any items, gold, Paragon experience, Achievements, Artisan levels or recipes, Stash space, and Blood Shards earned on Normal Seasonal heroes with transfer to your Normal non-Seasonal heroes when the season is over. Similarly, anything you’ve earned on Hardcore Seasonal heroes will transfer to your Hardcore non-Season heroes instead. 

Season 2 Conquests:

Unlike other rewards, Conquests do not roll over at the end of the Season (because they aren’t available to non-Seasonal heroes). This also means that your non-Seasonal Achievement point total will not be affected by any Conquests you earn during a Season. Worry not; your mighty deeds will still be chronicled in the Records page of your profile for you to view at any time!


Season 2 Leaderboards:

Once the Season ends, all Seasonal Leaderboards will be wiped and you will be unable to attain new Leaderboard ranks until the next Season begins. The results of the previous Season’s Leaderboards will remain available for viewing in-game. Once the new Season begins, a handy drop-down menu will allow you swap between the current and previous Season records. Don't forget that you can also view current and past Leaderboards right here on our website.


The non-Seasonal Greater Rift Leaderboard will be unaffected by the end of Season and you’ll still be able to compete on them with your non-Seasonal heroes (including those who have just rolled over). These Leaderboards will be reset at a later date; we’ll have more information available as the end of the Era draws nearer!

Season 2 End & Season 3 Start Dates:

There will be a short period of time between when a Season ends and the next begins. During this time, you’ll be able to sort through your rollover rewards and review your progress on the Leaderboards. It’s a great time to reflect on the accomplishments you’ve made and enjoy the culmination of your pre and post-Season loot hunts! Season 2 will be ending at the following dates and times for each region:
  • North America: Sunday, April 5 @ 9:00 p.m. PDT 
  • Europe: Sunday, April 5 @ 9:00 p.m. CEST
  • Asia: Sunday, April 5 @ 9:00 p.m. KST
Season 3 will be starting shortly after at the following dates and times for each region:
  • North America: Friday, April 10 @ 6:00 p.m. PDT 
  • Europe: Friday, April 10 @ 6:00 p.m. CEST
  • Asia: Friday, April 10 @ 6:00 p.m. KST
For time zone assistance, click here. We look forward to seeing you in Season 3!

Ready for the Rollover?

How have you fared during Season 2? What was the highest Greater Rift you reached? Did you complete any Conquests? Any other exciting accomplishments to share? Let us know in the comments and prepare yourself — Season 3 is just around the corner!

Patch 6.1.2 PTR - Build 19783, Vraćen PvP Hotfix,18 Mart Hotfixevi

Patch 6.1.2 PTR - Build 19783
Mali patch postavljen je sinoć koji je tagovao build kao Release. Ovo znači da Patch 6.1.2 možemo očekivati već sledeće nedelje!



PvP Damage Reduction Hotfix
Hotfix koji je smanjio 10% PvP Damage u igri je vraćen na staro.


Originally Posted by Blizzard (Source)
Recently, we applied a hotfix that reduced the damage players took in PvP by 10%. Our goal was to reduce damage across the board in order to slow matches down a bit.

However, we received overwhelming feedback from players saying that this change did not result in a positive effect on gameplay, and that they preferred the faster-paced matches they were experiencing prior to the hotfix. After some discussion, we’ve decided to reverse the change and remove the 10% damage reduction in PvP.

We will continue to look for opportunities to improve PvP combat in World of Warcraft. Thanks for your continued feedback!


Patch 6.1 Hotfixevi - 18 Mart
Originally Posted by Blizzard (Source)
Items
  • To ensure that defeating new bosses feels appropriately rewarding, we are increasing the item levels of Blackrock Foundry raid drops by 5 item levels across all difficulties. Additionally, Stage-4 Draenor crafted and Tier-4 Apexis vendor gear have also been increased by 5 item levels to keep their power unchanged relative to Blackrock Foundry raid itemization. The above changes are retroactive. For more information on the reasoning for this change, please visit the forum thread titled: Blackrock Foundry Item Level Change.

PvP
  • In response to player feedback, we've reverted a hotfix from March 11 where players dealt 10% less damage against other players while in PvP combat.

Classes
  • Death Knight
    • General
      • [Requires a realm restart] Reverted a hotfix from March 11 that fixed a situation where Blood Tap (Talent) and Death Strike would interact incorrectly and allowed Death Runes to become permanent.
  • Mage
    • Frost
      • Fixed an issue where Enhanced Frostbolt's effect could be incorrectly consumed if the Mage was casting Frostbolt when it triggers.

Quests
  • The Day Deathwing Came: What Really Happened: Upon reaching the end of the canyon, Martek should now correctly remember that his motorcycle could fly, and allow players to complete the quest.

Environment and World Events
  • Frostfire Ridge
    • Removed an inaccessible treasure marker on the mini-map for characters that have learned Frostfire Treasure Map.

Raids and Dungeons
  • Blackrock Foundry
    • The Blast Furnace
      • Blackhand should no longer be speaking to players during the encounter if he has already been defeated.
  • Legacy
    • Naxxramas: Fixed an issue that could cause players to become stuck if Gothik the Harvester was defeated too quickly.

Blue Teme
Originally Posted by Blizzard Entertainment
CM and Developer Community Interaction
Every day there are constructive posts that essentially ask the same unanswered question. "Why doesn't Blizzard really care anymore?"
1. You and I must disagree on what "constructive" means.
2. It shouldn't be a shocking revelation that we don't jump to answer questions formed through false pretenses, or derived from fallacious arguments.

There are thousands of Blizzard employees who have dedicated their lives to not only making great video games, but all-around epic entertainment experiences. So many people here are so passionate and dedicated to their careers that your question is, at the very least, perplexing.

We understand people can get frustrated about things here and there. That's okay. WoW has a lot of moving pieces. Players are passionate too and we love that. But to channel that frustration into an accusation that we just don't care isn't constructive at all. To re-frame that accusation into a question is to really not be asking anything.

It feels like there's a barrier between the players and the devs, to the point that we often have no clue what's going on with the game changes or why. As an example I can relate to: Echo of the Elements, a Shaman talent, was totally redesigned for 6.1.
Why? We don't know. Nobody was complaining about it (at least not in noticeable amounts), and it was actually one of our better-designed talents. It wasn't used ALL the time or NONE of the time - it fit some situations better than others, as a talent should, and thus we'd change in/out of it on a fight-to-fight basis.

It didn't get better or worse necessarily - it's just a completely different design now.

I understand that some people will always want more information on our design philosophy. But do keep in mind that a developer's primary job is to develop. That's their expertise, but we'll do what we can as an organization to make sure players have some perspective on why the developers are designing things the way they are.

To use your example about patch 6.1 and Echo of the Elements, let's take a look at the section labeled "Talent Balance" in the 6.1 patch notes:

Developer Commentary: A primary focus for class changes in Patch 6.1 is improving overall talent balance. Not every talent needs to be useful in every situation; and in fact it’s often better if they have strengths and weaknesses. But we do try to have each talent be useful in some situations, and make them close enough in value that if you really enjoy the gameplay of a talent you don’t feel like you’re dragging your group down by using it.

For these changes we focused primarily on tuning (tweaking numbers), and nearly all changes are buffs to underperforming talents. The goal is to reach more variety of viable builds, without bringing down the existing popular choices.


Could one of those thousands of Blizzard employees not come to the forums look at some class post and say I see some real good Ideas and will take them to the devs.That would show one that Blizzard cares about what the players think and there are some really good Ideas on the forums.
It's not always beneficial for us or the community to acknowledge that we're doing such things, but that doesn't mean we aren't already doing that.

We're constantly reviewing and considering feedback, whether we're sifting through posts at work or logged into the game on our own time and checking out what people are saying/doing.

But to acknowledge every piece of feedback we're taking into consideration can lead to confusion or frustration if we don't end up acting on said feedback.

Acknowledgements so quickly get misconstrued as agreements, or even promises. Collecting feedback just isn't a public-facing communications exercise in and of itself. (Official Forums)

Item Level Boost Hotfix
I'd really love to know why changing a couple integers for items' level requires testing. I'm not being a jerk here or calling you guys incompetent. I'm legitimately curious how and why this could cause problems that need testing.
All hotfixes that affects the live game requires testing. Even seemingly simple things (it's not that simple) like changing a couple of integers requires testing to ensure that all the tier items are indeed being increased by 5 item levels and not something wacky like 50 item levels, the set bonuses still work, and so on. (Official Forums)

Diablo III Tavern Talk 23 Marta

Sledećeg ponedeljka, 23 Marta, imaćemo novi Tavern Talk sa Diablo developerima. Dobra šansa da ponovo vidimo šta developeri imaju da nam kažu oko dizajna i odluka novog Patch 2.2.0 koji se trenutno testira na PTR serverima.

Originally Posted by Blizzard (Source)
As the 2.2.0 PTR comes to a close, we know you've probably got plenty of questions about what the next patch and season have to offer. Well, good news everyone! To answer your questions and more, we'll be hosting a live Q&A next week onTwitch!
Join me and the following developers Monday, March 23 at 4:00 p.m. PDT:
  • Wyatt Cheng, Senior Technical Game Designer
  • Travis Day, Senior Game Designer
  • John Yang, Associate Game Designer
The four of us will be hanging out in the Blizzard Studio for a full hour, taking your questions LIVE from Twitch chat and digging into the design, iteration, and implementation of our upcoming patch and season.  Unlike previous Tavern Talks, we won't be pulling any questions in advance, so be sure to have yours ready to go when the show begins! TavernTalk_LiveQ%26A-Mar23_D3_Carousel_JP_640x300.jpg
Haven’t made a Twitch account yet? No problem! It's quick and sign up is free with your e-mail or Facebook account.  Just click the purple "Sign Up" button in the upper right-hand corner on any Twitch page.
As always, we'll have the VOD of the full Q&A available on both our Twitch and YouTube channels shortly after the stream concludes, so don't sweat it if you can't make it to the live show. That said, we hope to see you there!

Blackrock Mountain Pre-order je Live

Novi Patch dostupan je preko launcher i on Vam sad omogućava da pre orderujete Blackrock Mountain Adventure!

    • Možete samo da pre orderujete kompletan Adventure mode.
    • Pre-order je moguć samo sa pravim parama. Ovo uključuje iTunes Balance i Google Play Balance. (Source)
    • Pre-order dolazi sa Molten Core pozadinom za karte. Isti nije moguće dobiti na drugačiji način.
Originally Posted by Blizzard (Source)
Blackrock Mountain Pre-Purchase Now Available!

The time for adventure draws nigh! Soon, Blackrock Mountain will open to all those brave enough to enter and do battle against the fiery foes within!


Pre-purchase Hearthstone’s second adventure Blackrock Mountain and gain immediate access to the Molten Core card back. This red-hot card back can only be obtained by pre-purchasing the Blackrock Mountain adventure with out-of-game currency, including real life money, iTunes® balance and Google Play™ balance.

PreOrder_HS_Lightbox_CK_500x276.png

Charge into the fray the second each wing of Blackrock Mountain becomes available! Pre-purchasing Blackrock Mountain ensures that you’ll have access to each of the wings just as soon as it becomes available in your region. 

The Blackrock Mountain adventure costs $24.99 to pre-purchase, and can be found in Hearthstone’s in-game shop. Don’t forget to equip the blazing Molten Core card back once you’ve pre-purchased the adventure!

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