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Author: ZeRoX Date: Thursday, 05 March 2015
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Author: rshipper Date: Thursday, 05 March 2015
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Author: rshipper Date: Thursday, 05 March 2015
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Author: Platin Date: Wednesday, 04 March 2015

WoD Developer Q&A Roundup na Redditu

Developeri su imali vremena da na Redditu odgovore na par pitanja igrača.  Preporučujemo Vam da pročitate sva pitanja i odgovore. Najbitniji detalji:
  • Neće biti flying mounta u 6.1 Draenor Patchu!
  • Account-wide Heirloom system je planiran za Patch 6.1.
  • Radi se na custom garrison muzici u 6.1.
  • Garrison će možda biti povećan iznad Tier 3 u patch 6.2.

Originally Posted by Blizzard (Source)
Game Systems

When do we get the new Heirloom system?
We are currently planning to have this system ready for patch 6.1.0.

Do you tend to concern yourself with economics (other than gold sinks) or simply let the "market" do as it thinks best?
Definitely agree we need more things players can use core gathering materials for. In retrospect, we would have liked for there to have been more crafted items that use those materials without requiring the time-gated resources, so this problem is something we're hoping to address going forward.

For sure - the green fire questline was a great experience. We do want to do more of this in the future, especially in a way that highlights and reinforces class identity, and are actively working on some cool stuff along these lines.

How well do you think the charge system works for spells, verses the more traditional cooldown, and are you planning on converting any more spells to be charge based?
We're pretty happy with that system. The major advantage of that system is the way it allows for more open-ended decisionmaking in spell use that doesn't penalize a player for not using an ability the instant it comes off cooldown. It also lets you deliberately plan ahead and pool usage. I'm not sure we'd want to extend it to ALL abilities, but for abilities that commonly run into the two issues I just outlined, it can really improve usability without needing to add additional mechanics.

Can you guys explain the logic behind versatility, given this? It seems to be simple a +betterer stat, and feels neither interesting or fun.
Yeah I'm not sure that we actually accomplished that goal TBH. We're trying to strike a balance between the goal above and also the goal that we have enough variety in items, but I think we wound up with more secondary stats than we really need. This will be something we continue to refine in the future.

Spirit as a secondary/primary stat. It's super discouraging that we as healers don't have any enchants, gems, or flasks with spirit. The nerfing of that crystal recently you get in the inn was hard hit also. My question is: What is spirit? Secondary stat or Primary stat? Why can't we have it on either gems and enchants or flasks? It should really be treated as one or the other. It just seems unfair as the odd one out, when tanks even get a stam flask to use.
It's your best secondary stat as a healer, similar to what Armor is for tanks. Early on in beta, you actually could get Spirits gems/flasks/food, but we found that it undermined part of the point of consumable philosophy. We removed primary stats from gems and enchants in order to add some player choice and allow players to customize their secondary stats in a post-reforging world. If you want to try a crit-heavy build or want to stack mastery on your healer, you can use our profession system to accomplish that. But if Spirit were an option, it would clearly be the correct choice, and you'd never for a moment consider using any of those other secondary stat options. So in the interest of preserving some interesting choice, we removed Spirit and Armor food/gems/enchants and balanced healers around that change.

How do you guys determine what will become a toy?
We throw back a shot of vodka and take aim at the "toy or not-toy" dartboard. ;]

How well do you think the charge system works for spells, verses the more traditional cooldown, and are you planning on converting any more spells to be charge based?
We're pretty happy with that system. The major advantage of that system is the way it allows for more open-ended decisionmaking in spell use that doesn't penalize a player for not using an ability the instant it comes off cooldown. It also lets you deliberately plan ahead and pool usage. I'm not sure we'd want to extend it to ALL abilities, but for abilities that commonly run into the two issues I just outlined, it can really improve usability without needing to add additional mechanics.

What's the deal currently with your stance on flying, any new developments, or insights?
Overall, we’re happy with how ground travel in Draenor has played out thus far, and we’ve heard a lot of feedback to that effect as well, though we of course recognize that there are players who feel differently. We’ll have more to announce about our 6.1 patch plans in the very near future, but as the focus of our endgame outdoor content remains in the main Draenor zones, our reasons for disallowing flight in 6.0 continue to apply in 6.1. Whether you’re navigating your way to Orumo the Observer in Shattrath Rise, trying to reach a treasure cache atop a column in Spires, or working your way around the ledges encircling The Pit, you’re engaging in gameplay that simply would not exist in a world with unfettered flight. It was never our intent to make large-scale navigation of the world inconvenient, and in 6.1 we’re going to be improving our flight path system to always take the most direct route between two points, even if you have not discovered some of the intermediate nodes. Please keep the feedback coming – if you’re unhappy with the design, some of the most helpful feedback would be specific examples of situations or systems that feel frustrating without being able to fly in Draenor.

What's the long term plan for WoW?
As Ion said, we don't see an end to Wow coming anytime soon. As long as we have players that love the game, we will keep making new content for them!

Whatever happened to the appear invisible functionality that was promised to be coming soon in 2012?
It's an idea that's still on the table, but that team (which handles functionality for every Blizzard title, not just WoW) has a ton of higher-priority issues and features to work on, so it's not likely to happen in the very near future I'm afraid.

Scenarios were a great thing for DPS to jump in a quick queue for and do for slightly less rewards than a heroic. Is there any chance we will see end game scenario queues even if it is for the leveling scenarios already in game?
That was definitely one of the great benefits of the scenarios for sure. We don't anticipate having queued scenarios for WoD atm (although I wouldn't rule them out for future expansions), and we do have some ideas for how we can significantly improve dps queue times, but they will take some time for us to make happen.

Could you elaborate on how you would shorten DPS queue times?
We could potentially allow another dps in a dungeon and use scaling tech to accommodate both 5 and 6 player groups for them.

With all of the advances in scaling technology for both character and gear level, will we ever see a day when Wintergrasp and Tol Barad are playable at their original intended levels?
Tol Barad and Wintergrasp were implemented with the idea that only one server was playing on them. It would be difficult to convert them. We'd rather create new content. They had their moment in WoW and it was glorious.

Whats the go with Alchemy? Why does it have no transmutes anymore, no upgradeable class items etc etc.
We are working on some Alchemy updates, more info should be coming along soon.

will you open up the group finder to show groups from ALL realms in the region?
We've slowly been increasing the number of groups sent down from the server and monitoring it's affect on server performance. Our primary goal with the Group Finder is to help players find someone who is interested in doing the same activity. A leadership system is an interesting idea and we'll monitor whether we feel it's necessary. We're also pretty cautious about providing too much information during the application process. While we want to minimize the amount of time someone will get invited to a group, then immediately kicked, we don't want to encourage discriminatory behavior.

Any plan to get a better system for transmog?
This is something we hope to do do in a future expansion. We love the idea!

Are there plans to encourage making friends/connections in LFG/D groups?
We think a "Recently Seen" or something would be great. Definitely on our "want" list right now. We're definitely looking for more ways for people to find each other and build relationships. Let us know what works for you now!

What are your thoughts about the current system of talents in WoD? Are you satisfied with them or should we be looking forward to changes that make each tree more personalized and dynamic, much like the warrior tree?
One thing we like about the talent trees is the variety they provide. But often, it's a matter of picking the right tool for the job. WoW is a very big game, with a lot of different activities. As a result, some talents perform far better in certain situations (dungeons vs. raids, battlegrounds vs. arenas) and we're okay with that. In the end, every talent doesn't have to be equally viable for all activities. But it is certainly something we try to do when we can.

Any plans on making PvP and Battlegrounds a more viable way for low level characters and alts to level from?
Unfortunately, some changes we made to battleground rewards broke some of the biggest contributors to XP in low level battlegrounds. We're working on a fix but it may not be available until 6.1.

Our original plan was to use strongboxes at all levels, but we weren't able to get it done in time. We think this could make it a fun experience though.

Can you comment on the changes you did to mob pathing with WoD? As a tank player I find myself annoyed by that quite often when trying to position mobs properly. They seem to react much more twitchy to my own movement than they did in MoP.
We actually didn't change mob pathing directly -- we made a ton of improvements to server responsiveness, which means the server (and thus, the mobs) have a more precise idea of where your character is currently standing than they have in the past. The end result is that there's a noticeable difference in the feel of how certain mobs move around, especially for tanks. There really isn't a quick fix for this, but it's something on our radar for sure.


how do you feel about the success of Garrisons, and are there plans for a similar system in future expansions?
Super happy overall with how garrisons have worked out, at least for now. One of our goals for the expansion was to add a feature that felt like it gave players new gameplay that feels important and thematically tied to the expansion. We'll have to wait and see on future expansions. Certainly, we have a goal of providing awesome new gameplay that mixes up your experience for future expansions, but that can take many forms (be it "garrisons 2.0", elements of garrisons mixed in with other new stuff, other new stuff completely, etc). Regardless, new stuff that fits an expansion well and doesn't feel like an already-solved problem is definitely cool!

Thoughts on having race-specific garrison buildings?
We actually really love this idea, but in reality, it's not something that's really feasible for us to do. We have 13 races in the game and making unique buildings for all of them is just not in the cards. Instead, we tried to pick and choose specific buildings that could play to individual races character. (Tauren Leatherworking, Gnomish Workship, etc.)


The art resources for this definitely come directly at the expense of other new content like dungeons or raids. So, while we all totally 100% agree this would be awesome, and we'd likely steer more in that direction if we could, it's not likely for the WoD garrisons. If we were to do an updated version of garrisons in a future expansion, it's much more likely (and would probably be an important goal for us).

Is it intended that my friends are unable to use the portals in my spirit lodge or see my archaeology trophy room in my town hall?
Not intended, will be fixed in 6.1.

I don't like chaotic music in my garrison, but love wow music as a whole. Please let me put on something relaxing while mining instead of booming chaos themes.
We are working on a way for you to have custom music in your Garrison. Hoping to get this into patch 6.1.0. I am personally super stoked about this!

Thanks for the kind words! In regards to Garrisons carrying forward, we need to wait and see how it plays out. We designed the system in a way that it can be left behind, but we could also choose to take certain parts or technology and carry them on to new expansions.

Why is the loot table on level 3 salvage crates so damn big?
A common misconception is that large tables necessarily mean more randomness, or that items are competing with each other. There are lots of ways of constructing treasure tables to avoid this. After many reports from players concerned with seemingly poor yield of follower rewards from Level 3 salvage crates, we took a really thorough look through the data and tested extensively to make 100% sure we weren't missing something.

A level 3 salvage crate actually gives you a guaranteed direct pull from the level 2 salvage loot table, PLUS additional chances to get transmog, legacy, or current items for your character to use or sell. The loot table is large to offer tons of variety, and there are definitely some jackpot items in there (Everburning Candle says hi), but it's not coming at the expense of the core follower items or resources you got from level 1 and level 2.

Are there any plans to better integrate garrisons across a player's account, or perhaps even just realm/faction?
We agree with you on this. We are going to try and find ways to make Garrisons easier on alts though the patch cycle.

It seems as if a lot of the elements of Garrisons (follwer missions, work orders, etc.) were designed with the mobile Armory in mind. Will we be seeing an update to the mobile app to include Garrions features?
Not likely. It's a really cool idea (one we've heard a lot), but as the Garrison is intended as a Warlords-only feature, there are several other potential improvements we could make to the mobile app that would have more long-term use, if we decided to expand its feature set.

I should clarify: it's intended as a feature that we don't have to bring along with us into the next expansion (like a new profession would be, for example). However, it's something we can bring along if we want to, or even repurpose a lot of the same tech to provide something else. Opens up a lot of options for future expansions.

Are there plans to expand the garrison further than level 3? The phase where the garrison is seems to be a little bit big for what they are.
There are plans to do more with garrison building progression in patch 6.2. Details at a future date since we're still fairly early working on 6.2.

Why does the amount of Missions decrease substantially when all the active followers are level 100?
We were hoping not to have a bunch of irrelevant missions spamming up your mission list. We didn't plan well enough for the fact that those missions aren't really irrelevant when the salvage yard is OP. It's definitely an issue we talk about here, but solutions are complex and can have a lot of ripple-effect consequences on the rest of the system/game.


Originally missions all pulled from a single pool; players found that as they got their first level 100 followers they got fewer low-level missions and had a harder time leveling their weaker followers, so we made a change to ensure that some low-level missions would always pop if you had a follower in that range who needed them. We recognize this causes some odd incentives (you're encouraged to NOT max all your followers) and are discussing good solutions to that problem.

do you guys plan on improving upon garrisons every patch e.g more buildings, more plots, extra interactions (similar to invasions) and more customization (faction guards) to prevent the garrisons from becoming stale?
We plan to add some form of Garrison content in every patch, we want to keep it fresh too.

Any more info about how the Mine is supposed to work in regards to Carts?
Carts showing up without a follower parked is a bug on our end. The carts are bonus you get based on having a Mining follower parked at the Mine. We reduced the overall number of carts but increased the amount of loot you get from each one. Thanks for the questions!

Is it intentional to be garrison mission starved once all your followers are 100? It feels crappy to have to bring in a scrub level 90 and level 95 to spawn as many missions as possible for the salvage yard.
Not intended. Don't have any details on a fix just yet, but we're looking into it.

The Dwarven Bunker/War Mill transmog armor is currently Account Bound as opposed to Account Bound. It's pretty frustrating to not be able to send it between my accounts, especially considering how rare the Iron Horde scraps seem to be. Is this intended or an oversight?
That's an oversight on our part. We will get that fixed up. Thanks!

Why do some Garrison work orders count towards such achievements like Working More Orders and others do not? Mines and Herbalist work orders don't seem to count.
This is a bug, we are working to hotfix it ASAP.

Just a quick question, would it be possible to convert Broken Bones to a currency?
Definitely hear the feedback on broken bones.

Art / Character Models

are new worgen and goblin models in the works? Any updates on that?
No plans for that at the moment.

Are the already released new character models still being tweaked and worked on?
We are planning to make some additional updates and tweaks to the new character models, yes.

Does this include new customisation options? Because I'd love to see Mag'har/Blackrock/Dragonmaw/Laughing Skull skins for player Orc characters.
Chris Robinson (our Art Director) has mentioned that he'd love to see stuff like that as well, there's just a lot of higher-priority projects that need the art team's attention first.

Is there any consideration into redoing the run animation for Night Elves?
Yes, I believe that's on the list of things to refine, potentially in patch 6.1. Don't quote me on that though. =]

Any update on class accessories?
The idea is still alive! We actually just had a meeting about this a few weeks ago. It's not on the table for 6.0, but we are certainly discussing it for a future expansion.

Are there any plans for Moonkin remodels, bear remodels and warlock pet remodels? (Looking at you Felguard.)
We hear you - primary focus for Warlords was on the main player models, but this is definitely something we want to do.

There are a lot of spells out there that could really use some love, like Fire mage (Fireball, Pyroblast), Shadow Priest (Mind Flay, Shadow Word: Pain, and some others) and a lot of the effects for the melee classes are pretty poor, too.
We totally hear you guys on this. We have a team of folks working to improve the overall sound, look and feel of Wow combat in general for future expansions. More updates to come on this in the future.


The time required can vary quite a bit depending on the particulars of the spell. We'd definitely like to take a look at some of the older spell visuals and update them though.

PvP / Arena / Ashran

What are you current feelings overall about the state of PVP. What's good, what's bad and where to from here?
We had three big additions to PvP in Warlords: Skirmishes, Ashran and the Strongbox reward system. I think Skirmishes and Strongboxes have worked out really well, but Ashran has some definite problems.

With respect to class balance in Arena and RBGs, we're evaluating it and making adjustments when appropriate. It's important that in each new expansion, we give classes cool new toys. The addition of new talents/abilities/glyphs and changes to tuning really rattle the status quo in terms of balance. Our first focus is to ensure that the general gameplay environment is fun (i.e. people aren't invincible or dying in a global). Then we move towards balancing out outlier classes. But, classes are going to have things that feel "too strong." We just need to make sure they have weaknesses as well.

What was the reasoning as to taking RBGS weekly conquest cap out and placing with ashran weekly 200 cap? Please allow RBGS 1 cap for 200 and keep ashran cap for weekly!
Though many players understand how the rating to conquest cap system works, it's quite complicated. One number (my rating) converts to another rating (my cap) in a rather mysterious way. With the separate cap for RBGs, this became even more complicated.

We think having a variety of competitive activities is important for WoW PvP to continue to be a success. RBGs require significantly more time to coordinate and run than 2v2 arenas, for example. So it's important that we incentivize people to do them in a way that feels good.

To make the system simpler, we eliminated the additional conquest cap and provided bonus chances at loot for RBG victories.

For Ashran, we felt like it was worthwhile to give end game PvPers that participate a unique bonus. It's a fixed size cap, so it feels good if you do it, but ignoring it doesn't really hurt your progression through the season.

AMA question - Does Blizzard think PvP Healing -in general- is OP? If yes, what ways you're looking to adress it? For example, nerfing classes' healing individually, Resilience/Battle Fatigue or just gonna do it with 'turning bit of healing into kill buffs'.
We don't think healing -in general- is OP. We do think that certain specs and spells are too strong. We recently removed the healing benefits of Predatory Swiftness from Ferals and halved the benefits of Heart of the Wild in PvP. Today, we have a hotfix to reduce the healing of Paladin Flash of Light by 20%.

But at the same time, I think people often get overly fixated on the scoreboard. Healing is one type of defense a player can use in PvP, but there are a lot of others that don't show up on the scoreboard. For example, we have no "damage mitigated" column to show that a Warriors Defensive stance is effectively reducing a significant amount of damage being done to them. We also can't quantify the defensive benefit of a Warlock teleporting behind a pillar when they get in trouble. Some classes do not have strong escapes and their only strategy is to heal through the pressure.

Now, this doesn't mean we won't continue to look at healing (specifically self-healing and off-healing) as way to tune PvP balance. We want every class to feel like they can compete.

Anyways, could you talk about the design decisions behind the balance of racials? I know I'm not alone here when I say it feels like the Alliance has a definite upper hand compared to the Horde.
Ah well, it is time for the alliance to shine. Horde has been quite the trendy thing for the last decade it seems. ;]

Will you add new battlegrounds?
We want to add new battlegrounds. Not sure when though.

After the start of the pvp season.. are you guys committed to fixing the faction imbalance in arena due to racial passives?
I addressed this in another post but the TLDR answer is that we think there is more at play than racials at determing faction representation on the ladder. Specifically, you cannot play arenas cross-faction and people usually play arenas with their friends. People will decide that one faction is the "best faction" and go to that one (even if the advantage is marginal).

Throughout the Blizzcon tournament, we saw players playing different factions based on the comp they were playing against.

Are there any fixes in the works to balance WoD PvP? If so, how soon can we expect them? The statistics on are quite frankly disturbing, even considering how new the season is.
First, Vanguards is a great guy and we would all be so lucky if this was Warlords of Vanguard. Second, I think if you compared the representation at the beginning of this season to the beginning of Mists you'd be surprised at the diversity. Certainly, Disc priests have significantly higher representation than any other spec. But we've seen warriors or shamans doubling everyone else's representation in the past.

But I'm more concerned about the general gameplay in arena and not that classes that traditionally don't have high representation now have high representation.

Quick question, Will Oceanic get our own PvP bracket? Or stay in US with the old latency?
No plans for a unique Oceanic bracket at this time. The small pool of players would make queue times atrocious.


We also find that small regions have a harder time with collusion and win-trading. Right now it's best to keep ANZ with NA.

Will there be balance changes throughout the PvP season or will we have to wait whole seasons again for things to get adjusted?
We'll be tuning classes throughout the season. Early on in the expansion, we realize we've made a lot of big changes to classes and balance will be rather volatile. So, you could expect more changes early on and then the rate of change tapering off towards the expansion's end.

What are some of the things you learned from Ashran?
Some things we've learned our: - We haven't educated players enough about the benefits of the outer parts of the zone. The best way to earn honor is collecting fragments and there are a lot of powerful buffs littered out there. - We could use a good system for automatic raid management in certain areas. We don't put everyone in a raid in Ashran because not everyone is in the middle. Players that want to focus on the middle usually take care of that themselves. But we could do a better job with this. - We don't have any "doppleganger" servers so trying to balance factions by pairing servers is hard. In China, there are a lot more Horde players than Alliance. In other regions, PvP servers are mostly Horde players. PvP servers tend to be far more polarized by faction than PvE servers. It creates a lot of problems bringing people together. But we really wanted Ashran to feel like a zone attached to your server more than just a battleground you go to.

When will Kronos be fixed in Ashran?
We're working on it! We tried some new things with the AI for NPCs in Ashran's center road. Unfortunately, a lot of those techniques haven't stood up to large player counts. We've been hotfixing them and simplifying their AI. Before, they would try to navigate to whatever capture point was active. Now, they'll just get pissed and head straight for the enemy base attacking any enemy they come in contact with.

Generally, we acknowledge Ashran has both design problems and technical ones (queueing). We're continuing to work to fix them.

Creating a PvP zone for 200+ people is a really unique challenge and the way that rewards influence behavior is pretty profound. We're seeing a lot of different problems than what we saw on beta.

please allow full, x-realm raids to enter ashran whole
We have enabled cross-realm raids in Ashran. We held back on this until we felt we could enforce faction parity more. Otherwise, people would just starting looking for the "all-alliance" ashran. Definitely feel you on the Broken Bones.

Any plans on making PvP and Battlegrounds a more viable way for low level characters and alts to level from?
Unfortunately, some changes we made to battleground rewards broke some of the biggest contributors to XP in low level battlegrounds. We're working on a fix but it may not be available until 6.1.

Our original plan was to use strongboxes at all levels, but we weren't able to get it done in time. We think this could make it a fun experience though.

Really looking for answers about how pvp is going to be balanced this expansion. Can we expect balance hotfixes every week?
I wouldn't expect balance hotfixes every week. Players often look at representation as a measure of balance and it takes significant changes to really move the needle in the representation department.

Early on in the expansion, we're aware that a lot of class changes have been very disruptive to balance. We're also aware that a lot of bugs creep into the game. For example, Disc priest absorb shields were critting for a full 200% while other classes had their crit heals reduced. Fixing this bug will have a pretty profound effect on balance.

We'll be spending a lot of time playing the game, gathering feedback and adjusting accordingly. But we don't want to change people's classes from underneath them throughout the expansion.

how do you guys approach balance in terms of PVE vs PVP? I know in the past the PVP guy was told to just shut up by Jay Wilson of course that was a different game and I hope that doesn't happen in WoW.
Also, the whole Jay Wilson "Shut up PvP guy" thing is absolute rubbish. I know Jay. I talked to him all the time. He is super nice and super supportive of everything we do. If anything I am the "PvP guy" and no one at Blizzard has ever told me to "Shut Up PvP guy." It has always been the opposite. They hired me to help the team make PvP better because it is a goal they have.


Healing overall in Highmaul, even on normals (at least as a holy paladin) is hard. Everyone seems to take a considerable amount of damage at the same time. If the fights are relativly short it's something that is handable. But any fights that last beyond 4 minutes and holy paladins have a hard time keeping up. There is very little AoE healing going on as a paladin. Our 2 AoE heals without a cooldown either cost way more mana and heal for little, or cost no mana and heal for a little more. I can't keep people up using Holy Radiance or Light of Dawn. Eternal Flame as a finisher is way better to use then Light of Dawn, especially with Beacon of Faith and spamming Flash of Light is the only way holy paladins can keep up with the other healers AoE wise, and it causes me to run on fumes for at least 1/4th of the fight. Is this a concern seen by the Dev team? I know we are supposed to use Holy Light as much as possible, but it's just too slow.
We're keeping a very close eye on healing overall as raiding begins. From personal experience, observation, and talking to other healers, a lot of what we're seeing is a mix of learning new fights (and thus people in general taking large amounts of avoidable damage) and healers getting used to not panicking when someone is at 60% or 70% health. Both of those are things that should improve over time. We recognize that it's one of the risks of a more deliberate healing pace: in Mists mistakes might have been instantly lethal due to spikier damage, while in Warlords they're survivable in the short-term, but are bleeding healers try in the long term. If you aren't cleaning out the stands on Kargath, or people are triggering arcane mines on Mar'gok, that might not instantly wipe you, but it'll absolutely lead to your healers running out of gas eventually. That said, raid healing in particular tends to lend itself towards more specialization, and raid leaders may find that it makes sense to have their paladins focus a bit more on single-target healing, which is a clear niche thanks to Beacon, while other classes blanket the raid.

Please comment on direction of Mages going forward.
Mages going forward will be going forward. Unless they aren't.

in regards to the ability pruning, I know that the most iconic abilities tended to be spared, and yet... Protection Paladins lost Avenging Wrath?
We felt like both the Guardian and Wings were cool and wanted to keep them but thought it was a good opportunity to have some spec variation.

Do you agree that the Shaman class has lost much of it's identity over the years?
Probably the biggest blow to shaman identity came in Wrath (2008) when most buffs were changed to raidwide and were generally standardized among classes as a result. There was certainly something cool about bringing unique buffs like Windfury, and having a large number of those buffs that you could call uniquely your own. But it was quite a bit less cool being the Fury warrior who was only a viable endgame raid DPS with a shaman in your party, or being the raid leader playing party Tetris and cycling Bloodlusts through the melee group, or the elemental shaman who didn't get a raid spot because the spec's damage output was mediocre and they were only worthwhile if there was an open spot in the warlock/warlock/warlock/spriest group. I don't think returning to that would be the answer.

So, yes, the shaman is no longer a buff-bot. What, then, is the shaman identity? We do see totems as remaining a large part of that identity, and tried in Mists to remove passive buff totems and refocus them as more concentrated and intense effects that do something powerful in the short-term -- Capacitor, Tremor, Grounding, Healing Tide, etc. (not going to argue that Searing fits into this model or is particularly sexy, though). I'd be curious to hear (from you, from everyone) what it is about the shaman class that most resonates (or resonated, in the event that you've lost that lovin' feeling) with you.

"...or the elemental shaman who didn't get a raid spot because the spec's damage output was mediocre..."
I don't mean to be disrespectful, Mr. Hazzikostas, but the very thing you said you were avoiding is happening right now as we speak.

I really should have said "abysmal" rather than mediocre. When DPS shaman brought a suite of unique buffs in TBC, their damage was routinely 30-40% behind "real" damage-dealers, not the 10% that is often bemoaned today.

Even with states of Normal Butcher, Heroic Butcher and Normal Ogron you feel enhancement and elemental is perfoming strongly?

Check out Tectus or Mar'gok for a different picture, though.

I realize it's not that simple (and no, I'm not going to argue that Fire Nova should be the defining niche of the Enhancement shaman) but what matters is the game in its totality, not a specific encounter.

Do you feel that Shaman-balance should take the form of number tweaking, or is the sudden outcry for an all-out rework justified?
We've already made some numbers tweaks, and we'll make some more as needed. There's no question that Enhance and especially Elemental were weak during the initial days of Warlords, but at this point we're seeing both specs performing very solidly in dungeons as well as a range of encounters in Highmaul. We'll of course continue to watch balance as gear and strategies evolve, and watch PvP representation and success as the arena/RBG season really gets underway. In the short term, I would not expect a drastic overhaul. Drastic overhauls of classes are something we do rarely, and then almost exclusively with expansions and not patches. There are plenty of shaman out there who are having fun who don't want to log in to find their class completely changed overnight. But that doesn't that there isn't room for improvement. A number of the points above regarding talents are very valid, and there's definitely room for more differentiation through that avenue. And the Call/Persistence/Projection row is terrible.

What would you like to tell Shamans who feel like second class Druids?
Druids are cats/bears/turkeys/trees; you are mail-clad warriors of the elements. Have faith, and try to focus feedback in a constructive way that focuses on specific areas of discontent. We're listening.

In any case, the numbers don't entirely bear out that assertion (Elemental has very strong single-target DPS, as Butcher parses will attest) though there was regrettably some real damage done in terms of overall community perception during the first couple of weeks before the hotfixes. We are keeping an eye not just on damage, but on representation.

With the loss of Ancestral Vigor and Mana Tide and the output of other healers, it seems R Sham's only justifiable presence is the ability to continue to heal during HTT. Do you have any ideas to remedy our plight?
Ancestral Vigor was honestly a stopgap measure at a time (mid-Cata) when Resto Shaman was by far the dominant arena healer, but the weakest healer in raids. We used AV to prop the spec up and help ensure they'd usually have at least a single raid slot while we tried to sort out the thornier balance issues with the spec. At this point, however, we feel that the overall Resto healing toolkit holds up against other specs head-to-head, and there's no longer a need for Vigor.

Why does the Vers + 505 Int proc pvp trinket proc when using burning rush.
Looking into that.


Your game is helping me through a very rough time right now. I don't have a question, I just wanted to say thank you and hope you all see it.
Hi five! Gaming has gotten me through some rough times as well.




I don't have an answer, I just wanted to respond to your comment because everyone else was doing it and I want to feel included.

(but srsly glad you're enjoying the game, and hoping for the best for you!)

Hey guys love the expansion. How much attention do you pay to the outside community. The Instance, Wow Insider and MMO-Champion in particular
I have a long commute and listen to a lot of community podcasts. Specifically Convert to Raid and the Instance.

As a huge fan of Legendary, The Weekly Marmot, PST, and PST Rapid Fire, I miss your videos a ton, but I was wondering if you ever miss making that content. Also, what was your favorite moment during your YouTube/Tankspot/GamebreakerTV times?
Definitely miss making that content. I've actually started a new podcast with Mike B recently -- I won't directly promote it here, but you could probably find it on Google or something.

Favorite moment would probably be the original "Halo MMO" tinfoil hat stuff, especially now that I've been able to peek behind the curtain as a Blizzard employee :P

What Dev throws the best parties?
Chilton: "Stockton! But Holinka throws a mean Mary Kay party."


I don't know, but my money is on Alex Afrasiabi being the most interesting guest at a party.

WoW Development

What do you guys look for in applicants to work on the Game design team for WoW?
We honestly look for great game design instincts above all else. Clearly someone needs to be a good personality fit as well, but it all starts with a key understanding of the fundamentals of great gameplay.

Why was this boss fight fun? Break that down for us and tell us why. Why was this quest terrible? Break that down for us and tell us how you would improve it.

We are always looking for well rounded designers that can handle lots of different situations and problems. We hire designers from all sorts of different sources, it all just comes down to their individual talent.

How many of you actively play the game outside of work hours and now many reached level cap in this expansion?
Almost all of us I'd say. It's actually a very different experience playing at home with friends/family than it is playtesting at work, so it doesn't feel like "work" when playing from home. For example, even though I've run missions like crazy for the better part of a year, it has still been a blast logging in every chance I get to make sure my followers are being used efficiently. =]


All of us play, with a wide variety of playstyles. Garrison missions have probably had a non-trivial impact on office productivity the past few weeks.... We love the game, and of course it's also essential to be experiencing the gameplay and potential issues firsthand so that we can really understand what's working well, what isn't, what's frustrating, etc. Personally, I've been doing tons of Heroics, daily CMs, and jumped right into Highmaul last night (I couldn't raid on Tuesday night either!).

How long does it take to create, test and ship out a raid instance at this point in time?
The anniversary video was talking specifically of the encounter creation part of it (a week didn't encompass the environment and creature art time). No doubt that was still a feat though, it was amazing to see it come together so quickly. Certainly, the production value of the raid encounters these days is significantly higher (environmental gameplay, visual effects, encounter mechanics, flex difficulty, etc) so it takes many more hours to make an encounter today than it did back then. So, lots of time!


Making a raid zone nowadays is a huge endeavor that touches virtually all parts of the team in some form. From start to finish, Throne of Thunder or Siege of Orgrimmar each took 6-7 months to go from a 2D layout and a general concept to a playable, tested, tuning, and polished experience. (Spoilers: We're working on the next big raid zone right now.)


Is there a chance that we could have an option to stop moving background in certain dungeons/raids? Grimrail Depot causes 2 of my guildmates to have motion sickness when we are doing the second and third bosses.
Ugh, sorry to hear that. =[ Not sure that we have a quick/easy solution for that, but we'll take into consideration.


Sorry, there's actual motion going on and not a simple graphical effect that can be disabled. Agree it's rough for your friend. All I can suggest is to zoom in a bit and you can largely avoid having much movement in your field of view.

The UI community, especially those of us from EU, would really love a dedicated CM for that department, there currently is no easy way for us to report problems and we tend to find them first
I know our UI team reads the UI forums regularly, but feel free to contact me about addon development issues if you like. Easiest way to do that is probably through Twitter at @CM_Lore.

Oh one other thing I should note just to be clear: that includes the EU UI forums.

The “Currency” tab has been bugging me since WoD ever since the start of the expansion, as it’s always sorted alphabetically (and always last) and the “collapse”/”expand” state is never saved upon a reload of the UI.
Currency tab is a known issue. We'll get that fixed.

In regards to addons, how do you determine what will become baseline in the client? For example, being able to determine and sort by the cost per item in a stack on the AH is extremely useful.
We try to add things that feel like they would be useful to the majority of our player base, but without adding bloat or confusion. Good examples of this would be armor sets, raid frames, bag sorting and cooldown counters. We tend to stay away from addons that are very complicated with lots of options since those lean towards smaller groups of players and would complicate the game for others.

How do you feel about this shift over time, and have you thought about any new ways to inspire the growth of closer-knit communities and cameraderie, like your addition of the Premade Group Finder and Guild Achievements?
We feel like it's crucial that we support both the "easy in, easy out" gameplay of dungeon/raid finder for players that are just in the mood to quickly run some content. However, the addition of the group finder is a first step toward improving the other side of the coin, as we also want the game to do a better job of fostering cooperative play and enabling longer-term relationships to be created. We have more stuff in mind for the future to continue to make this better/cooler.

So where are the fungal whales in the Zangar Sea?
Sounds like we need a follower mission for that... The Fungal Whale Expedition.

Are you able to reveal any plans you have for future expansions?
We have plans for an expansion that will come after this expansion, and it will be the next expansion. That is all for now. ;]

Just a quick question: Why not add a title for having lots of titles? Like , the Entitled?
Where is the "Like" button on Reddit

Is Sargeras going to eventually be a 10 phase fight that takes 2 hours to complete and rewards us with a 10 minute cinematic farewell to WoW?
Multiply all that by 10!

This is a lore question, but I think it could be game related as well, where on Draenor is Dentarg? I have not seen him at all.
Good question, I can't say I have a good answer that I wouldn't be making up on the spot.

it seems like recently taxis have been eating pets, elementals, and demons.
This is a bug, and we're working on a fix in the near future.

Would you consider adding a keybind / casting modifier that allows us to target "targetable spells" at our current target or ourselves?
I don't know about using a player's location as a target for the spell, but it could be cool to have some type of smartcast interface to cast a spell at your mouse's location. Maybe in the future.

There seems to be a lot of people that have an issue with Garosh's father being the last boss in WOD. Is he definatelu the last boss or may there be a surprise for people?
There will be a surprise, and we're looking forward to players hearing more sometime "soon"!

How about randomizing secondary stats on Apexis Crystal gear? Same way it happens with gear from all other sources. Also adding something like a 1000 crystal re-roll thingy will make it worthwhile.
Fair point, probably would have been a good idea to do so in retrospect.

When will Thrall reveal the secrets of full beards, standing up straight, and eyebrows to his fellow male orcs?
Do you think he would have landed Aggra if he had?

Heroes Developer AMA Recap

Izvukli smo najbitnije informacije sa današnjeg Heroes Developer AMA koji se desio na /r/heroesofthestorm.

Originally Posted by Blizzard (Source)


  • The devs will discuss the ability to reroll your daily quests, like you can do in Hearthstone.
  • There are 11 technical designers on the Heroes team.
    • They are responsible for bug fixes, art, sound, systems and ui, hero design, and making sure things don't explode.
  • The game is primarily developed in the Starcraft II (or Heroes) Editor.
    • Developing in the same editor the public can use helps them make it even better for modders.
    • More complex things, like specific hero abilities, are sometimes accomplished through scripting, or getting one of the programmers.


  • The team experimented with weapon skins, but they didn't like how it messed with the hero's iconic looks.
  • If they did do weapon skins, it would be hero skins themselves that received unique weapon models.
    • Thunderfury could be tied to Wrath or Might WoW armor for example.
  • No plans for an "all out" color dying system, but there's ideas to improve skin tints to allow groups to have consistent looks for all characters.
  • Warcraft III Death Knight Arthas skin is on the shelf for now. They want it to be a meaningful variation.
  • Master Skins have become more grand over time as hero progression became meaningful. Initially, they were just supposed to be a reward for leveling up.
  • Master skins are intended to add a sharper point to a character's theme / presentation.
  • Stitches had a Diablo related skin in the works, but they have to rethink it as it was too close to the Butcher.
  • There are high chances of having more hero specific mounts. The mount system could use some work.
  • More destructible terrain!
  • Hero art creation takes about 1-2 months.
    • 2-3 weeks for the default modelling and texturing + 2 color variants.
    • 1 week for rigging the model (enabling it to be animated).
    • 1-2 weeks for animations. At the same time, the effects team will start on artwork for their abilities.
    • Once they're happy with the base hero, they make their Master Skin, and then an additional Skin.
  • Much work is being done on Abathur. You don't get to see him much, so it's important his map visuals change with his skins.
  • Cyb'arak will be getting new ability art, and so will Mecha Tassadar.
  • All publicly released models are currently done with updates.
  • Raynor's face art is being looked into.
  • No plans to bring back blood and gore.
  • Jaina wears pants because they wanted to bring her back to her Warcraft III roots. WoW styling can come from skins.


  • The map "Horn of Cenarius" has been indefinitely postponed.
    • There are some references to this map in the game files.
    • Players would have to control the Horn of Cenarius, which would make many of the trees on the map become alive.
    • It may be picked up again in the future, or maybe parts of it will be.
  • Heroes versions of WoW Battlegrounds are not out of the question. 


  • No current plans for bans during drafting process, but community feedback is important.
  • Community feedback on Artifacts showed the devs they were no longer very confident about the whole thing.
    • Either scrap it, or possibly waste a ton of time never getting it right.
  • Lessons learned from artifacts are helping the team out with heroes and map design.
  • The score screen will be revisited in the next patch.
  • Hero League (Ranked) is unlocked at level 30.
  • Team League (Team Ranked) is unlocked at level 40.
  • They will look into providing API support in the future. In-game stuff takes priority.
  • More options for Coop vs AI games are being worked on, but no ETA.


  •  Abathur
    • He needs another heroic ability. They're trying to figure out what kind of new build / playstyle he needs.
  •  Diablo
    • A significant talent rework is in progress.
  •  Jaina
    • Her Tempest Regalia skin will be patched in at a late date.
    • They are very happy with her Talents and would like to see more heroes get the same love.
    • The team is looking forward to seeing how she does in competitive play.
  •  Kael'Thas
    • Pyroblast.
  •  Li Li
    • There is current internal testing going on to improve her healing abilities and quite a few new talents.
  •  Lost Vikings
    • Each viking has their own death timer.
    • A lot of technical work went into making this hero a reality. The game was originally designed to control one unit at a time.
    • On a map like Dragon Shire, you can have one of the three control the Dragon Knight, leaving the others to do their own thing.
  •  Mekkatorque
    • Released next year. "Far Future"
  •  Muradin
    • Potentially will see some balance tweaks to mana tension and usability of Haymaker.
    • Dwarf Toss receive some better tuning, soon.
  •  Raynor
    • A "different version" of him is currently being tested internally.
    • It's important to do an update to raynor sooner rather than later as he is the first hero players are introduced to, during the tutorial.
  •  Sylvanas
    • Released early next year. "Near Future"
  •  Uther
    • A "different version" of him is currently being tested internally.
  • Overwatch needs to fully release before those characters can be considered as additions to the game.
  • Massive characters like Deathwing, Zurvan, the Overmind, and Yogg Saron are not ruled out from possible future additions. There's ideas and testing that needs to be done though first.
  • There are plans for the Diablo III Monk, but nothing can be said about it yet.
  • Everyone loves Deckard Cain! Definite possibility of him joining the roster in the future.

Goblins vs Gnomes Invades the Arena, Patch Informacije -

Patch je pušten sinoć na battle.netu! Sve što treba da uradite je da restartujete kako bi krenuo download!

Kako bi dobili besplatan arena run, morate da se logujete izmedju 4 i 8 Decembra. Ovaj bonus možete upotrebiti kad god poželite da odigrate arenu.


Originally Posted by Blizzard 

Hearthstone Patch Notes – – Goblins vs Gnomes Invades the Arena!

Thanks to a bit of meddlesome tinkering—and perhaps a little goblin-induced sabotage—all Goblins vs Gnomes cards are now available to choose from in the Arena!

You heard that right—those pesky pint-sized engineers (being an impatient bunch) have jury-rigged the Arena to give Hearthstone players a sneak peek at what’s in store when Goblins vs Gnomes officially launches next week. In doing so, they’ve calibrated things to throw all Goblins vs Gnomes cards into the Arena deck-building mix ahead of schedule. Speaking of peeking, Spectator Mode will also be online, so you’ll also be able to tune your transmitters in to watch your friends play!

Goblins vs Gnomes packs will be available to purchase via the in-game Shop upon the official release of Goblins vs Gnomes on December 8th!

Goblins vs Gnomes

  • Don’t let Goblins and Gnomes have all the fun building things: All Goblins vs Gnomes cards have been added to the Arena and can be chosen even if you do not have them in your Hearthstone collection.
  • All Goblins vs Gnomes cards can be found easily in My Collection using the search function, and all Goblins vs Gnomes cards have a “gear” watermark in the card text box.
  • Expert card packs have been renamed to “Classic” card packs. Classic card packs are still available to acquire in the in-game Shop as well as through Crafting Mode.
  • New minion type “Mech” has been added. Use Mechs along with other Mechs for surprising (often devastating) results!
  • An all-new interactive Goblins vs Gnomes-themed game board has been added. Turn the gears, wind the springs, and try not to blow anything up in the process. We warned you.


  • Spectator Mode has been added. Watch your friends play through their games of Hearthstone and observe their epic victories all with the click of a button! Spectator Mode is accessed through the Friends list by clicking on the “Spectate Match” button next to your friend’s name.

Card Changes

  • Flare now costs 2 mana, up from 1.
    • Flare allowed the Hunter an advantage versus decks that revolve around Secrets, while also allowing the Hunter to draw a card for little cost. We want to encourage a variety of decks in Hearthstone. With this change, Flare will continue to be useful against Secrets decks, but will be weaker against other decks.
  • Gadgetzan Auctioneer now costs 6 mana, up from 5.
    • Gadgetzan Auctioneer’s ability allows for a player to potentially draw many cards for little cost. Card draw and card advantage are important to the game – overall, games are less interesting when a player draws their entire deck. This change brings Gadgetzan Auctioneer’s cost more in line with its power level.
  • Soulfire now costs 1 mana, up from 0.
    • Soulfire, along with fast and powerful minions, allowed Warlock rush decks to get ahead on the board and stay ahead. We’ve upped Soulfire’s mana cost by 1 to slow down the Warlock rush deck just a bit and allow more players time to react and interact against the Warlock.

Bug Fixes

  • The left-most enemy minion can once again be targeted on a full board if Counterspell counters a Secret.
  • Nozdormu, self proclaimed “Master of Time”, once again gives players 15 seconds a round instead of 30.
  • Blood Imps will no longer target Imp Masters with no life left. It’s dead, Jim.
  • Baron Rivendare in the Naxxramas Adventure has fixed his heater and will no longer cast Frostbolt on himself.
  • Faceless Manipulators will now copy the Echoing Ooze as well as its effect.
  • Faceless Manipulators will now copy the Echoing Ooze as well as its effect.
  • Faceless Manipulator now functions properly when targeting minions with Enrage that refuse to follow the rules. 
  • Druid of the Claw is embracing his wild side and now becomes a Beast minion type upon switching Cat Form or Bear Form.
  • Multiple mechanical minions have been upgraded to Mechs, unlocking additional synergy with other Goblins vs Gnome cards: Harvest Golem, Damaged Golem, Alarm-o-Bot, Demolisher, Mechanical Dragonling, and all of Gelbin Mekkatorque’s AWESOME inventions.
  • Kel'Thuzad's mastery of undeath has been tempered and it will no longer resurrect itself after perishing at the hands of Ragnaros the Firelord.
  • Gnomes have been hard at work fixing Goblin “upgrades”, forcing our engineers to step in and fix the fixes that the gnomes “fixed”.  Ultimately, a number of display issues and other bugs have been resolved.

WoD Patch Hotfix - 2 Decembar, Trinket Hotfixevi, Počela Warlords PvP Sezona 1

WoD Patch Hotfix - 2 Decembar
Originally Posted by Blizzard (Source)
Garrisons, Followers, and Outposts
  • Garrison Invasions
    • Players should now be eligible to receive an Invader's Forgotten Treasure once a week if they complete the invasion with a Gold Victory.
    • Corrected an issue that was causing progress towards a Garrison invasion to reset each week.
  • Disturbed Podlings and Goren Protectors that spawns inside of the Garrison should now be lootable if they're killed by an NPC (like a Bodyguard). An additional hotfix is being worked on that will also apply this while encountering Disturbed Podlings and Goren Protectors outside of the Garrison as well.
  • Barn: Iron Trap, Improved Iron Trap, and Deadly Iron Trap should no longer be incorrectly triggering when other players run over it.
  • Dwarven Bunker / War Mill Level 2: Added a 2 hour grace period for cosmetic gear purchases from this building, allowing characters to sell the item back for a full refund. Note that utilizing the item for transmogrification will remove this grace period.
  • Gladiator's Sanctum Level 3: Fight, Kill, Salute! now awards 500 Conquest Points (down from 1500).
  • Menagerie Level 3: Reduced the number of pet battle wins needed for the Draenic Pet Battler achievement from 500 to 150.
  • Stables Level 3: Completely The Stable Master achievement should now correctly award the Stable Master title.
  • Garrison Missions
    • Conquest Garrison Missions have been disabled temporarily from the pool of available missions for players that are eligible to receive them.

  • Death Knight
    • Armor Sets
      • Death Knight PvP 2-piece set bonus from previous PvP Seasons should now grant 1 Runic Power when Chains of Ice is used (down from 10 Runic Power).
  • Mage
    • Armor Sets
      • Mage Tier-12 2-piece set bonus' summoned Mirror Images should no longer be dealing an excessive amount of damage.
  • Monk
    • Mistweaver
      • Enveloping Mist's healing has been increased by 50%.
  • Paladin
    • General
      • Seal of Insight's healing effect should now be able to Multistrike or Critically Strike.
  • Priest
    • Holy
      • Lightwell's heal over time effect should now be able to Multistrike or Critically Strike.
      • Binding Heal should now correctly heal both the Priest and friendly target.

World Environment, Creatures, and NPCs
  • Rare creatures and NPCs are now immune to the Dominate Mind ability.
  • Frostfire Ridge
    • Time-Warped Tower can now be looted by Alliance characters.
  • Shadowmoon Valley
    • Darktide Rylakinator-3000's attacks now deal more damage.
  • Talador
    • NPCs in the Aruuna area should no longer cause Horde characters to become stuck in combat.
    • Burning Eye's Eye of the Legion ability now has a reduced range of 30 yards (down from 100).

  • Shadowmoon Valley
    • Downsizing the Darktide: Ra'ka Bloodspear should now correctly allow multiple players to receive tap credit.
    • Shattering the Enemy: Increased the spawn rates for Felstorm Crystal.
  • Gorgrond
    • A Centurion Without a Cause: Defeating Woodfist far away from High Centurion Tormmok should no longer cause him to remain hostile to the character and allow players to complete the quest.
    • Assault on the Pit: Increased the spawn rate of creatures and NPCs for this quest.
    • Bonus Objective: The Forgotten Caves: Gorg the Host should no longer be getting stuck in evade mode.
    • [Requires a realm restart.] Strike While the Iron is Hot: Players joining a version of this quest that's already in-progress should now be able to receive completion credit.
  • Talador
    • Daggerjaw Pridelord, Daggerjaw Raider, and Daggerjaw Hoarder now deal less damage.
  • Nagrand
    • My Precious!: Resolved an issue where players may sometimes not receive completion credit for the quest. Additionally, players that have adandoned the quest should now be able to see Bazwix to reobtain the quest.
    • Ring of Trials quests can no longer be completed while in a Siege Tank or Demolisher. Seriously, that's not even a fair fight.
    • Goldmane the Skinner: Taking the cage key without opening the cage to let Goldmane out no longer prevents Bolkar the Cruel from respawning.
  • Legendary Ring Quest Line
    • Upgrading the ring should now correctly remove the old ring from the player's inventory.

Dungeons, Raids, and Scenarios
  • Raids
    • Molten Core
      • Trash mobs like Ancient Core Hounds and Lava Surgers no longer respawn.
  • Dungeons
    • Cloth chest pieces should now correctly have a chance of dropping on Personal loot mode.
    • Bloodmaul Slagmines
      • Slave Watcher Crushto's Ferocious Yell now deals 10% less damage.
      • Slave Watcher Crushto: Captured Miner's Traumatic Strike now has a recast time of 6 seconds.
      • Achievement Come With Me If You Want to Live: Croman should now be more forviging with how far apart he can remain from the player he's following before despawning.
    • Iron Docks
      • Grimrail Enforcers: Makogg Emberblade's Lava Sweep should now always deal damage to players.
    • Skyreach
      • Credit for completing the achievement I Saw Solis should now be correctly awarded.
    • Upper Blackrock Spire
      • Kyrak's Rejuvenating Serum now has a duration of 9 seconds (down from 12 seconds). On Heroic difficulty and Challenge Mode, the ability now heals for the 8% (down from 10%).
      • Ragewing the Untamed's Engulfing Fire ability can now hit players that are not in line-of-sight.

  • Conquest Points have been converted into Honor Points before the start of the season.
  • [Requires a realm restart.] Conquest Quartermasters Marshal Gabriel (Alliance) and General Aevd (Horde) have reinstated to sell Conquest gear. This reverts the hotfix from November 17.
  • Cross-realm groups are now able to enter Ashran together.

Battlegrounds and Arenas
  • Strand of the Ancients should now correctly award players with a Gold Strongbox for winning.

  • Level-up items created by professions no longer use reagents that required a daily cooldown to create and are no longer soulbound. To compensate for this change, basic reagent requirements have been increased and vendor buyback price for those items have been reduced now that they're less rare.
  • Enchanting
    • Mark of Blackrock now requires 3 Temporal Crystals (down from 15) and 5 Scorcerous Earth (down from 10).
    • Mark of Shadowmoon now requires 3 Temporal Crystals (down from 15) and 5 Scorcerous Fire (down from 10).
  • Engineering
    • Blingtron 5000 should now correctly resume offering their daily quest after defeating another Blingtron.
  • Inscription
    • Ink Traders should now accept Warbinder's Ink in exchange for other inks.

  • Many epic trinkets in Draenor received a buff to ensure a proper progression path through the Raid tier. This change affects world-drop BoE epic trinkets, Inscription-crafted epic trinkets, and trinkets that drop from Highmaul and Blackrock Foundry. Further information on this change could be found in the forum thread titled:*Trinket Hotfixes.
    • Note that Scabbard of Kyanos was unintentionally buffed much more than intended and its stats will be reverted to a more reasonable level.
  • Missing Class Glyphs
    • The following Glyphs were not available to be crafted through Inscription and have been added to vendors in Stormshield and Warspear. Alliance players can purchase them from Joao Calhandro, and Horde players can purchase them from Maru'sa. The glyphs are unique and bind on acquire.
      • Glyph of the Solstice (Druid)
      • Glyph of Flying Fists (Monk)
      • Glyph of Cleanse (Paladin)
      • Glyph of Purification (Priest)
      • Glyph of Purify Spirit (Shaman)
      • Glyph of Frostbrand Weapon (Shaman) will be automatically learned at level 75.
  • A number of items with no function are now listed as gray/junk quality item.
  • Alchemical Catalyst is now an Uncommon quality item.
  • Aviana's Feather now only works in outdoor Draenor areas, and other outdoor areas that allow flight.
  • Metamorphic Crystal has no function is now listed as gray/junk quality item.
  • N.U.K.U.L.A.R. Target Painter no longer works during a Brawler's Guild match.
  • Oralius' Whispering Crystal no longer provides a buff to Spirit.
  • Ultimate Gnomish Army Knife can no longer be used while in an Arena or Battleground.

  • Tooltips for players in Premade Groups should no longer incorrectly display their level 90 Proving Grounds achievements.

Trinket Hotfixevi
Originally Posted by Blizzard (Source)
Hello everyone- There have been several recent hotfixes to the stats on trinkets in Draenor, and we wanted to take some time to provide an update on these.

At launch, we found some issues that led to many Draenor trinkets being incorrectly budgeted (predominantly overbudget, though some were underbudget as well). We quickly applied one hotfix to attempt to resolve this issue, but there are still some issues remaining. That said, despite the overbudget, we won't be nerfing any existing trinkets. So, have no fear of purchasing any of these trinkets and only to have them end up nerfed.

Last night, we applied another hotfix which increased the stats on many epic trinkets in order to reach a balanced budget on these trinkets and ensure a proper trinket progression path through the Raid tier. This change affects world-drop BoE epic trinkets, Inscription-crafted epic trinkets, Highmaul trinkets, and Blackrock Foundry trinkets.

With the opening of Highmaul today we also wanted to wish you good luck!

Update: Scabbard of Kyanos was unintentionally buffed in yesterday's hotfix and we've reverted it to the stats it had yesterday. If you've earned one, fear not! It is still an excellent item and will be useful for quite a while.
Počela Warlords PvP Sezona 1
Warlords Sezona 1 zvanično je počela danas!

Originally Posted by Blizzard (Source)
With Warlords Season 1 beginning today, we're spawning in some new vendors for Honor and Conquest gear in a more permanent location inside Stormshield and Warspear, and wanted to be sure everyone is aware of their locations.

In Stormshield, Alliance players can find Bregg Coppercast (Honor) and Ingrid Blackingot (Conquest) standing in front of the Siege Tank near the exit to Ashran, across from the training dummies.

In Warspear, Horde players can find Lieutenant Brokefist (Honor) and Lieutenant Axelash (Conquest) on the hill next to the exit to Ashran, just down the path from the inn.

Goblins vs Gnomes Izlazi 8 Decembra!

Zvanično! Goblins vs Gnomes izlazi 8 Decembra u US i 9 Decembra u EU!
Originally Posted by Blizzard (Source)

Since the announcement of Goblins vs Gnomes at BlizzCon 2014, we’ve been tinkering away in preparation to bring one of Warcraft’s greatest rivalries to Hearthstone. Today we’re excited to announce that Hearthstone’s very first expansion will be exploding onto game boards starting December 8!

Goblins vs Gnomes adds over 120 new cards to craft, win, or purchase, all featuring the manic mayhem of Azeroth’s most mischievous machinists meeting mind to mind, mech to mech, and tech to tech.

Goblins vs Gnomes cards can be purchased as packs, crafted with dust, or earned in the Arena. Goblins vs Gnomes card packs will work just like the classic card packs that you already know, but they’ll have an explosive new wrapper, and contain all new cards!

The new Goblins vs Gnomes card packs will officially become available for Windows®, Mac®, and iPad® on December 8 in the Americas region (including Southeast Asia and Oceania), and roll out on December 9 to Europe, Korea, Taiwan, and China throughout the day.

Be ready to build up your decks, card-slingers—and get ready for glorious mayhem and delightful surprises!

Heroes Technical Alpha Patch Informacije - 2 Decembar, 2014

Novi Patch Heroes of the Storm Tech Alpha, biće postavljen večeras na serverima. Ovaj patch sa sobom doneće novog heroja Jaina Proudmoore, nove skinove, Stimpacks i mnoge balans izmene kod mapa, talente i heroje.
Originally Posted by Blizzard (Source)


New Hero

Jaina Proudmoore has been added to Heroes of the Storm and is now available for play! Read on for a brief overview of her Abilities.

  • Abilities:
    • Frost Bolt (Q)
      • Fires a bolt that deals damage and Chills the target.
    • Blizzard (W)
      • Creates a storm of ice at target location, damaging and Chilling enemies.
    • Cone of Cold (E)
      • Deals damage in a cone and Chills targets.
  • Trait:
    • Frost Bite
      • Your Abilities Chill targets, slowing them and causing them to take increased damage.
  • Heroic Abilities
    • Summon Water Elemental (R)
      • Summons a powerful Water Elemental.
    • Ring of Frost (R)
      • Creates a freezing ring that roots and damages enemies.



  • A number of in-game environments have received visual polish.

Heroes, Mounts, and Skins

  • Dance, victory, and taunt animations have been added to a number of Heroes.
  • The following Heroes, Skins, and Skin Variations have received visual improvements:
    • Countess Kerrigan will now transform into a bat while Mounted
    • E.T.C., Glam Metal E.T.C., Pure Country E.T.C., and all Skin variations
    • Malfurion, Storm Mantle Malfurion, and all Skin variations
    • Sgt. Hammer, War World Sgt. Hammer, and all Skin variations
  • Several Abilities have received visual effect improvements:
    • Nova’s Basic Attack after selecting the Anti-Armor Shells Talent
    • Rehgar’s Ghost Wolf attack
    • A new overlay will be displayed for Heroes affected by Stitches’ Gorge Heroic Ability.
    • A new overlay will be displayed for Heroes affected by Anub’arak’s Web Blast Heroic Ability.?


Mac Support

  • 64-bit support has been added for Mac users, and 32-bit support has been removed.



  • Stimpacks will soon be coming to the Nexus, and once they arrive, will be purchasable to earn bonus Gold and experience points from Heroes matches.
    • Each game completed while a Stimpack is active will award an additional 100% XP and 150% Gold.
    • To purchase a Stimpack, simply head to the in-game Shop and click on the new Stimpacks tab to view all available durations.
    • A Stimpack’s effects will begin immediately after purchasing, and will last for a set amount of time depending on the duration purchased.
    • A Stimpack’s XP bonus will only affect out-of-game Hero and Player Level progression and has no effect on actual gameplay during a Heroes match.
  • Check out our recent blog for more information on the upcoming addition of Stimpacks to Heroes of the Storm.

Winter Veil

  • The Feast of Winter Veil has come to the Nexus! Spread the holiday cheer with the festive new Mount, Bundles, and Hero Skins listed below!
    • Reign-deer Mount
    • Great-father Winter Rehgar Skin
    • Winter Veil Jaina Skin
    • Winter Veil Jaina Bundle
    • Winter Veil Complete Bundle
  • Head here for complete details on the items added to the Shop with today’s patch.

Bundle Packs

  • The Hallows End Costume Bundle has been removed from the Shop.
    • However, please note that the Countess Kerrigan and Skelethur Abathur Skins are still available for purchase individually.


  • Jaina Proudmoore has been added to the Heroes of the Storm Shop.


  • Master Skins
    • Master Skins have been added for the following Heroes:
      • E.T.C.
      • Jaina
      • Malfurion?



  • The Crown Prince Arthas Skin has been updated with a complete voiceover rework, featuring brand new lines of dialogue.

User Interface

Custom Games

  • Custom Game Lobbies have been reworked and are now split into two phases: Lobby Setup and Hero Select.
    • Lobby Setup: After selecting a Battleground, all players will be placed on a new Lobby Screen which will allow the Lobby Host to add and remove human or A.I. players, and organize observers and teams much more easily. Once the teams have been set up, the Host can then hit the Start Game button to enter Hero Select.
    • Hero Select: Functions much as it did in the previous version of Custom Games, but no longer allows the Lobby Host to manage teams or observers. In order to do so, the Host will need to hit the Back to Lobby button.

Friends List

  • The Friends List now properly sorts friends who are logged into Heroes of the Storm above friends in other games or the desktop app.


  • The following will apply once Stimpacks are added to Heroes:
    • Stimpack XP and Gold bonuses awarded after completing a Heroes match will be displayed on endgame Score Screens.
    • An active Stimpack’s remaining duration will be displayed on endgame Score Screens, in the Chat box upon login, and when mousing over the currently selected Hero in the Party Panel.
    • A notification will also be displayed in the lower left corner of menus when an active Stimpack becomes expired, or is nearing expiration, and the “Extend” button can be used to purchase an additional Stimpack.


  • All Tutorial and Training Battlegrounds can be launched individually from the Main Menu (ESC)

Design and Gameplay


  • Line skillshots can no longer be self-cast using the Alt key.


  • A flat amount of Health and Mana are now restored after using Hearthstone to return to the Hall of Storms.



  • Town Halls no longer contain all of a town’s experience points.  While Town Halls retain a majority of the experience, the surrounding towers protecting the town now yield experience as well.

Cursed Hollow

  • Tribute channeling time reduced from 7 to 6 seconds

Dragon Shire

  • The Dragon Knight is no longer targetable by allied Abilities or Talents

Garden of Terror

  • Garden Terror (Summoned)
    • Spore Queen’s Curse (Q)
      • Radius decreased by 10%

Haunted Mines

  • Underground Minions
    • Starting Health and Health scaling increased by 20%
  • Underground Grave Golem
    • Starting Health and Health scaling increased by 20%
  • Grave Golem (Summoned)
    • Damage scaling decreased by 20%
    • Health scaling decreased by 20%


Conjurer's Pursuit

  • Now also increases Mana regeneration by 0.5 per second in addition to its other effects

Imposing Presence

  • Attack speed slow amount increased from 30% to 50%


  • Now heals the target to full Health
  • Now has a 15 second duration
  • Charge cooldowns have been reduced from 60 to 30 seconds

Resurgence of the Storm

  • Cooldown increased from 120 to 180 seconds


  • Now refreshes all Basic Ability cooldowns rather than reducing them by 10 seconds
  • Cooldown increased from 60 to 90 seconds

Searing Attacks

  • While active, Basic Attacks will now display “Crit!” floating text on impact


  • Toxic Nest (W)
    • Vile Nest (Talent)
      • Slow duration increased from 2 to 4 seconds
      • Slow amount reduced from 50% to 40%
  • Ultimate Evolution (R)
    • Cooldown no longer starts immediately after casting, and instead begins once the cloned Hero expires or is killed.


  • Imposing Presence (Talent) has been added to Anub’arak.
  • Rewind (Talent) has been removed from Anub’arak.
  • Harden Carapace (W)
    • Shield amount reduced from 120 (+30 per level) to 90 (+22 per level)
  • Locust Swarm (R)
    • Heal per tick reduced from 10 (+2 per level) to 10 (+1.5 per level)


  • Frozen Tempest (E)
    • Mana cost increased from 10 per second to 12 per second


  • Bound Minion (Talent)
    • Now heals the target to full Health
    • Now has a 15 second duration


  • Wandering Keg (R)
    • No longer grants a Shield


  • Sweeping Strike (W)
    • Basic Attack damage bonus increased from 25% to 35%
    • Immolation (Talent)
      • Duration increased from 3 to 4 seconds
      • Damage reduced from 17 (+3 per level) to 13 (+2.5 per level)

Li Li

  • Healing Brew (Q)
    • Initial heal decreased from 100 to 70
    • Heal scaling increased from 13 to 20
  • Jug of 1,000 Cups (R)
    • Cooldown decreased from 70 to 60 seconds
    • Heal scaling increased from 3 to 4
    • Initial heal increased from 25 to 35
    • Search range increased to 10


  • Second Wind (Trait)
    • Threshold for improved Health regeneration increased from 30% to 40% Health
    • Third Wind (Talent)
      • Threshold for improved Health regeneration increased from 40% to 50% Health
    • Stoneform (Talent)
      • Heal amount increased from 40% to 50% of Muradin’s Health


  • Voodoo Ritual (Trait)
    • Death Ritual (Talent)
      • Units other than lane Minions no longer grant permanent Health/Mana when killed while under the effects of Voodoo Ritual.
      • Permanent Health/Mana gains increased from 4/2 to 5/3


  • Booster Shot has been renamed to Perfect Shot
  • Hot Shots (Talent)
    • Has been renamed to Anti-Armor Shells
    • Damage bonus reduced from 330% to 300%
  • Rewind (Talent) has been removed from Nova
  • Snipe (Q)
    • Damage reduced from 120 (+34 per level) to 115 (+31 per level)


  • Whirlwind (E)
    • Lifesteal amount increased from 30% to 40%
  • Leap (R)
    • Cooldown increased from 50 to 70 seconds


  • Vile Gas (Trait)
    • Damage per second decreased from 14 (+2 per level) to 10 (+2 per level)


  • Basic Attack
    • Distortion Beam (Talent)
      • Slow amount reduced from 25% to 20%
  • Oracle (Trait)
    • Duration reduced from 7 to 5 seconds
    • Mental Acuity (Talent)
      • Now reduces cooldown by 15 seconds, up from 10
    • Scryer (Talent)
      • Movement Speed bonus increased from 15% to 20%
  • Psionic Storm (W)
    • Cast range reduced from 10 to 9
    • Overload (Talent)
      • No longer increases Psionic Storm damage
      • Now increases Psionic Storm cast range by 33%
    • Psi-Infusion (Talent)
      • Mana restored increased from 5 to 7 per target struck by Psionic Storm
    • Static Charge (Talent)
      • Critical Strike damage reduced from 100% to 75% of Tassadar’s Basic Attack damage
    • Second Strike (Talent)
      • Time between casts reduced from 3 to 2 seconds
  • Void Shift (E)
    • Deep Shift (Talent)
      • Duration increased from 0.75 to 1.5 seconds
    • Prescience (Talent)
      • Effect cooldown reduced from 60 to 45 seconds
  • Archon (R)
    • Duration reduced from 15 to 12 seconds


  • Judgment (R)
    • Damage reduced from 125 (+10 per level) to 60 (+8 per level)


  • Empower (Talent)
    • Now instantly reduces cooldowns by 2 seconds, rather than cooling down by 4 seconds over a 2 second period
  • Shadowstalk (R)
    • Cooldown increased from 50 to 70 seconds


  • Holy Light (Q)
    • Heal amount reduced from 150 (+44 per level) to 135 (+40 per level)
  • Holy Radiance (W)
    • Gathering Radiance (Talent)
      • The damage and healing bonuses for each target hit are no longer separate. 
      • Now increases damage and healing by 5% for each target hit, retaining its previous 50% maximum.


  • Infest (Talent)
    • Now heals the target to full Health
    • Now has a 15 second duration
  • Creep Tumor (Trait)
    • Zagara now regenerates a flat 1.5 Health per second while on Creep.
      • Reconstitution (Talent) still increases Health regeneration on Creep by 300% (4.5 Health per second.)

Bug Fixes


  • Several typos and tooltip errors have been corrected across various aspects of the game.


  • Corrected a texture issue with Tyrande’s hair.
  • Removed minor unintended graphic effects that could appear when casting Tyrael’s Sanctification within Line of Sight blockers. 


  • Corrected a minor area of unintentionally pathable terrain within the Haunted Mines.
  • The cooldown for Li Li’s Water Dragon now properly resets after clicking the Clear Cooldowns button in Try Me Mode.
  • Heroes can no longer be affected by enemy abilities while within the allied Hall of Storms.
  • Heroes with a permanent Cloak will now properly Decloak when exiting the Dragon Knight or Garden Terror.  

Heroes and Talents

  • Fixed an issue which caused Abathur's Toxic Nests to deal exponential damage if multiple units were present in the mine-triggering area.
  • Abathur's Ultimate Evolution now properly applies a 15 second cool-up, rather than 30 seconds, to Heroic Abilities learned after Ultimate Evolution is cast.
  • Graphic effects for Ultimate Evolution Anub'arak’s Locust Swarm will no longer also display at Abathur's original location.
  • Dealing damage with Azmodan's All Shall Burn will now correctly Decloak him if he is Cloaked during the channel.
  • Fixed an issue in which Brightwing's Emerald Wind could receive a reduced cooldown despite being cast successfully.
  • Brightwing can no longer use Phase Shift or Blink Heal to escape root effects.
  • Falstad can no longer use Fly to escape root effects.
  • Rooting Illidan just as he casts Dive will no longer drastically change his vertical position for the remainder of the match.
  • Kerrigan's Primal Grasp will no longer occasionally fail to pull Mercenaries.
  • The damage over time component of Murky’s March of the Murlocs is now properly paused, and the movement speed reduction effect of the Ability removed, when the target becomes invulnerable.
  • Murky's Octo-Grab now properly reveals the target throughout its duration. 
  • Nazeebo's Corpse Spiders now properly damage Zagara's Creep Tumors on impact.
  • Nazeebo’s Ravenous Spirit beam is now properly visible to enemy players.
  • Nova's Triple Tap will now be placed on reduced cooldown if the ability becomes cancelled before any shots are fired.
  • Casting Raynor’s Inspire while previous Inspire and Revolution Overdrive buffs are still active will now correctly refresh both buff durations.
  • When triggered by the Prescience Talent, Tassadar's Dimensional Shift will no longer disrupt Stitches’ Gorge.
  • Tassadar will no longer become revealed until his next death after using Dimensional Shift to clear Tyrande's Sentinel.
  • Tychus' stat panel no longer displays inappropriate numeric values while Overkill is active.
  • Corrected an issue which applied Tychus’ attack speed scaling to his Odin form.
  • Fixed an issue in which Zagara’s Creep Tumors could cause a tower to ignore enemy Heroes for the duration of the Tumor’s life in some cases.
  • Zeratul’s Void Prison now pauses, rather than cancels, channeled abilities. 

User Interface

  • Blocked players no longer appear in the Friends List.
  • Defeat and Victory screens now properly dismiss the Options menu. 
  • Corrected an issue which could cause party members to remain in a ready state after the party leader leaves the game lobby while queued for matchmaking.
  • Fixed an issue which could cause the game mode to visibly differ from the game mode selected by the party leader.

Hearthstone For Yugoslavia (HS4YU) Turnir

hearthstonecg 02
HEARTHSTONE FOR YUGOSLAVIA (HS4YU) je turnir koji će biti održan u subotu i nedelju 13-og odnosno 14-og decembra 2014. godine. Pravo učešća na turniru imaju svi igrači sa prostora bivše Jugoslavije (Crne Gore, Srbije, Hrvatske, Makedonije, Bosne i Hercegovine i Slovenije). Turnir je zabavnog karaktera, a glavni cilj jeste promocija Hearthstone-a pod okriljem E-Sports Saveza Crne Gore, upoznavanje ljudi sa E-Sports Savezom Crne Gore, ali i naši prvi koraci kada je ova igra u pitanju.
S obzirom da je ovo naš prvi ulazak u zonu Hearthstone-a, odlučili smo se da nagrada bude obezbjeđena za prvo mjesto i ona će iznositi 20 eura na profilu pobjednika. Takođe važno je naglasiti da je ovo jedna uvertira za crnogorsku Hearthstone ligu koja će početi u prvim mjesecima 2015. godine. Sistem takmičenja biće grupe plus eliminacije i svi mečevi igraće se u Best of 3 (na 2 pobjede) seriji.

Iz razloga što Blizzard još uvijek nije implementirao opciju ‘Spectate’, stream će biti nedostupan za sve ljubitelje ove igre. Međutim, kako su najavili iz ovog giganta, spectator mode će biti dostupan relativno brzo. Prema njihovim navodima, već drugom polovinom decembra. Ukoliko se datumi poklope sa našim turnirom, sa velikim zadovoljstvom ćemo prenositi najzanimljivije mečeve.
Što se tiče samih pravila, svaki je igrač dužan da prijavi 4 špila koja će igrati (napomena: jedan špil – jedna klasa.  Ne možete imati 2 špila sa istom klasom.) Nakon prijave igrač NE MOŽE da promijeni prijavljene špilove, sve do sljedećeg turnira pod pokroviteljstvom Saveza. Ukoliko to uradi, biće diskvalifikovan.

Od 4 prijavljena špila, protivnik banuje jedan, neposredno pred početak meča. Nakon SVAKOG završenog meča, pobjednik hvata Screenshot, za slučaj da protivnik počne negodovati oko krajnjeg rezultata.
Pobjednik je dužan da prijavi konačan rezultat administratoru, koji će biti zadužen za sortiranje rezultata ili tako što će dignuti temu na forumu. U slučaju da protivnik kasni, a da razlog nije da još uvijek igra svoj meč, vremenski period od 15 minuta je period čekanja, nakon kojeg protivnik koji čeka dobija pobjedu od 2:0.

Grupna faza biće igrana u subotu od 13 časova, dok će plejof odnosno eliminacije biti na programu u nedelju od 14 časova. Sve dodatne informacije ili eventualne promjene biće dostupne na našem sajtu ili na našoj fejsbuk adresi.
Ukoliko želite da se takmičite, popunite prijavu koju možete naći na ovoj adresi.
Da li si ti budući Hearthstone šampion?
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