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Author: ZeRoX Date: Thursday, 31 July 2014
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Sledeća Faza Heroes of The Storm Alpha Tech Testa

Blizzard je najavio da uskoro planira novu fazu Heroes of the Storm Alpha Tech testa, gde će biti napokon uključeni igrači i van US regiona!
Originally Posted by Blizzard (Source)

In the coming weeks, the next phase of the Heroes of the Storm Technical Alpha will begin, and we wanted to let everyone know what changes lay ahead of us in the Nexus.

The Current State of the Technical Alpha

Heroes of the Storm is still deep in development, and during the past few months we’ve introduced a variety of changes to the game, including an overhauled UI, new heroes, skins, and more, but we’re not done yet! We have a lot of plans in store, and we will continue to iterate and improve the game throughout the coming weeks and months ahead.

As we’ve said before, the main goal of the Technical Alpha is to help us better examine how our infrastructure and tech will function across a much broader spectrum of machines and connection types. What’s more, inviting external Alpha testers allows us to take a closer look at our hardware needs so that we can be absolutely sure we’re able to support the entire Heroes population as the community grows. This phase of testing is necessary for us, and feedback from this phase continues to help us fine-tune the game’s features and balance prior to releasing wider scale testing. In order to make this process as fast and efficient as possible, we’ve needed to keep the scale of the testing relatively small and restricted, with the intention being that we would start small first, and then expand once it made sense from a development perspective.

We know that players from around the world are excited to help us test Heroes, and we’re pleased to announce that the next major patch will begin the Technical Alpha invite process for players outside of the United States!

New Regions Being Added to the Technical Alpha, and More on the Way!

These upcoming phases of testing will allow opted-in players from North America, Europe, Latin America, South East Asia, Australia, and New Zealand to have a chance at being selected to take part in the Heroes of the Storm Technical Alpha. During this upcoming phase of testing, we will continue to use the English client for all applicable regions until our fully localized clients are ready. Regional payment flows will be in place, so invited players will also be able to make purchases using their region’s accepted currency.

Our hope is that in the coming months we can release fully localized clients to support additional languages. Thereafter, we intend to widen our testing to also include Taiwan, Korea, and China. Following that, we are looking to implement fully localized clients for all remaining languages

How Do I Opt-in to Test Heroes of the Storm?

As mentioned previously, this initial testing phase includes a very limited pool of players, but if you haven’t opted-in to test Heroes of the Storm yet, now is the perfect time, because we’re continuing to invite more and more players into the Nexus on a regular basis!

In order to give yourself the best chance at gaining access to testing in the future, you’ll want to make sure you’ve opted in to Heroes of the Storm testing using the Beta Profile page found within your Account. When prompted, you’ll need to download and run the System Check tool in order to attach your computer’s specifications to your profile and then check the Heroes of the Storm opt-in box, as pictured below.

As always, be extra mindful of shady characters who wish to steal your login credentials through phishing attempts, which are often disguised by falsified emails and websites. What’s more, Alpha keys are not necessary and are not being given out during this testing phase. Please be warned that any key generators or other offers for a Tech Alpha key are most certainly suspicious.

The best way to ensure an invite is the real deal is to avoid clicking any links. Instead, log in to your account and check the Summary section to see if a Heroes of the Storm license has been added to your account.

Remember, This Is a Test!

As you play, level-up, and unlock new content please keep in mind that we will be performing several scheduled account wipes when we reach new phases of testing. When an account wipe takes place, any experience you've gained and any quests progress you’ve made, as well as any heroes, skins, and mounts you've unlocked, will be reset as though you're starting a fresh account. Don't panic! You'll receive a Balance credit for any real money you’ve spent. Please also bear in mind that there will be a $325.00 USD (United States Dollar) or regional equivalent cap on all purchases until the next account wipe. Check out our recent progression system blog if you’d like to know more about leveling, gold, and quests, but keep in mind that this system will continue to evolve as the game develops.

Further Reading on the Technical Alpha

Since the Heroes of the Storm Technical Alpha launched in March, we’ve posted a variety of blogs and resources to provide players more information about this phase of testing. If you’re interested in learning more about the Tech Alpha, we highly recommend checking out the following blogs. Please keep in mind that although these blogs were accurate as of their original posting date, the game is still deep in development, so not all information may be up-to-date, and is subject to change.

Also make sure to keep an eye on, follow @BlizzHeroes on Twitter, and Like Heroes of the Storm on Facebook to keep up with all the latest news and updates!

Thanks again for your continued passion for Heroes of the Storm, and we hope to see you in the Nexus in a future round of testing!

Warlords of Draenor Zone Preview: Shadowmoon Valley

Blizzard je objavio izgled alijansine startne zone u Warlords of Draenor Shadowmoon Valley!
Originally Posted by Blizzard (Source)
Hidden under a shroud of perpetual night broken only by bright starlight, the lush idyllic forests of Shadowmoon Valley are home to a majestic draenei tomb and sanctuary: Karabor. While many of Shadowmoon’s denizens study prophecy among Karabor’s ancient stone circles, plotters with darker ambitions lurk in the valley’s vast underground cave network, gazing greedily at the sacred temple.

In Warlords of Draenor, Shadowmoon Valley serves as the starting zone for Alliance players once they’ve endured the initial rigors of Tanaan Jungle and survived their first encounter with the Iron Horde. To take you on a journey through Shadowmoon’s forests, temples, and secrets, we’ve tapped one of the creative minds behind the zone, Senior Designer Helen Cheng.

What’s the story in Shadowmoon Valley?

Helen Cheng: After a daring escape from the Iron Horde in Tanaan Jungle, Alliance players crash land on the northern shores of Shadowmoon Valley.

The valley is tranquil and serene. Rolling green hills give way to lush, violet forests. Draenei temples stand proudly beneath a star-studded sky. Here, the draenei have built wonders of their civilization—the town of Elodor with its majestic Altar of Sha’tar serves as the proud home of the great Exarchs, while the shining Temple of Karabor acts as the font of all holy learning. Under Prophet Velen and Exarch Akama’s watch, all is well.

But times are changing. The Iron Horde have called the native orc clans to join their ranks. The Shadowmoon Clan, led by Warlord Ner’zhul, yearns to prove itself worthy to Grommash Hellscream. Beneath the valley’s bright moon, a dark star hangs in the sky. For centuries, the Shadowmoon have been forbidden to tap its void-touched energy . . . until now. Will Warlord Ner’zhul succeed in harnessing the star’s power to destroy the draenei and the Temple of Karabor? Or will Prophet Velen, aided by his disciple Yrel—and a few fearless heroes—be able to stop him?

Meanwhile, trouble brews amongst the Exarchs, the most powerful and influential draenei heroes. Even as they debate the future of the draenei on their adopted homeworld, there is growing evidence of a traitor among their ranks. Who can be trusted?

The night elf Wardens sense a demonic presence in the northern woods of Shadowmoon Valley. As they hunt for the source of the fel energy, a sinister truth is revealed: Gul’dan, the Destroyer of Dreams, has returned.

Most importantly, as a proven champion of the Alliance, you are charged with establishing the Alliance foothold on Draenor. The land is harsh and unforgiving, and the Iron Horde has amassed an enormous army without equal. Before you can hope to defeat them, you must build a stronghold—your Garrison—from the ground up and gather allies to face this indomitable foe.

What are some of your favorite places within the zone?

Helen Cheng: Shadowmoon Valley is one of the most beautiful places on Draenor, with a breathtaking variety of stunning areas. I would say that the two most striking aspects of Shadowmoon Valley are the draenei and Shadowmoon orc areas.

The draenei architecture in Shadowmoon is really impressive. You get everything from a merchant town in Embaari Village to the valorous training grounds of the Exarchs in the north to the crystalline dome that is Teluuna Observatory. The draenei are cultured and sophisticated. Theirs is the pinnacle of an advanced society, and their towns and cities reflect a perfect balance of beauty and function. I really love all of the draenei locations—and there are more in other zones—but the Temple of Karabor has to be one of my favorites. The sheer size and scale of the place is incredible, and it’s remarkable to see it in its glory before the events of The Burning Crusade, which turned it into the Black Temple under Illidan’s control.

The Shadowmoon clan structures are impressive as well. The Shadowmoon were once a wise people, with a deep respect for the elements and a natural curiosity about the stars. They are natural-born leaders with a strong affinity for magic. However, since they joined the Iron Horde, Ner’zhul has strayed from the ancient ways. You can see this gradual decay reflected in their way of life. The Burial Fields is a place where the Shadowmoon traditionally bury and honor their dead. That place has become defiled and corrupted with void magic. Their ancestors, whom they once revered, are now being brutally tormented. Ner’zhul’s stronghold, Anguish Fortress, is an open-air ziggurat with a sacrificial pit in its center. In a nearby dungeon, players will see that there are more dark secrets hidden beneath this compound.

Tell us more about the Alliance garrison!

Helen Cheng: Nestled near the northern shores and with a commanding view of the main road, the Alliance Garrison location is of immense strategic importance. Prophet Velen will give the land to players as a thank-you for their deeds in the jungles of Tanaan, the intro zone. But there isn’t much time to rest—as great as the Prophet is, he needs your help. Your Garrison is awfully close to Shadowmoon territory, so be prepared to defend it.

Your Garrison will start as little more than an outpost, and your laborers will quickly run into trouble as they discover that even the forests of Draenor can be their enemy. But before long, you should have a comfortable Town Hall to call home and a Barracks that you can use to train new recruits. One of the perks of having your home base here is the ability to sound a “call to arms” anywhere in Shadowmoon, and Alliance troops will rush to your aid.

Kick your feet up – after all, the Garrison is all yours.

Could you name three of your favorite locations players should check out on their journey through the zone?

Helen Cheng: Once you’ve settled in, you should take a quick jaunt over to the town of Elodor, home of the revered Altar of Sha’tar with its stunning view of Karabor and the surrounding ocean. There you can meet the five Exarchs who act as the hand of the Prophet, guiding draenei society, and you can witness their own internal conflicts as they argue about their place in this savage land. Don’t miss the nearby Rangari Enclave, where the elite scouts of the draenei train—you won’t see mushrooms that size for another 30 years!

If you're the adventurous type, try spelunking in Bloodthorn Cave. Don’t mind the flesh-eating pale orcs—they only kill you when provoked. Also, don’t eat the local mushrooms. They can be rather . . . potent.

We’ve heard mixed reviews about Gloomshade Grove. Some folks rave about the pristine beaches, while others are just never heard from again. If you see anything that looks like a flower, makes a sound like “mawarwaawa,” and has very sharp teeth, run away! Though it’s probably too late for you, so oh well. Don’t say we didn’t warn you!

You’re probably wondering if there are any creatures on Draenor that won’t bite your head off. Try heading over to the Shimmering Mor. This enchanted forest glade is home to wild faerie dragons. Awww, they’re just so cute! No, you can’t take one home . . . oh, who are we kidding? You’ll probably find an egg or some-such to raise eventually.

Finally, don’t forget to stop by Embaari Village. This draenei merchant town is known for its delicious food and exotic wares. No trip to Shadowmoon is complete without a tasty meal and a mug of honey mead.

As with all places on Draenor, Shadowmoon Valley is filled with sights to see, adventures to be had, and savage enemies to destroy. Enjoy your journey!

Next, our voyage will take us north into the Horde starting zone of Frostfire Ridge. Stay tuned for more!

Carbot Animacije StarCrafts - Sezona 3 Epizoda 7

Pogledajte novu epizodu StarcraftS Carbot Animacije, i podelite ga sa prijateljima nakon što dodjete do daha :)
Nove epizode Starcrafts možete pogledati svake druge nedelje na Carbot Animation Youtube kanalu ili na našem sajtu.

Building the Nexus: The Voice of Gazlowe

Gazlowe se pojavljuje u Heroes of the Storm, ali on je takodje uključen i u Warlords of Draenor Garrison questove. Blizzard je objavio video gde možemo videti ko je dao glas omiljenom goblinu u igri.

Warlords of Draenor Alpha Patch Informacije - Izmene 18 Jun, Blue Teme

Warlords of Draenor Alpha Patch Informacije - Izmene 18 Jun
Originally Posted by Blizzard Entertainment
Ability Pruning

Buffs and Debuffs
  • Moonkin Form now grants increased Mastery instead of 5% to Spell Haste.

  • Mage
    • Conjured Refreshments now restores 100% health and Mana over 20 seconds, regardless of level.

  • Survival Instincts no longer requires or forces the Druid into Cat or Bear Form, and is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3 minutes), and can have up to 2 charges (up from 1 charge).



Developer's Note: Arms is still undergoing heavy revision and additional information will be made available later.
  • Battle Stance for Arms Warriors now generates increased 100% Rage from auto-attacks and Critical Strikes now generate double Rage.
  • Defensive Stance for Arms Warriors now generates 50% as much Rage from auto-attacks as in Battle Stance.
  • Mastery: Strikes of Opportunity has been removed, and replaced with a new ability, Mastery: Weapons Master.
  • Blood and Thunder has been removed.
    • Deep Wounds is now available only to Protection Warriors, and naturally triggers from Thunder Clap.
    • Thunder Clap is now available only to Protection Warriors, and its damage has been increased by 50%.
  • Executioner is a new passive ability for Arms Warriors.
    • Executioner causes the Warrior's auto attack hits to generate an additional 40 Rage against targets with less than 20% health remaining. Additionally, the Execute ability no longer requires the target to be below 20% health to use, but its Rage cost is increased by 100%.
  • Colossus Smash now costs 30 Rage, deals 225% increased damage, and no longer increases the damage of Slam.
  • Enrage is no longer available to Arms Warriors.
  • Execute for Arms Warriors now costs 20 Rage, and consumes up to 40 additional Rage to deal additional damage.
  • Mortal Strike now costs 30 Rage (instead of generating 10 Rage). generates 20 Rage (up from 10 Rage).
  • Slam has been removed. now costs 15 Rage (down from 25 Rage) and no longer has additional effects when Sweeping Strikes is active.
  • Sudden Death has been removed.
  • Unbridled Wrath has been removed.
  • Whirlwind is now available to Arms Warriors.

Warlords of Draenor Theorycraft Diskusija
Originally Posted by Blizzard (Official Forums)
Another question I've seen asked...

Baseline healer mana regen with no Spirit
0.8%/sec for level 1-90.
Drops by 0.04%/sec per level past 90.
0.4%/sec at level 100.

Is the radius of lava lash's flame shock spread centered on the shaman or on the target that's being lava lashed with flame shock on it?
Centered on the target that's being Lava Lashed.

Could you elaborate on this?

-Say I have 0 stacks of SoB, and am about to begin AoEing. My main target has BP/FF at 20s, while another nearby target has them at 28 seconds. Pestilence, in this case, will take the 28 second DoTs and apply them to everything?
Still a bit murky about how 0 stack SoB works with NP, since on Alpha it starts by spreading at 1 stack/30s and then adds stacks after- is this all intended?

-Now say I have 2 stacks of SoB- instead of looking for a target with longer diseases, Pestilence will automatically refresh BP/FF on all nearby targets or spread them at full duration. In addition, it will add one stack to existing Necrotic Plague infections OR spread 1 stack/30 second Necrotic Plague to any targets without the disease.

I was referring to Scent of Blood, the passive, not the stacks. The SoB passive is what says the "your Pestilence refreshes your diseases" effect.

Vereesa (Verestrasz) has noticed that Pestilence for Unholy/Frost DKs seems to be spreading diseases at current durations instead of spreading them at new durations- is this intended, or a bug? If it's intended, could you elaborate on Pestilence's functionality for both DPS specs- assuming BP/FF and Necrotic Plague?

Also, will Pestilence behave better with big boss models and adds from now on? Thinking ones like Ragnaros, Al'Akir and Immerseus here.

Yes, intended. That's why I said it *clones* the diseases to the other targets.

Pestilence hits all units who have any part of their hit box within 10yd of you.

Related to your multistrike conversation with Collision, Shining Protector is also acting in an anomalous way. It's not really a theorycrafting issue though, so no point in discussing the details here. Bug thread thisaway:

Yep, Shining Protector was bugged, still using the old 2x (X/2)% style. Fixed, for the build after next.

Does the cloned dot include the current ongoing time-to-tick on the new target?

What is the spirit regen formula/scaling at level 100?
It's 0.412207024 Mana per second, per Spirit.

What's the mana regen rate of arcane mages now that the 90 tier is decoupled from mana?
(1+Haste)*1.8% of base max mana per second.
EDIT: Fixed. Originally said 0.4%, but forgot that Mages have a hidden passive which gives them 4.5x.

Can multistrike melee hits proc "on melee hit" procs like killing machine and sudden doom?
No. Multistrikes cannot proc other things, unless those other things specifically call out that they proc from Multistrikes.

How will Blood in the Water (feral execute, rip refresh on FB) work with the panedmic mechanic. Will it grant a longer 130% duration Rip, or will it always reset to the base duration like it does now?
Fixed Blood in the Water and Touch of Chaos to be able to refresh up to 1.3x base duration. That'll be in the build after next.

Reminder for anyone working on Recount, Skada, etc... Filter out damage done to Prismatic Crystal. The Mage will cast an additional spell that does damage to enemies based on damage they deal to Prismatic Crystal, so if you include both, you'll be double-counting them.

Please confirm this. My current level 92 fire mage on alpha has 1.8% mana per second, which is almost an order of magnitude higher. My template 90 arcane mage also has much higher mana regen than this quoted number.

EDIT: 3330 combat regen mp5 according to tooltip on naked template 90 orc arcane mage. Mana pool is 37000, which gives 1.8% mana per second. Is the quoted mana regen implemented yet?

EDIT2: Fix numbers and here's a screenshot:
3330 mp5 over 37000 mana pool, 3330/5 = 666, 666/37000 = 1.8%. This does not agree with quoted 0.4% figure.

Whoops. There's a passive that gives them 4.5x Mana regen, but I forgot that it's hidden, you don't see it. Yes, it's 1.8%, not 0.4%. Fixed the post above.

Thanks. Does this mana regen rate decay from level 90 to 100?
It does not.

#2 and #3 are currently not working. Sweeping strikes never multistrike, and multistrikes are not added to the ignite.
Yep, I fixed those late last week; check next build.

What is the mechanical philosophy behind Eminence and Atonement?
It varies. All stats benefit healing, but it's alright if only some stats benefit Atonement/Eminence, or only competitively benefit Atonement/Eminence. But lets keep this thread about theorycrafting, and leave the "why" and philosophy for other threads. Feel free to state what the values of each stat are (based on theorycraft) are to Atonement/Eminence though here, that's good data.

noticed that if Blood Craze is procced on consecutive autoattacks, it seems to become an ignite? It looked like it was adding the leftover dot into the next 3 ticks. Does that sound right?

Blue Tweetovi
Originally Posted by Blizzard Entertainment
I noticed Resolve isn't meant to affect life% heals,but it affects Empowered Seals-->Insight(which is op anyway at 5%hp/2 secs)
Resolve will actually affect % heals, in most cases. (Celestalon)
Ok, the thread just said Resolve does not affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected
Oh, it does say that. I wrote that a bit ago; we're still discussing, and think it's worth trying if it does work on % heals. (Celestalon)

Why do tanks need vengeance/resolve? Can't you just get rid of it?
It's so % reduction abilities (ie Shield Block) and flat reduction abilities (ie Shield Barrier) stay competitive with each other. (Celestalon)
From a healer point of view, it makes them NPC that don't require much attention unless they have no idea what they're doing :/
That's not Resolve; that's the overall defensive power of tanks, which was too strong in Mists, and is coming way down in Warlords. (Celestalon)

is sunfire + astral showers getting a graphical update to reflect it's aoe effect?
It will not drop a beam on each target, just the center one; it does an impact visual on each other hit target though. (Celestalon)

Can't post on us forum. What's the shooting stars chance for multiple moonfires? Still: base_chance * sqrt(x)/x ?
No, Shooting Stars is only the most recent Moonfire and Sunfire now. (Celestalon)
Still 2.5% chance to proc? Seems farily low compared to 30% chance on crit live version.
No, 5%. (Celestalon)

is there a way to recalculate, so that mastery procs doesnt count? it would be a shame if snapshot going away bc this
Yeah, we're working on a change to make it snapshot Balance Energy, and then dynamically turn that into Eclipse per tick (Celestalon)

Do you have any plans of capping the amount you can extend MF/SF with Balance of Power like the old Starfire glyph?
You can extend it an infinite number of times, but the debuffs can never have a duration longer than 1.3x their normal duration. (Celestalon)
These Q's confuse me. Lots of boomkin chatter but I can probably count the # of boomies I've seen in randoms on my fingers. WTH?
Seems like these changes will help the problem, no? (Celestalon)

Possible to add a combatlog entry with the name of who Misdirection was cast on? Impossible to track with WeakAuras and others.
I believe it does in 6.0; test it when you get access and let me know if it doesn't. (Celestalon)

Can we talk less about pets and more about why Bear Trap is such a terrible idea for a 2 minute cooldown?
I don't think it was a terrible idea, but its big reason for existing was removed, so we cut it. (Celestalon)

carrion swarm & supernova both could be used as an interrupt, yet the former is something you dont want warlocks to have, why?
Supernova is an alternate of Frost Nova; giving up Frost Nova is a big deal. (Celestalon)

And on the back end of that, why not for arcane either, shouldn't arcane multis gain dmg from mastery and/or arcane charges?
Arcane's multistrikes do benefit from Mastery and Arcane Charges. (Celestalon)

Are frosts frostbolt multistrikes supposed to proc the icicles? If so why do they work for ignite but not frost.
Multistrikes will be create Icicles and Ignites in the build after next. (Celestalon)

Could you explain what the Supernova is supposed to do exactly? The knock-up looks tiny and doesn't seem to serve much purpose.
It may be on the weak side still. It's a short CC, but doesn't break on damage like freezes do, always interrupts, etc. (Celestalon)
Not a bad idea though its going to need a pretty sizable shot in the arm to be useful. Thanks for the reply.
Ah, there's one change coming soon that I don't think has been mentioned yet: Supernova/Ice Nova/Blast Wave all have 2 charges now. (Celestalon)

Nether Tempest appears to snapshot arcane charges, but update with mana and SP changes, tooltip confirms, intended?
Intended. (Celestalon)

Will monk's +20% Blackout Kick perk work with Chi Explosion?
I believe so, though it doesn't really matter in practice; it'll be tuned around whichever way it is. Always have the perk. (Celestalon)

Versatility: Will fistweaving double dip? How will it work for heals based on damage?
No; it affects them exactly once. 100dmg->100healing. With 10% Versatility, 110dmg->110healing. (Celestalon)

Cant you make the talent gives the effects of Readiness without it being a stat?
Without the stat to support it, that's a significant amount of additional complexity. (Celestalon)

Should Devouring Plague's duration decrease with Haste? Bonus orb talents and more DPs vs. smaller MF:I window.
No, Haste reduces the period and duration of Devouring Plague. Results in a consistent number of GCDs in each DP. (Celestalon)
I thought haste wasn't going to be reducing dot durations, only moding the period? That not a thing?
Devouring Plague changed; it's not that kind of DoT anymore. (Celestalon)
so its a nice nerf to shadow. Another one.
No, it's not a nerf. That's a change, not a nerf. (Celestalon)

Currently, Death from Above sometimes only works when you're 10y away or so. Isn't it supposed to be used while in melee?
Ah, that's not range, that's the low ceiling; it's failing to path to the point in the air it's trying to get to. Will fix that. (Celestalon)
Aye my bad. There's something to fix though, so I guess uploading the clip wasn't so useless after all. Thanks anyway.
No, not useless at all, good testing. Still a bug, just wasn't the cause you thought it was. (Celestalon)

Saw Death from above on yt. Any chance we get a cool anim with it? Right now it's the plain jump anim with pull to trg
It has a unique visual; it's not even remotely the plain jump anim. (Celestalon)

Sudden Death: will it proc from white only going forward, or is there a chance for Multistrike to replace SoO's contribution?
White only, and tuned accordingly. (Celestalon)

Any thought what might replace Anger Management talent for warriors since Readiness isn't going to be put in the game?
It's staying (for now, anyway), we'll just list the abilities on its tooltip, instead of saying to reference Readiness. (Celestalon)

Character / Items
will the proc chance of WoD RPPM trinkets scale with haste? Or case by case basis?
General rule is that either the proc rate or the proc benefit scales with haste, not both. (Celestalon)

Warlords of Draenor Stats
I thought the dps pots were still primary stat
Yeah, potions are primaries. (Celestalon)

Also, does multi-strike trigger "on hit" effects, like killing machine (proc off white hit) or DK T75(rune regen tier?)
Not unless specifically called out as such. (Celestalon)
is there an example spell that does call out for "on multistrike hit" you can give me? Thanks for the quick replies.
Blood Craze is one. Few more in next build. Plans to add some to a few more specs. (Celestalon)

Does that mean 66 ms rating will give two 1% chances to do an additional 30% dmg? And 80 haste rating = 1% haste?
Yes. Versatility undecided yet, but I'd guess somewhere around 130. (Celestalon)

is armor mitigation going to be 75% or 85% in 6.0?
The cap will be 85%. (Celestalon)
so using armor/armor+k_value means we'll see 29650 being the 85% cap?
Armor/(Armor+K), but yeah. And it'd be 29660 with rounding. (Celestalon)

Arent you afraid, that ne new sec. Stats will have a huge Impact in PvP? Even if these Stats are low? If not, why?
That's not a fear, that's an expectation. They most certainly will have an effect on PvP. That's not a bad thing, though. (Celestalon)
Ah ok, you seems to be very relaxed. Why are you bringing these Stats in the Game, if you know, these can be "bad" for PvP?
It's a good thing when we add new content and systems to the game, especially in expansions. It keeps the game from getting stale (Celestalon)
For sure! But doesent some Speccs sacle more with these stats than other? I think of "bursty" classes, which benefit too much.
We're tuning with these stats in mind. (Celestalon)

I bet it's not tuned yet. per post on spell damage tuning.
No, it's tuned and consciously deadlier. Going for a leisurely swim in lava is silly. (WatcherDev)

GC's Law: In social games, players fear the perception that they are uninformed more than the perception that they play badly.
Sort of an aside, but once I bought a recommended item and my friends busted my balls. That was a bad experience. (holinka)
We will see win rates increase when we change recommended items.
It contributes to the original point that even though the choice was fine, the social element made it feel bad. (holinka)
We see high ban rates for champions with low win rates, we assume because the pros are doing it.
This legit confuses the crap out of me. What makes people think the meta is the same at every skill level?
Back to Greg's original point, the fear of picking the "wrong champ" as defined by "the best" drives behavior (holinka)

2.1 PTR Ovog Meseca, Više informacija o Ladderima, Developeri Još Nisu Sredili Monkove

2.1 PTR Ovog Meseca
Lylirra je spomenula na zvaničnom forumu da je vrlo moguće da će Test 2.1 na PTR biti ovog meseca.
Originally Posted by Blizzard (Source)
Is PTR dropping today?
when should we expect it?
No date to share at this time. In fact, I'll go ahead and say right now that we won't reveal the release date ahead of time. At present, however, we are currently looking to launch the 2.1.0 PTR sometime this month (but that of course may change depending on our development schedule). 
Once the PTR is available, we'll provide our standard "PTR Now Available" messaging on the front page as well as the current set of PTR patch notes. 
the forum post about 2.1 didnt include a release date?
Correct! See above answer.
Više informacija o Leaderboard
Lylirra je dala više pojašnjenja kako leaderboard trenutno radi.
Originally Posted by Blizzard (Source)
Greater Rift leaderboards will indeed be separated by class for solo play. 
Greater Rift leaderboards will be split between both Hardcore and Normal gameplay modes as well as Seasonal and Non-Seasonal characters. To help encourage a variety of play styles and allow you to measure yourself against similar competitors, we've also broken up Greater Rift leaderboards into the following categories:
  • Solo play for each class (e.g. top players for Barbarian, Demon Hunter, Crusader, etc.)
  • 2-Player Groups
  • 3-Player Groups
  • 4-Player Groups
Season-Only Leaderboards will not, since the relevant data will be tracked at the account level rather than at the character level. 
Some Leaderboards will be Season-only. For example, Conquests are only tracked on Seasonal characters, so these Leaderboards won't have a non-Season equivalent. The same will be true for Seasonal achievement points. In addition, because Conquests and achievements are account-wide, their associated Leaderboards will not be split between Normal and Hardcore (even though some tasks may require playing a particular mode).
Note that this is currently how Leaderboards function in 2.1.0, but that the functionality is subject to change before patch ships.
Limiting rewards to 1000 players of any class is a terrible idea. Whatever class is strongest will have a huge advantage. And, unlike the current game (where balance doesn't really matter), it WILL affect other people negatively.
That's definitely feedback we can take into consideration and, of course, will be mindful of (if not actively looking for) during the public testing phase.
Can't you figure out a way to reward hardcore conquests vs normal separately?
As noted in the preview, some Conquests will require your character to be in Hardcore mode to achieve. In fact, we intend to have the number of Conquests per Season split evenly between both Hardcore and Normal game modes.
The goal with Conquests in general is to encourage different styles of play, or at least target those different styles to some degree. That's under our current philosophy, at least; Conquests are still development and may see some iteration during the PTR.
So there is no Paragon-leaderboards ?
Nope, not currently. There are no Leaderboards planned at this time that would track Paragon levels (or even total experience gained) within a Season. It was a conscious choice on our end to shift Leaderboards for Seasonal characters away from a pure level grind towards more objective-based (or even skill-based) goals like Greater Rifts, Seasonal achievement points, and Conquests. 
Standard caveat: This is all according to current design. Details and functionality subject to change pending testing and feedback.
Developeri Još Nisu Sredili Monkove
MVP Druin napravio je temu na zvaničnom forumu analizirajući izmene koje je Blizzard napravio kod Monk seta. Grimiku je odmah odgovorio na tu temu, gde je uveravao sve igrače da developeri još nisu zavrišili sa Monk izmenama.
Originally Posted by Blizzard (Source)
For context, these changes are highly appreciated relative to no changes ... they are simply not enough to put us on par with the other classes.
I'll definitely be keeping a close eye on feedback while the 2.1 PTR is going on, and see where things are after that set of changes. We're not done yet, that's for sure.
I will make a video for sure!
Nice. I'm looking forward to it, and I've been catching up on this thread as promised. It's a really good discussion, everyone. Thanks for all of the constructive conversation, and feedback.

Patch 5.4.8 Hotfixevi - 17 Jun, Blue Teme, Warlords of Draenor Pre-Purchase

Patch 5.4.8 Hotfixevi - 17 Jun
Originally Posted by Blizzard (Source)
  • NPC vendors selling Tier-16 armor pieces now have significantly more health.

  • Fire-Watcher's Oath: Players transformed into an Ordon Fire-Watcher now have a 100% chance to gain Bloody Coins on killing-blows against level-90 characters. Note that there's still a short internal-cooldown on earning Bloody Coins.
  • Nightmarish Hitching Post is now usable in Arenas and Rated Battlegrounds.

Bug Fixes
  • Resolved an issue where the Nightmarish Reins buff could cause players on a flight path to travel slowly.
  • Resolved an issue where players may receive duplicate letters in-game for purchases made on the store.

Warlords of Draenor - Odziv Igre
Originally Posted by Blizzard (Source)
I know this is a very open question, but is there anything "under the hood" with the responsiveness changes that could impact theorycrafting?
I was wondering when this'd get brought up. I've hinted about this in the past in a couple interviews... Yes, there was a very significant underlying change here, that may have implications for theorycrafting (though minor).

I don't want to get too deep into the under-the-hood workings of WoW servers, but here's a super short version. Any action that one unit takes on another different unit used to be processed in batches every 400ms. Some very attentive people may have noticed that healing yourself would give you the health instantly (minus client/server latency), whereas healing another unit would incur a delay of between 0ms and 400ms (again, on top of client/server latency). Same with damaging, applying auras, interrupting, knocking back, etc.

That delay can feel bad just due to the somewhat laggy responsiveness feeling, but also because the state of things can change during that time. For example: Holly the Holy Priest is healing Punky the Brewmaster. Punky spikes low, and Holly hits Guardian Spirit in a panic. The server verifies that Holly is able to cast it, and that Punky is alive (great!). The cast goes off, Guardian Spirit goes on cooldown, and a request is placed for the Guardian Spirit aura (that prevents dying) to be placed on Punky. That request will be filled next time the 400ms timer loops, which happens to be 320ms from now. 250ms later, the boss lands another hit on on Punky. Punky dies. Sadface. Another 70ms goes by, and the Guardian Spirit aura request pops up, and goes "Hey guys, I'm here!... Aww... damn, I missed the party. Sadface."

We no longer batch them up like that. We just do it as fast as we can, which usually amounts to between 1ms and 10ms later. It took a considerable amount of work to get it working that way, but we're very pleased with the results so far; the game feels noticeably more responsive.

I can't guarantee that you'll never ever again run into cases where Guardian Spirit went on cooldown and the tank still died... but it'll be literally 40x rarer than before, and the whole game will feel more responsive too.

Warlords of Draenor Theorycraft Diskusija
Originally Posted by Blizzard (Source)
In the next build, visit Shattrath, in Outland, and you'll find...

Test Realm Dummies!
There are dummies setup for damage dealers on the SW and SE sides of the inner ring, for tanks along the NE side of the inner ring, for healers along the NW side of the inner ring, and for raid groups on Aldor Rise.

Here's a list of what's there:

Weak Damage Dummy – Level 100. Comes in clusters of 5.
Dungeon Damage Dummy – Level 102.
Raid Damage Dummy – Level 103. Comes with two Dungeon Damage Dummies next to it.
Killable Damage Dummy – Level 103. Is Killable. Has 20million health.
Mythic Damage Dummy – Level 103. Is Killable. Has 300million health.

Weak Tank Dummy – Level 100. Swings for 5000-5000 damage, 1.5sec swing timer.
Dungeon Tank Dummy – Level 102. Swings for 60000-90000 damage, 1.5sec swing timer. Has a “Dummy Strike” attack, which does 50% Weapon Damage as Physical, 5-7sec cooldown.
Raid Tank Dummy – Level 103. Swings for 200000-300000 damage, 1.5sec swing timer. Has the same “Dummy Strike” attack.
Mythic Tank Dummy – Level 103. Swings for 300000-450000 damage, 1.5sec swing timer. Has the same “Dummy Strike” attack. Also has an “Uber Strike”, which deals 100% Weapon Damage as Shadow and increases damage dealt by 5% per stack, 1sec cast time, resets swing timer, 10sec cooldown, unlimited stacks.

Healing Dummy – Level 100. Friendly. Drops to 1hp every second.

Cauldron of Power – Clickable objects on the ground that will grant you all raid buffs, and the flask/food matching your current spec's stat attunement.

Does this mean 100 premades are inc in the next build as well?
We're working on that. I hope they make it into that build, but not 100% positive.

(Also, I know I'm behind a few days on this thread, trying to catch up. I'm going to be on vacation for a week starting tomorrow afternoon, so trying to get caught up before I leave.)

Will Fury Execute OH function like RB OH, Storm Bolt OH or Whirlwind OH? Also, did any of the following mechanics change?
In Warlords, as of next build...

Execute, Raging Blow, and Storm Bolt will work like this: Perform the Mainhand hit roll. If successful, also fire the Offhand attack, which always hits. (Same as now for RB, different for SB, new for Ex)

EDIT: Slight technicality here, if you're looking at the spell IDs involved in the logs. RB's root spell is just a cover spell that contains separate MH and OH spells. The root spell can miss, the MH/OH spells cannot.

For SB/Ex, the root spell is the MH damage, which can miss. If it hits, it fires the OH spell, which cannot miss.

Whirlwind will work like this: Perform the Mainhand hit rolls. Independently, perform the offhand hit rolls. (Same as now)

1. Anything that applies either disease, including icy touch, howling blast, plague strike, outbreak, and unholy blight ticks, will, if necrotic plague is already active, instead add 1 stack to affected targets, and not affect the duration.

2. Festering strike's 6 second extension will not change current stacks, but is the only thing that will add on duration to an existing stack, allowing for an additional 3 ticks at max strength per festering strike.

3. Pestilence spreads necrotic plague from a target that has it to targets that don't have it. Pestilence has no effect on targets that already have it, neither changing duration nor stacks.
If you have Scent of Blood, it will effectively recast each disease that they have (refreshing/extending BP/FF, and adding a stack to NP). If you don't have Scent of Blood, it will find the longest duration one of each type, and clone that copy to the other targets, replacing their current debuff (and yes, that applies to NP, even).

4. When necrotic plague jumps on it's own, it jumps with it's existing stack size and duration. This allows it to naturally spread to 2^n targets, where N is the number of ticks. (1, 2, 4, 8. 16, 32)

When necrotic plague jumps on the last tick, does that tick spread?

Unholy seems to be able to maintain a permanent 15 stack with festering strike, which spreads to all adds as a 15 stack, and whenever it falls off an add, another add spreads it back to said add. It doesn't seem to want to jump to a target that already has it, so how does the following case work?

T=0, duration on target 1 is 30 seconds, and 2 seconds on target 2. Tick happens, no open targets, no jumping occurs.
T=2, duration on target 1 is 28 seconds, and 0 seconds on target 2. Tick happens on both, Does the disease jump to target 2, or is there a 2 second delay before it can jump, having a tick be missed?

Disease jumps just as the last tick happens, so there's no break in tick periods.

1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?
2: Will sweeping strikes duplicate multistrikes?
3: Will multistrikes be counted into ignites?

1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.
2) As usual, no double-dipping on Multistrike. Sweeping Strikes can Multistrike. Multistrikes cannot Sweeping Strike. So, maximum procs from one Execute would be... Ex, Ex-MS, Ex-MS, Ex-SS, Ex-SS-MS, Ex-SS-MS.
3) Yes. Multistrikes trigger Ignite. Ignite cannot Multistrike.

So just to clarify, doom should always gain the damage boost from being cast in meta, even when not in meta? Currently on beta if you cast doom and leave meta, it will loose the meta damage boost.also side note bug, toc doesn't extend corruption to the 24~ seconds you can get from pandemic extending. instead it just extends it to the base duration. (I assume this is a bug).

Correct. Yeah, those are bugs currently. There are a lot of "shoulds" and "woulds" in what I said because I'm not sure which way it works right now, just clarifying which way is intended.

Blue Teme
Originally Posted by Blizzard Entertainment
Warlords of Draenor Story
I'm feel like I'm already supposed to know these characters, and it's kind of like being a stranger at a party where everyone else knows each other.
One super important thing to keep in mind is that the alpha is currently lacking the Warlords of Draenor intro experience we're working on. By the time you reach the point where the current alpha template characters start, you'll already have been introduced to many of the characters you're interacting with. That should hopefully make you feel like less of a stranger.

Still, it's good feedback. Keep it coming! Tons of great feedback in this thread so far. (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
If I have Pyroblast! buff, use pyroblast (instant, +25%dmg), and multristrike - does the multistrike'd pyro get the +25% buff?
Yes. (Celestalon)

you still left 20% wings, holy avenger and added Seraphim. Why did you add a burst cd talent? 3 cds too much again.
Big difference between a 30 second cooldown and a 3 minute one. (holinka)

Everyone is less of a threat outside of cd's, however Ret is far weaker. Templar's Verdict should be more of a threat as a finisher
TV feels weak because when you press it, 3 numbers spawn instead of 1 big number. (holinka)
3? TV+Mastery should be 2, or? Do you count autoattack?
Seal proc (holinka)

With lvl 90 talents for Priests no longer doing damage as Holy, will we be ablo to cast them in Spirit of Redemption?
Yes. (Celestalon)

Any chance we'll ever see the Que requirement for heroic scenarios, lowered from three people to two? Or even one. Would love it
Unlikely while they are current, but in 6.0 you'll be able to go back and solo queue for any Mists scenarios. (WatcherDev)

what consumable buffs will we have in wod? Secondary flasks, food (secondary?), and one time battle potions?
Pretty much that. Plus health potion/Healthstone on a separate shared cooldown. (WatcherDev)

I think i am, i thought the intent was random people facing each other. Another question: Is there a minimum item level for solo q?
That's a pretty generic intent. Random people face each other in every part of PvP. No min ilevel but gear is scaled up to a min. (holinka)

Also I'm presuming the main reason for Skirmish would be 'I have noone to Q with'.For that the current isn't good solution
I expect high level players will do very little skirmish. Just as they do little normal battlegrounds. That's fine. (holinka)
what prode is saying. High end arena players will do skirmishes for honor grinds if its efficient vs bgs
that's fine, but they aren't the intended audience. Once they have gear they will end up in rated. (holinka)
while many people primarily play random bgs, some people will primarily play skirmishes (holinka)

Kupite Warlords od Draenor u Odredjenim radnjama od 17 Juna!
Originally Posted by Blizzard Entertainment
Starting June 17, you’ll be able to pre-purchase World of Warcraft: Warlords of Draenor Standard Edition at selected retail outlets across Europe.

Picking up a special Standard Edition pre-purchase box ahead of the expansion’s release this Fall will let you upgrade your account to Warlords of Draenor immediately. And of course, this gives you a level 90 character boost which you can use any time you like! These pre-purchase boxes, which are only available before the game comes out, don’t include a game disc, but instead everything is linked to the digital code inside. Apply it to your account before release, and all the content will automagically download through the app so you’ll be able to play Warlords of Draenor as soon as it’s released. Oh—and there’s a cool poster inside too.
Pre-purchase copies of Warlords of Draenor will go on sale June 17 at selected European retailers. You can find the list of these retailers here.

Warlords of Draenor is also available for pre-purchase via, where you can also find out about the Digital Deluxe Edition – and we’ll have news about the Collector’s Edition soon too! Well, not very soon. But soon-ish.
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