"Of all the world's myriad nations, it is Westmarch that has always fascinated me most." - Deckard Cain, Book of Tyrael
There was a time when Westmarch was a lively, vibrant city. Now, an unnatural chill hangs over the sprawling mass of Gothic architecture, and the unmistakable stench of decay chokes its few remaining survivors.
Take a trip with us through Reaper of Souls's first zone and peer behind the scenes at our design team's process in putting together the gloom and eeriness of a city under Death's siege.
When discussing Westmarch, we've often referred to it as the site of a "haunted apocalypse." What was once a bustling metropolis and the military capital of the west has now been reduced to something of a wasteland, its previous grandeur (and population) gutted by Malthael's vile, soul-pillaging minions. The elegant Western European and Gothic themes, upon which this city draws heavily, are now juxtaposed by the stomach-knotting dread that only the Angel of Death and his agents can bring.
Don't expect Westmarch to be a simple palette of browns, blacks, and grays, though. More than a swatch of colors was considered when crafting this locale. Creating a truly dark and foreboding city requires evoking an emotional atmosphere, and you'll feel the burden of that weight as you brave the dangers wrought by Maltheal's reapers.
The Lay of the Land
Picture the fog-laden cobblestone streets of London in the 1800's, in the midst of England's Gothic revival. The rows upon rows of buildings tightly packed together, occasionally punctuated with small, dilapidated shops and sprawling passageways. The rotting clotheslines hung precariously between shingled rooftops and grimy windows, heavy with freshly-washed laundry. Or the pools of fetid water flooded with animal waste and discarded trash stagnating in neglected gutters and potholes, ideal breeding grounds for unspeakable plague.
That foreboding feeling, a setting where Jack the Ripper or Mr. Hyde might seem perfectly at home, is what you can expect as you navigate the winding, narrow alleyways and broad town squares of Westmarch. Our artists and designers worked to further this sense of dread and doom by leaving visual breadcrumbs of Malthael's presense, covering the city in a blue-green haze and littering its byways with freshly-reaped corpses. To give Westmarch a more worn-torn, apocalyptic feel, they also peppered the landscape with tattered remnants of failed defenses (smashed bulwarks, supply carts, and spiked blockades, for example) and emptied the city of its living denizens, replacing them with animated constructs—all macabre reminders of the slaughter that has occurred.
A Welcomed Reprieve:
The inspiration of this Gothic age does not stop there, however. The Survivor's Enclave, the artisan and quest hub for Act V located in the heart of Westmarch, was designed to be a place where the remaining citizens could feel safe as they seek refuge from Malthael's army, and also a location where the nephalem can rest and regroup.
Settled atop a hill overlooking the city, this cathedral square has been modeled after a real world locale in Toledo, Spain. As a densely packed city originally built in the 13th century, its large cloister safeguarded by soaring towers seemed to fit the safe haven tone just right.
Littered throughout the zone, you'll also find multitudes of randomized sequences we affectionately refer to as "cellars," named after the one-room events scattered throughout Old Tristram in Act I.
This concept of one-room events has been taken to a new level in Reaper of Souls, to the point where you might consider these less like events and more like mini dungeons. One of our artists, Johannes Thé, came up with a new idea on how to chain together multiple types of rooms, which has allowed our designers to create some truly immersive experiences!
Imagine starting in a small house that opens up into a courtyard, where a path guides you through an alleyway to a new house. Not only is this a great way to introduce larger, more interesting story elements, but it's an opportunity to experience Westmarch as though you were actually traveling through it.
Overall, there are about 30 different cellars, more than in any other zone, scattered throughout Westmarch, each providing more juicy insight to the city’s history and people (and, of course, luscious loot).
Per Ardua ad Astra: Adversity in Design
Designing Westmarch did not come without its difficulties, however. The camera system used in Diablo III quickly proved an interesting obstacle when creating an urban feel. Our lead level designer Dave Adams offered some insight on this challenge.
"When we think of cities, even old ones, they are typically filled with tall buildings packed together. We wanted that vibe, but we did not want to have all those buildings fade out in front of the player. It can become very distracting after a while and take away from the gameplay experience."
What then, was the best solution to this issue? The fading of buildings has been reduced by positioning the buildings of Westmarch on opposite sides of the street to the regular camera angle. Roofs, similarly, have been angled away to minimize foreground distractions.
This effect results in the feeling that you are really making your way through a realistic cityscape.
The Journey Begins
Westmarch has been a challenging delight to explore, design, and implement. With this particular zone, we didn’t just want to set the stage for Reaper of Souls. We wanted to take you to a place of which you have heard only the faintest of whispers, to bring forth from your imagination a legendary location and make it breathe. Through the greatest depths of our artists' and designers' passion, it has been brought to life. . .only to be crushed beneath Malthael’s advancing legions.
Are you ready to face the horrors that loom around each cobblestoned turn? Prepare yourselves, nephalem: Death awaits you.
SVE ŠTO PROČITATE MOŽE BITI PROMENJENO U LIVE VERZIJI - Ovo je definitivno rana alpha verzija Reaper of Souls - Dosta class stringovi nedostaju.
DATAMINING MOŽE SADRŽATI GREŠKE - Iako se trudimo da što tačnije informacije budu, zbog novog formata fajlova, stvari mogu da budu drugačije nego što ćete pročitati u daljem tekstu.
Novi Stringovi su dodati, kao i tutorijali za Adventure Mode.
- Line0 - Greetings, nephalem. Though you have defeated many powerful foes, there remains much to be done.
- Line2 - This is a map of Sanctuary and the realms beyond.
- Line3 - From here, you can select a region to view it in greater detail.
- Line4 - This map displays the different places you can go within the region.
- Line8 - Locations marked by an exclamation point have bounties for you to undertake.
- Line8 - Bounties are the many tasks and challenges which require your attention.
- Line8 - In return for completing them, you will be rewarded with powerful items.
- Line8 - Good luck, nephalem. Sanctuary has need of you.
- Crafting_Training_Tome_01 - Tome of incredible power, used by the most skilled artisans to train their abilities and craft potent items.
- ItemPassive_Unique_Ring_525_x1 - Enemies you kill have a 20% additional chance to drop a health globe. (Down from 100%)
- BountyScroll - Scroll of Mysteries (Renamed from Scroll of Random Buff)
Call of the Ancients Izmena
Samo jedna skill izmena je došla uz ovaj Internal Build.
- Call of the Ancients Cooldown: 120 seconds / Summon the ancient Barbarians Talic, Korlic, and Madawc to fight alongside you for 30 seconds. Each deals 100% weapon damage per swing in addition to bonus abilities. / *Talic wields a sword and shield and uses Whirlwind and Leap Attack. / *Korlic wields a massive polearm and uses the Cleave and Furious Charge. / *Madawc dual-wields axes and uses the Weapon Throw and Seismic Slam. (Added Leap Attack to Talic, Furious Charge to Korlic and Seismic Slam to Madawc)
- Ancients' Blessing : Heal for 65% Life when the Ancients are called. (Implemented)
- Ancients' Fury : Gain 2 Fury every time an Ancient deals damage. (Implemented)
- Duty to the Clan : Increase duration to 60 seconds. (Up from 40 seconds)
- Alabaster : Together as One / 50% of all damage dealt to you is instead divided evenly between the Ancients. (Implemented)
Murkalot Blizzcon 2013 Pet i Emerald Hippogryph
Player vs. Player
- Are You Not Entertained? no longer rewards 10 points
Feats of Strength
- Friends In Places Even Higher Than That (New) Obtain an Emerald Hippogryph mount through the Recruit-a-Friend program. Account Wide.
- Murkalot (New) Proud owner of Murkalot from the 2013 BlizzCon. Account Wide.
Player vs. Player
- Fire-Watcher has been updated to reflect the hotfix down to 2,000 coins, down from 10,000.
- You're Doing it Wrong now rewards 10 points.
Mount i Petovi
- Emerald Hippogryph (New) Summons and dismisses a rideable Emerald Hippogryph. The capabilities of this mount depend on your Riding skill and location. Account wide. 1.5 sec cast.
- BLIZZARD_STORE_ERROR_PARENTAL_CONTROLS - Feature has been disabled by Parental Controls.
- CHOOSE_ONE_REWARD - Choose 1 Reward
- CLAIM_REWARD - Claim Reward
- ERR_RECRUIT_A_FRIEND_ACCOUNT_LIMIT - You have submitted the maximum number of recruits for this time period. Please try again later.
- ERR_RECRUIT_A_FRIEND_FAILED - Failed to send Recruit A Friend request. Please try again later.
- PREVIEW - Preview
- PRODUCT_CHOICE_NO_TAKE_BACKSIES - Are you sure? You can't change your selection after this step.
- PRODUCT_CHOICE_SUBTEXT - (%s)
- PRODUCT_CLAIMING_FAILED - Error claiming product. Please try again.
- QUEUED_STATUS_LOCKED - |cffff2020Locked|r
- QUEUED_STATUS_LOCKED_EXPLANATION - You are locked to this rated battleground until it finishes.
- RAF_BENEFIT1 - Level Faster
- RAF_BENEFIT2 - Grantable Levels
- RAF_BENEFIT3 - Summon your friend
- RAF_BENEFIT4 - 30 days of free game time
- RAF_BENEFIT5 - In-Game Mount
- RAF_BENEFITS - Benefits
- RAF_BUTTON_DISABLED_FACTION - You cannot use Recruit A Friend while playing a neutral character.
- RAF_BUTTON_REWARD_TOOLTIP_DESCRIPTION - You have earned a reward from Recruit A Friend! Click here to claim it!
- RAF_BUTTON_REWARD_TOOLTIP_TITLE - Recruit A Friend Reward
- RAF_BUTTON_TOOLTIP_DESCRIPTION - You can recruit a friend and earn fantastic rewards!
- RAF_BUTTON_TOOLTIP_TITLE - Recruit A Friend
- RAF_DESCRIPTION - Earn game time, in-game rewards,\nand more by recruiting your friends
- RAF_ENTER_EMAIL - Enter your friend's email address
- RAF_ENTER_NOTE - Write a note to your friend
- RAF_ENTER_NOTE_PROMPT - Enter a note...
- RAF_FAQ - Recruit a Friend FAQ
- RAF_INVITATION_SENT - Your invitation has been sent!\n\nYour friend will receive an email with instructions on creating a new account and downloading the game. You will be notified in-game when they have created a new character and you can begin your adventure together.
- RAF_INVITEE_FRIEND_ADDED_EXPLANATION - You are now friends with the person who invited you to play World of Warcraft.\n\n|cffffd200Right-click|r their name to whisper them when they are online.\n\nYou can now join up and enjoy Azeroth together!
- RAF_INVITEE_FRIEND_ADDED_NOTICE - Open your friends list to find your friend that invited you to play World of Warcraft
- RAF_INVITER_FRIEND_ADDED - Your recruited friend is now your Battletag Friend: |cff88C5ff[%s]|r
- RAF_MORE_DETAILS - [Click here for more details on how it works.]
- RAF_PRODUCT_CHOICE_CLAIM - Click to choose your reward
- RAF_PRODUCT_CHOICE_EARNED - You have earned a Recruit A Friend Reward
- RAF_REALM_INFO - Your friend will be directed to join:\n|cffffd200%1$s|r on |W|cffffd200%2$s|r|w
- RAF_SEND_INVITATION - Send Invitation
- RECRUIT_A_FRIEND - Recruit A Friend
- RECRUIT_A_FRIEND_FACTION_SUGGESTION_ALLIANCE - Your friend plays for the Alliance faction. Pick one of these races if you want to play together.\n\nHuman, Dwarf, Night Elf, Gnome, Draenei, Worgen, or Pandaren
- RECRUIT_A_FRIEND_FACTION_SUGGESTION_HORDE - Your friend plays for the Horde faction. Pick one of these races if you want to play together.\n\nOrc, Undead, Tauren, Troll, Blood Elf, Goblin, or Pandaren.
- RECRUIT_A_FRIEND_REWARDS - Recruit A Friend Rewards
- Automated In-game Mail #399 - Emerald Hippogryph: Some feel that the Emerald Hippogryph is the most majestic of these noble creatures.
Even if one does not agree, they are certainly a striking sight nonetheless!
--Mei Francis - Exotic Mounts
- Class Armor
- Resolved an issue where casting Healing Touch while Nature's Swiftness is active did not consume the Restoration Tier-16 4-piece bonus.
- Class Armor
- Blackout Kick's damage-over-time component for the Windwalker specialization should no longer be incorrectly affected by Resilience a second time.
- Expel Harm's damage should now properly benefit from PvP Power and interact correctly with Resilience.
- The glyphed version of Surging Mist should no longer incorrectly cost slightly less mana than the unglyphed version.
- Touch of Karma should now correctly redirect the same amount of damage that the Monk receives in PvP. Previously, the ability was incorrectly being modified by both the target and Monk's own Resilience.
- Resolved an issue where harvesting Juicycrunch Carrots and Scallions did not start Work Order: II quests.
- Tormented Spirits in Kun-Lai Summit now respawn less quickly.
Raids, Dungeons, and Scenarios
- Siege of Orgrimmar
- The Fallen Protectors
- Resolved an issue that prevented players that have died during the encounter from receiving credit for the Go Long achievement.
- Amalgam of Corruption, Manifestation of Corruption, and Essence of Corruption's health has been reduced by 15% on Raid Finder difficulty.
- Iron Juggernaut
- Iron Juggernaut's health has been reduced by 5% on Raid Finder difficulty.
- Kor'kron Dark Shaman
- Earthbreaker Haromm and Wavebinder Kardris' health has been reduced by 5% on Raid Finder difficulty.
- Mokvar the Treasurer's Bribe ability should now be properly removed when the target has less than 50% health.
- Malkorok's health has been reduced by 10% on Raid Finder difficulty.
- Spoils of Pandaria
- Kor'kron Wild Gun should no longer incorrectly drop Normal difficulty loot for Raid Finder and Flexible difficulties.
- Resolved an issue that prevented players that have died during the encounter from receiving credit for the Criss Cross achievement.
- Thok the Bloodthirsty
- Thok the Bloodthirsty's health has been reduced by 15% on Raid Finder difficulty.
- Kor'kron Jailer should no longer incorrectly drop Normal difficulty loot for Raid Finder and Flexible difficulties.
- Garrosh Hellscream
- Garrosh Hellscream, Kor'kron Warbringers, and Farseer Wolf Riders' health has been reduced by 5% on Raid Finder difficulty.
- Embodied Despair's health in the Realm of Y'Shaarj has been reduced on Raid Finder difficulty.
- Resolved an issue where players were able to obtain the "Strike!" achievement on Raid Finder difficulty.
- The Fallen Protectors
- Sunwell Plateau
- Resolved an issue for players soloing the encounter that could cause Sathrovarr the Corruptor to not award any loot.
We had made several rounds of tuning changes to the various Siege of Orgrimmar encounters late in the 5.4 PTR process, and some health adjustments that were reverted before 5.4 was released ended up resurfacing in patch 5.4.1. Apologies for the inconvenience -- this should be corrected within the next day. (Source)
Are you planning to keep the current spec and talent system in the expansion? Cause I, for one, love it!
While I can't talk about future expansions, overall we are happy with the current spec and talent design. (Source)
you did especially good job with the mage 90 talents
Like many of our systems, there is certainly room for improvement on specific talents. The system overall is a keeper though. (Source)
The new talents are way too stripped compared to old one, it used to be fun while leveling. now it's (15 more )
We think the new talents are better overall, but they do make leveling slightly less rewarding. (Source)
The question is whether talents are supposed to add max level customization or leveling rewards. We went with the former. (Source)
while the 3 or 4 people here like the new talent design the 5 million who quit didnt, as well as millions in game
If something that seems so obvious to you is not obvious to others, at least consider that it, in fact, might not be true. (Source)
Do you think difficulty is more appropriate or is it the flexibility. Does NM still have a place in future?
Overall I think the flexibility, because there already was an easier raid version. Flex lets them run with (just) their friends. (Source)
Would you encourage players to socialize-PuG instead of LFD? Eg. offering rewards (more VP, money, drops). #warcraft
We're doing that a bit already with Flex. The message we want to send is LFR is fine and good, but maybe try this other thing.... (Source)
"But one must remember that the Westmarch of modern times is vastly different from what it was at the moment of its creation." - Deckard Cain, Book of Tyrael
What first comesto mind when one thinks of Westmarch, the first zone players will encounter in Diablo III's upcoming expansion, Reaper of Souls? From the home base of an eponymous order of knights to an architectural wonder built of monuments to King Rakkis's conquests, it is a city steeped in tales both heroic and bloody.
But what of its founding? Or the secrets that drove King Rakkis to be buried in a fetid swamp rather than his shining capital? It is said that the best preparation for the future is to study the past, so let's take a closer look at these legends as we steel ourselves for the impending destruction and chaos of Malthael, the Angel of Death.
Product of Conquest
Nearly two and a half centuries past, at a time when the Zakarum faith was quickly gaining momentum, the empire of Kehjistan was beset by a myriad of troubles. From famine and disease to rioting amongst the citizenry, the stage was set for a new faith to rise and stoke the fires of hope in the hearts of the desperate. While many politicians and nobles saw this evangelical traction as a threat, Emperor Tassara, fresh to his rule, realized the teachings of Akarat could be used as a tool to solidify his reputation. By embracing the burgeoning religion, Tassara would hasten the rapid acceptance of the Zakarum doctrines, allowing him to ensure the people would stay devoted to his cause.
The Rise of Rakkis:
Soon after his ascension, competitors for Tassara's throne banded together in an attempt to overthrow the emperor before his position was fully secured. Anticipating this insurrection, Tassara enlisted the help of one of the most zealous Zakarum converts and a skilled military general: Rakkis. The exploits of Rakkis echo through the annals of history, but it is important to note that his undeniable strength and his series of victories to protect the crown were an inspiration to the common folk.
As this crusade tore across the land, Rakkis's army faced steep resistance, especially from the nation of Ivgorod and the barbarians of Mount Arreat. Despite these setbacks, Rakkis eventually banded together nine warring clans of the subcontinent under his banner, slowly integrating the Zakarum faith into their culture. This new force allowed him to crush the remaining resistant natives of the south.
Soon, it came time for the general to claim proof of his deeds. To this end, he declared the land he seized Westmarch, in honor of the task to which Tassara had assigned him. Its capital, which would share the same name, was settled as a river port, and its convenient proximity to the sea allowed the city to quickly flourish into the mighty martial and mercantile power it is today.
The City Under Siege
Westmarch enjoyed many decades of peace and prosperity, as few would dare the wrath of its intimidating military. Those who did, such as Khanduras’s ill-fated invasion during the Darkening of Tristram, were slaughtered, with few survivors left to tell of their decimation. In the two hundred plus years since Westmarch’s founding, no outside force would visit harm upon those within the city’s formidable walls, until the arrival of Malthael, intent on slaughtering the entire population of the capital for an as yet undetermined purpose.
This begs the question: Why Westmarch? What secrets does the city hold that would lure the Angel of Death to its doorstep?
A Secret History
Generally speaking, if one were to carve a vast nation from the wilderness, the least appealing location to build one's new home would be next to a sprawl of fetid marshes. Yet, that is precisely what Rakkis did when he chose the location for his nation’s capital. Was there an ulterior motive? Surely there must have been, as the site would later draw forth the interest of not one, but two independent members of the Angiris Council.
Near Westmarch lay a treasure far more valuable than anything Rakkis had procured during his campaign. After his coronation, the king spent many years of his reign wandering the cyclopean ruins that lay forgotten beneath the adjacent marsh. At his behest, King Rakkis was laid to rest within it after his death. It was whispered by some that the ruins were not those of just any civilization, but rather, a lost city of the Nephalem.
This location holds undeniable power, and few have managed to pry secrets from its ancient corridors. The greatest quality the lost city is said to possess, however, is remarkable warding against the trespass of both angels and demons. Mentions of this warding were well hidden, but the new mortal Aspect of Wisdom, Tyrael, learned of the ancient protection in a time of great need. Seeking a place of refuge on Sanctuary for the Black Soulstone, he planned on using these ruins to hide the terrible artifact, shielding it from both demonic and angelic intervention alike. With power of the Prime Evil stored within the stone’s murky facets, not even the High Heavens could be trusted with its safekeeping.
Unfortunately, no one, not even Tyrael himself, could have foreseen the adversary who would pluck the Black Soulstone from its refuge. . .
Like Tyrael, Malthael had undergone a transformation, and his new incarnation as Death allowed him to cross the threshold of the ruined city unhindered.
The Future of Westmarch
Now, dangers beyond imagining threaten to lay waste to Westmarch, and only you, brave Nephalem, can save the historic city from ruin. Its residents are being culled and raised as an undead army bent on serving Maltheal’s every whim. How will you help cleanse Westmarch of the evil that’s befallen it? What unknown horrors do you imagine wait to stop you?
Let us know in the comments below, and remember: Be careful what you wish for!
Logitech je promenio svoje pakovanje nove gaming opreme, i G500s dolazi sa interesantnom slikom na kutiji gde je jedna polovina dela miša prikazan kao finalni izgled proizvoda, a druga polovina kao X-Ray pregled unutar miša. Kao i većina miševa koje danas kupimo prednji deo kutije može da se otvori i pogleda miš koji se nalazi iza zaštitne plastike. Pored miša u kutiji zatekli smo dokumentaciju i malu metalnu kutiju o kojoj ćemo reći više kasnije.
Kako smo izvadili miš primetili smo ukupno 10 programabilnih tastera, tri manje nego kod G700 modela. Tu je i Logitech dual action scroll točkić, koji može funkcionisati kao standardan Up/Down i Left/Right tasteri. A ispod scrolla možemo videti taster koji oslobadja scroll za smooth operacije.
Da napomenemo da primarni tasteri koriste mehaničke macro svičeve, koji mogu da izdrže 20 miliona klika.
Na levoj strani miša imamo tri G / programabilnih tastera, jedan manje nego na G700, i DPI led indikator. Na levoj strani uradjena je teksturna površina, koja će smanjiti znojenje i klizanje vašeg palca, tako da će Vam on uvek biti na mestu da pritisnete G tastere.
Na bazi miša prvo što možemo primetiti je "polytetrafluoroethylene" (PTFE) nožice koje mogu da izdrže pomeranje miša po podlozi 250km. Na samom kraju baze miša možemo videti eject taster. Ovaj taster oslobadja podmetač koji služi da povećamo težinu na mišu. Ovo znači da možemo povećati maksimalnu težinu miša do 27g, malim tegovima koje smo našli u metalnoj kutiji 6x 1.7g i 6x 4.5g. Na prednjem delu miša možemo videti pleten USB kabl odličnog kvaliteta dužine 2 metra. Za sam kraj pogledali smo i novi senzor na mišu koji će vam omogućiti najviše 8200DPI.
Logitech G500s Software
Logitech omogućuje kontrolu G500s miša uz pomoć njihovog Logitech Gaming Software (LGS) programa. Instalacija je laka i brza uz pomoć wizarda, i na kraju ponudiće Vam da pristupite Logitech Social media, kao i da instalirate Ventrilo i Curse client.
Kako smo uključili LGS, prvi ekran prikazao je izgled miša gde smo mogli da menjamo profile. G500s omogućava Vam da profile čuvate na mišu ili na računaru, a postoji mogućnost da se pristupi već postojećoj bazi profila raznih igara. Naravno Vi možete sami da konfigurišete koji će taster da izvršava odredjenu opciju, jednostavno klikom na mouse/settings dugme, gde će vam se otvoriti prozor sa više detalja.
Pored podešavanja tastera, tu je i kontrola DPI. Imate mogućnost da podesite tri nivoa DPI, kojeg menjate na dva tastera koji se nalaze u gornjem uglu glavnog levog tastera. Tako da na lak način u toku igre možete brzo promeniti sensitivity na mišu.
Korisničko iskustvo / Zaključak
Kada smo testirali miš, pokazao se isto kao i svoj stariji brat G500, naravno bolje iz razloga što je na starijem modelu DPI 5700 dok je na novom 8200. Oseća se bolji klik na tasterima, što su verovatno doprineli novi mehanički macro svičevi (koji mogu da izdrže 20 miliona klika). Kvalitetniji i izdržljiviji materijal, posebno novi osećaj tekstura sa desne i leve strane.
Srećom kod nas je završio model koji nije imao bug, za koji su se mnogi korisnici žalili... Navodno snimanje profila na memoriji miša nije radilo. Medjutim mi sa tim nismo imali problema. Tako da ukoliko kupujete ovaj proizvod proverite za svaki slučaj da li Vam radi snimanje profila na vašem mišu.
Kada rezimiramo G500s miš se odlično pokazao u igranju, i performansama. Medjutim ovaj proizvod ima i svoju manu, a to je cena od 70 evra. Medjutim ukoliko tragate za odličnim gaminig mišom, preporučujemo Vam da probate i uzmete Logitech G500s Mouse. Naša ocena je 9/10!
GJ making us pay for something we should of already had with release of the game.
This iteration of the Mystic is quite a far cry from the original iteration of the Mystic and her functionality. Hopefully you'll enjoy the services she offers quite a bit more. :)
Do we get to save her from the spider queen?
Nope! You saved Karyna from Queen Araneae already, but you'll have the opportunity to save Myriam from another threat entirely in Reaper of Souls. :)
Ohh come on, I remember her from beta, I'm not giving you money for that
Her face may look familiar, but she and her services are quite a bit different than her early iteration. :)
Not sure if the question has been asked yet, and I probably know the answer but i'm asking it anyway: Most if not all players have both the jeweler and the blacksmith at level 10, so does that mean that the mystic will start at level 10, or will we have to level her up as well?
You will have to level up she and her Artisan services as well. You can seven get a sneak peek at what her cart will look like with each upgrade near the tail-end of the blog. :)
I have a question? If I choose 1 property to reroll, can I choose that same property to reroll the second time later?
Correct! After you lock in to re-roll one property, you can only re-roll that property's slot going forward.
why so colourful?
Because: Vecin (think gypsies). :)
Im still confused. Can we or can we not select the resulting property when we reroll one on an item? It seems like we can, but a simple yes or no would be much more helpful.
SilverOwsla is correct. When you choose to re-roll a property, you will be able to select your final choice from a list of random options (as seen here: https://bnetcmsus-a....82458927793.jpg ), but you won't be able to cherry-pick a result from all of the possibilities.
To put that another way:
- Let's say (as in the example above), you wanted to replace the +Strength stat with something else. So you lock in your selection knowing that you could get a variety of different replacement properties, including Increases Attack Speed,Sockets, Increases Damage Against Elites, Life per Hit, Reduces cooldown of all skills, Reduces all resource costs, % change to inflict bleed, and Reduced Level Requirement.
- After you've paid your gold and material cost, you will see a screen showing you what replacement properties you have the option of applying to your item. In the case above, you can choose to replace your +Strength with a socket, reduce cooldowns of all skills by 7%, OR you can choose to hang on to your +Strength.
So there is an element of randomness to Enchanting because you can't cherry-pick a specific replacement property from the get-go, but if you're willing to re-enchant your item a few times, you're likely to see the property you want come up as a final replacement property that you can select and apply to your item.
Is the mystic from caldeum? or are we going to find out coming ROS?
You'll have to find out more about her particular story in Reaper of Souls, as I don't want to spoil it here. :)
You know that we all want more of the lady in the house of curios, make it happen!
To the subject. I still would want to be able to transmog a 2-handed weapon into looking like a 1-handed. Transmogrifying a Skorn into 2 shortswords?
And while you are reading, please make the itemslots for set items in your inventory GREEN. Like it is on this page, why is it not like that ingame?
As for your weapons comment: you will only be able to Transmogrify weapons that share the same animation set, so you won't be able to Transmogrify a Skorn into two shortswords.
In Enchanting step #4, they mention that you can select your replacement property from the list on the right....
Then in Further Enchanting details, the first sentence mentions that the resulting property you receive during enchanting is random.
How is it random if you get to select the desired property? Or are they just referring to the range on that property can be random and you may not like the result? (ie min roll on that property you selected)
"4.) Select your replacement property from the list of available choices. "
IE: This is the property I'm not fond of, and would like to replace with a random property.
"You can view the possible replacement properties to the right on the advanced Enchanting window."
The advanced Enchanting window allows you to see what possible properties might replace the property you are overwriting. :)
I hope that helps!
Yes it does... thank you
So you can not directly pick what your new property will be, you can only select which one you want to replace... and you can see the list of new properties it may roll....
Lucky wiz got a socket in the example.... very nice!
Correct! You'll still have a choice to select your end result from a shorter (random) list, but you can't cherry pick from the full list. :)
If a rare item doesn't have the maximum numbers of affixes (6), then will we be able to add an affix to the rare instead of re-rolling an existing affix? Then the added affix would be the only one allowed to be rerolled in the future?
For example, a rare weapon with five great affixes, but no socket. Would we be able to add a random 6th affix to try to get a socket?
You can't add-on an additional property, but you're able to choose an existing property and re-roll it through Enchanting. :)
except its not a change at all, it's content they cut from the original game.
The scope of the Mystic has changed pretty notably from her initial concept. Both enchanting and transmogrification are new for this iteration (the earlier version of the Mystic did have a service called enchanting, but it didn't function the same way). Just a friendly FYI.
She's Fat and Bad. REPLACE HER!
So, you want something "not fat" and "not bad." Right. We'll get right to work on that.
@Nubtro: You asked: "Are the legendary affixes that are unable to be rerolled the specific affixes that you believe are making an item unique?"
Correct! You cannot reroll the affixes that are special to that Legendary that make it "special." (Source)
Why can't I enchant off-stats?
Core stats are definitely not the only enchants available from the Mystic. While I don't currently have a full list to share, you can see a few of the options from our recent blog. The stats in the fourth screenshot down are just a taste of what the Mystic can do.
There will be plenty of variety available for you to choose for your style of play. That's the intent, after all: to give you some more freedom and flexibility with the loot you acquire.
so can you roll more than one affix for one item? or is it reroll one affix per item only?
The latter. Think of each affix as a "slot." Only one slot can be enchanted on an item, ever. The possible properties for that slot don't change after enchanting though, so that pool will always be available for that slot.
I hope that makes sense. It's Friday and I think I'm out of wordsing for this week. u_u (Source)
First off, I have two questions about details:
'Legacy items (items that drop before [the expansion/pre-expansion patch] goes live) will not unlock unique item appearance, but they can be Transmogrified. -Vaeflare'
1) Just to clarify, does this mean even unidentified pre-2.0 items will not unlock the skins?
2) After patch 2.0, will we unlock skins only through self-found identified legendaries/set items, or will we be able to acquire unidentified items through trade and then ID them ourselves to unlock the skins?
We're still working out the details of Transmogrification and the full scope of the items it impacts.
For your first question, right now identified Legacy Legendary items will not unlock an appearance, but we're still debating what to do with unidentified Legacy Legendary items.
For your second question, we're also still discussing if we should put any restrictions on unlocking appearances for non-Legacy Legendaries (i.e. whether we'll require you to both loot and identify the item to unlock its appearance, or if you just need to identify it). So, we don't have firm answers to either of your questions just yet, but we'll be sure to let you know just as soon as we do. :)
Edited to clarify that I was discussing unidentified items specifically.
I've gone ahead an updated my original post to clarify that I was specifically discussing unidentified Legacy items. :)
What are the new materials needed, and how are they obtained?
Those details are still being worked out as well. Once they're more finalized, we'll let you know! :) (Source)
Hey all, I just saw the preview for the new mystic coming and had a question. What happened to the woman in Act I that you saved from the spider queen? I think she was meant to be the mystic originally, and I was expecting her to be the mystic for RoS. So another question I suppose would be why Blizz decided to go with a new Mystic character, and will there be any plans to incorporate the Act I woman into RoS?
Karyna (the woman you saved from Queen Araneae in Act 1), was never intended to be the Mystic. In fact, in early versions of Diablo III, Karyna was supposed to know Myriam and referenced her in her dialogue, but those references were removed when Myriam was removed from the game before Diablo III was released.
In terms of Karyna’s story: you won’t see it continued in Reaper of Souls, but you never know what the future might hold. :) (Source)
i just want to know, can i enchant an item that has no magical properties too?
Posted by Godric
No only rares and higher.
Godric is correct: you will be able to Enchant items that are Rare quality and higher. (Source)
Faction balance is definitely being considered, but it is a tricky factor though, because generally the factions are not balanced within the same realm types.
If we were connecting PvE realms with PvP realms, then faction balance would be much less of an issue since our PvP realms are typically Horde heavy, and our PvE realms are typically Alliance heavy. But since we have to connect realms within the same realm types, the population will be increased on the connected realms but we cannot fully balance the factions on all of those realms.
That being said, the overall population situation on those realms should feel vastly improved overall once we are done with the whole process, so although the outnumbered factions in some cases will remain outnumbered, they should still see a nice boost to their numbers.
Will you keep adding more realms if connected realms are still too low?
Sure. As an example; Emeriss and Hakkar have been connected now, and Crushridge will be connected with those two realms next, and more realms will be connected to those three in the future.
Remember, what you are seeing now is just the beginning. Plenty more connections will be made, which means that it is way to soon to proclaim doom and gloom on the few connections that have been made so far
I'm sorry, once more, but You are connecting 2 COMPLETELY empty servers to emeriss. why would you connect 3 realms together while 1 has an "ok" amount of 90's, emeriss in this case, and 2 thats made of thin air? isn't it better to connect hakkar with emeriss and crushridge with another realm like emeriss? I don't see it fullfilling the purpose of populating the realms further, nor help the technical issues by mixing in massive amounts of realms without it changing anything.
hakkar and crushridge basically contributes nothing to emeriss, but ofc, the other way around, emeriss contributes to them, But why would you attach 2 empty realms to the same one? wouldn't it be serving a much better purpose connecting those nothingness realms to one other realm?
Because those three realms will be connected, the population will effectively be larger on all the three realms. Right now it might not feel like much of a population boost for the players on Emeriss, but it will already feel like a significant population boost for the players on Crushridge and Hakkar. We have just begun the realm connection process though, and more realms(yet to be announced) will be connected to Hakkar, Crushridge, and Emeriss.
In short, once the entire realm connection process is complete for Emeriss and all the realms(some that are still to be announced) that Emeriss will be connected to, players on all of those realms will feel like they are playing on one single well populated realm.
As I mentioned before, this is only just the beginning of the realm connection process, so it is a little too soon to declare doom and gloom
after seeing that Scarshield Legions and Spooregar will be merged, isn't it better to just merge the RPPVP servers with each other?
The plan is that Scarshield Legion and Sporeggar will be connected with more realms in the future, but we cannot connect all realms in one go. We have to do it in a staggered manner to make sure that realms will be connected 100% correctly without any complications.
One of the reasons why we are not announcing all the planned realm connections right away is because we want to be careful with raising false expectations in case something does not go according to the plan. If we announce specific realm connections in advance, then we will naturally raise a lot of hope and expectations for the players on those realms scheduled to be connected, but if some unforeseen complications would then arise that would result in us not being able to connect some realms as planned, then we will have a lot of upset and disappointed people.
Hey Vaneras i´m curious to know whats th target population for each final group of connected realms. Something like a high populated server? or Medium?
I can't give you any specific numbers,
But the target is high population realms with some additional capacity for new players and/or migrating players. We basically want a healthy population for the connected realms, but not so high that there will be queues from the get go.
We are not directing people into the high population realms—we actually warn players against creating characters there—and your feedback is not being ignored.
With the specific aim of tackling this issue, we set up FCMs for every realm that has a queue. For some time now, we’ve been offering FCMs to realms with a medium population, so no one should fear being moved to a realm with hardly any other players.
Also, when people opt to play on a realm which is clearly marked as “full”, they are warned that this may result in a wait to play. In fact, if there is a queue on the realm at that particular time, players should be unable to migrate characters there or create new ones (unless they have one there already to my knowledge).
Currently, if players with friends or family on high population realms wish to make characters there so they can play together, they are able to do so as long as there’s no queue at that time. CRZ and the associated technology has made it possible to do many things with friends on different realms, so there should be less of a desire to move to these high pop realms, but clearly they still appeal to people. As always, we’re considering and monitoring this with the aim of improving the situation for everyone.
Well but connected realms will not solve the Queue-problem. Empty Main-cities are empty main-cities. I surely will not transfer off of Stormscale or Outland just because it's free to Low Pop Servers. It just "feels" good to be around other players in main hubs. If Blizzard connects also cities - then really everyone can say "i dont care" on what server I play on. Which is just the right solution for everyone. Cross-Realm for everything.
Despite us offering FCMs to medium pop servers now, many still perceive these realms as low pop, and are reluctant to move there. Once Connected Realms are in place, hopefully people will be happier to move from realms with queues to these revitalised realms with healthy populations.
You know why people refuse to move? Because those so called "medium" population realms have 1/4th of full server populations. Take silvermoon for instance, it's alliance PVE heaven - huge population concentraded on a 1 faction. Target server might have different faction ration too which cuts the number of players by 75% or more. Number of pugs and people in general on peaktime there is less than Silvermoon has at 2 AM servertime.
Yeah, we've seen feedback that people don't like moving to quiet realms after being on busy ones, which is why we changed the FCMs to realms with higher populations. Having said that, even those realms will seem quiet after being on one like Outland for example, and I understand the reluctance. We have to be careful which realms we send people to though. If we offer FCMs to a realm with a nice healthy population, we risk creating queues there too.
Faction balance is a different matter, but we always try to help with that when creating the FCMs. In reality though, people on a realm where their faction is dominant will be hesitant to move to a realm where it's no longer the case. If we offer FCMs to people who are in the minority faction, those few remaining players may abandon the realm and make matters worse.
It's natural, especially on PvP realms, that people will gravitate towards realms that favour their faction, and over time the size difference grows. Blocking certain character transfers or character creations to tackle this isn't really ideal for those who want to play alongside friends.
i also suspect theses Qs are artificially created as they did not exist in 5.3 or 5.2 on silvermoon
No. The queues are purely from the number of people logging into the realm. They have not been "falsely created" in any way so please put away the tin foil hats. The only thing that impacts realm queue times is the number of people that wish to play on a certain realm at a certain time.
We're at an interesting time right now, what with Connected Realms being implemented. Populations are bound to be in flux while realms are connected. As I mentioned earlier, when all realms have a healthy population we're hoping FCMs will have a much larger appeal, but either way we can better analyse the situation when the dust starts to settle.
why must i PAY to move my guilds?
It's simply not built into the FCM automated system. That's something that is still being considered though, it's also a matter of resources and priorities, as always.
the lack of future information is making WoW boring for me. I have nothing to be excited about. Any new news soon?
We often talk about WoW at Blizzcon. (Source)
Even though there's a lot to do, the lack of clear direction gets me logging in less. Hopefully a balance in the future!
We agree that the lack of direction, especially when new patches come out, is a big problem. (Source)
why dont you let us the players decide what we feel is unfun?
A good question, and there are a few reasons. A) Players don't agree on what is fun. (Source)
B) There is no efficient way to communicate that information to us. (Source)
Then how about providing us a means to communicate properly & efficiently to you folks?
Players have a tendency to write really long forum posts, which makes it even harder to extract useful feedback. (Source)
C) Players aren't always great at predicting what changes they will like or not. (Source)
A common sentiment in game design is that players know what they like, but not always why. (Source)
Those maxims sound more condescending than intended. (Source)
Their aim is really to discourage designers from getting into the mode of trying to please everyone too much. (Source)
Another is that players are great at detecting problems and much worse at suggesting solutions. (Source)
so why are most replies to the people who complain with no solution rather than only those with ideas?
It's difficult to give someone who put a lot of effort into their pitch a reasonable critique, esp. given the volume we get. (Source)
On the other hand, it takes no time to try and discourage complainers and makes my twitter feed easier to read in the long run. (Source)
Why is a vanity pet called a companion while a combat pet is called simply a pet? It should be the other way around!
We discussed that, but the word "pet" meant too many different things and we were reluctant to attempt to redefine too much. (Source)
Why all the hush hush about VRealms, yo? Want my realm connected!
We're not trying to keep it hushed. We're just rolling it out cautiously to make sure it's a good, stable experience. (Source)
Is balance based on topguilds only?Bcs this OP wlock dmg from no t16 2/4piece, me not being is non existent = /
We strive for balance at a variety of skill and item levels because we have players at a variety of levels. (Source)