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Author: Warheart Date: Sunday, 20 April 2014
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Author: Warheart Date: Sunday, 20 April 2014
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Author: Atena013 Date: Sunday, 20 April 2014
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Author: Atena013 Date: Sunday, 20 April 2014

Warlords of Draenor Racial Osobine, Mists of Pandaria Digital Deluxe Edition Odlazi u Arhivu

Warlords of Draenor Racial Osobine
Originally Posted by Blizzard (Source)
We’re planning some changes to racial traits for Warlords of Draenor. We recently posted a Dev Watercooler (Pruning the Garden of War) that dives deeper into the philosophy behind these changes, and now we wanted to give you the full details of what’s coming.

In order to keep racials more in line with one another, we’ve decided to bring down a couple of high outliers, then establish a fair baseline and bring the other racials up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.

There aren’t any current plans to change Pandaren or Worgen racials.

Blood Elf
  • Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
  • Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of Mana for Mage, Priest, Warlocks (up from 2% of Mana). Other aspects of the ability remain unchanged.

Draenei
  • Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.
  • Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).

Dwarf
  • Crack Shot has been removed (was 1% Expertise with ranged weapons).
  • Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.
    • Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
  • Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while CC'd.

Gnome
  • Expansive Mind now increases maximum Mana, Energy, Rage, and Runic Power by 5% instead of only increasing maximum Mana.
  • Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).
  • Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.
    • Nimble Fingers is a new racial passive ability that increases Haste by 1%.

Goblin
  • Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

Human
  • Mace Specialization has been removed (was 1% Expertise with maces).
  • Sword Specialization has been removed (was 1% Expertise with swords).
  • The Human Spirit has been redesigned. It no longer increases Spirit by 3%, and instead now increases two secondary stats by an amount scaling with character level. You can choose which two secondary stats it increases. This has not yet been implemented.

Night Elf
  • Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.
  • Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike Chance by 1% during the day.

Orc
  • Axe Specialization has been removed (was 1% Expertise with axes).
  • Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

Tauren
  • Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2%.
  • Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.

Troll
  • Berserking now increases Haste by 15% (down from 20%).
  • Beast Slaying now increases XP earned from killing Beasts by 20% instead of increasing damage dealt versus Beasts by 5%.
  • Dead Eye has been removed (was 1% Expertise with ranged weapons).

Undead
  • Will of the Forsaken’s cooldown has been increased to 3 minutes (up from 2 minutes).

Mists of Pandaria Digital Deluxe Edition Odlazi u Blizzard Arhivu
Originally Posted by Blizzard (Source)
In approximately one week (no sooner than March 10), the Mists of Pandaria Digital Deluxe edition will be earning a bit of much-deserved rest in the Blizzard Archive. If you’ve been thinking about upgrading your standard edition for the in-game extras or contemplating coming back to the game to check out the latest content, you might want to consider snagging the Digital Deluxe Edition now before it heads into the vaults.

If you already own the standard edition of Mists of Pandaria and are interested in upgrading, you can head over to your account management page to do so now. The Digital Deluxe edition might come back out of the archive in the future, but even the jinyu waterspeakers don’t know if or when.


The Digital Deluxe edition of Mists of Pandaria includes the Imperial Quilen Mount, the Lucky Quilen Cub pet, a Mists of Pandaria–themed Diablo III banner sigil and accent, and Horde- and Alliance-themed StarCraft II portraits. Learn more about the Digital Deluxe Edition here.

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Heroes of the Storm Technical Alpha

Blizzard je najavio Alpha test Heroes of the Storm, gde će biti pozvan limitiran broj igrača da se pridruži tehničkom alpha testu.
Originally Posted by Blizzard (Source)

We’ve been hard at work on Heroes of the Storm since you last got your hands on the game at BlizzCon 2013 and we’re gearing up to invite a very limited number of players to join us in an initial phase of infrastructure and technology testing that we’re calling the Technical Alpha. In the meantime, there are a few important details that everyone may want to keep in mind as we prepare to enter this very early Alpha testing stage. 


What does Technical Alpha mean, anyway?

While Heroes of the Storm is playable and much of the core experience is present, it’s still very much in the early stages of development. Work is ongoing and we’re far from considering the game in a polished or finalized state, but after a period of extensive internal testing, we’re ready to crack open the Nexus for the very first time and invite some players to step inside.

This initial testing phase is intended 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 will allow 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.

Since we’re focusing on our support systems for Heroes of the Storm right now, we’ve dubbed this testing phase the “Technical Alpha” or Tech Alpha, for short.

Once again, we’d like to remind you that Heroes is still a work in progress. Please keep in mind that invitees may encounter bugs and game features that are not yet implemented, as well as temporary sounds, user interface elements, and graphics.  We will continue to iterate on Heroes of the Storm throughout each testing phase, so don’t be surprised if you see many aspects of the game start to level-up in the weeks and months that lie ahead.


Who’s invited?

We’re going to kick off this initial Tech Alpha phase with a very limited number of  participants and continue to expand the pool of invited players as our testing needs evolve and grow over time.

Since our current focus is set on determining how we can further develop our tech to serve a growing population, Alpha access will be limited to players in the United States. While we’re not quite sure when we’ll be ready to extend access to the rest of the world, we are going to invite a few international press sites and Blizzard community contributors so that players from all of our global communities can keep up with the latest Heroes developments. Please know that we’re working hard to ensure the Heroes experience will be great for all of our players before we expand access to additional regions in the future. 


So, how do I get in?

Contrary to popular belief, surrounding yourself with lit candles and shouting “Tech Alpha” into the mirror three times will not grant Alpha access, but it may amuse your family members. No, the only way into the Nexus is through an official email invitation from Blizzard Entertainment.

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 Battle.net 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. 

Heroes Opt In Box.png

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 Battle.net account and check the Summary section to see if a Heroes of the Storm license has been added to your account.

As mentioned previously, however, this initial testing phase will include a very limited pool of players. While a few participants may be selected from opt-ins during this time, we will likely wait until the closed beta phase before we begin granting access to a larger number of players who have opted in via Battle.net.


When can I share Tech Alpha content?

As mentioned previously, we’ve been testing Heroes of the Storm internally for some time now and, over the past few days, you may have seen a few forum threads and conversations spring up from players who managed to access an early version of this client through various means. While you should feel free to discuss the content you’ve seen thus far, we’d like to remind you that accessing and posting these files is a violation of the Battle.net End User License. As such, we’re kindly requesting that you refrain from streaming or posting videos of the Heroes of the Storm client until we begin sending out Tech Alpha invites.

Once the Tech Alpha arrives, there will be no NDA (Non-Disclosure Agreement), which means that you’ll likely begin to see many new Heroes of the Storm streams, screenshots, blogs, and more once we start sending out invitations. If you do receive an invitation to the Tech Alpha, we want you to know that it’s totally fine to share your thoughts about the game with others through any medium you please at that time. 


We’ll be adding a ton of content to Heroes of the Storm in the coming months and hope you’re as excited as we are to embark on this journey together. Stay tuned, because we’ll have plenty more details about Heroes to share with you soon! In the meantime, you can check out our Frequently Asked Questions blog  if you’d like more information.

 
Technical Alpha Public FAQ
Originally Posted by Blizzard (Source)
Q: What is a Technical Alpha?
A: The main goal of the Technical Alpha is to test stability and improve the game service, which will allow us to handle more players online. This phase of testing is necessary for us before we move into wider scale testing with more players. Feedback from this phase will also help us fine-tune the game’s features and balance prior to releasing it for larger scale testing.

Q: How can I get access?
A: Currently, the Technical Alpha will only be offered to a small number of players in the United States who have opted in for testing, as well as a select group of international journalists and community contributors, with the goal of expanding that player base as testing goes on. If you are interested in testing Heroes of the Storm or other unreleased Blizzard games, log in to your Battle.net account at www.battle.net, go to account management, click on Beta Profile Settings, and select which game universes you want to be opted in for. You will be entered into a pool of players that we select from as we open up game testing for any of the game universes you selected.

Q: Why is this test restricted to US players only?
A: The main goal for this phase of testing is to test stability and improve the game service. In order to make this process as fast and efficient as possible, we need to keep the scale of the testing relatively small and restricted. We're very eager to get players from many regions testing and giving feedback on Heroes of the Storm, but in order to do that we need to start small first and then expand once it makes sense from a development perspective.
Tech Alpha testing will take place on servers based in the United States and in-game purchases can only be made using USD (United States Dollar) during this phase. As such, we will primarily be including players from the U.S. so that we can observe the environment and gather relevant data before we include players from other regions. We want all of our global players to have the best experience possible, and in order to do that, we need more time to improve features, such as being able to purchase items in more than one currency, as well as other in-game experiences.

Q: If the Alpha is US-only, then why are all these foreign press sites and personalities playing the game?
A: While we’re not quite sure when we’ll be ready to extend access to the rest of the world, we are going to invite a few international press sites and Blizzard community contributors so that players from all of our global communities can keep up with the latest Heroes developments.  Please know that we’re working hard to ensure the Heroes experience will be great for all of our players before we expand access to additional regions in the future. Thank you very much for your patience and understanding during this early testing phase.

Q: I’m in the United States. How do I know if I’ve been chosen?
A: If you are selected to participate in the alpha, you will receive an invite via email. Opt-in invites will always be sent to the email address associated with your Battle.net account.
To help avoid phishing attempts, if you believe you've received an invite, it's best to refrain from clicking on any links in the email(s) you receive. If you received an opt-in invite, you can verify that your account has been granted a technical alpha license in Battle.net Account Management.

Q: I opted-in for testing. Why wasn’t I chosen?
A: Testers are chosen based on many factors, including your Battle.net region, when you signed up, your computer hardware specifications, and an element of luck. Our goal is to have a good variety of player types to test the game. As mentioned previously, however, this initial testing phase will include a very limited pool of players. While a few participants may be selected from opt-ins during this time, we will likely wait until the closed beta phase before we begin granting access to a larger number of players who have opted in via Battle.net.

Q: I’ve seen sites offering alpha and beta keys. Should I sign up?
A: No! As of now, we have not released any keys to websites to offer to their readers, so any alpha/beta-key offers on these sites are fake and could be attempts at phishing for your account information.

Q: Will there be any other ways to get into the alpha besides the opt-in?
A: Not at the moment. If this changes, we’ll be sure to let everyone know.

Q: How many players do you plan to invite to the Technical Alpha?
A: The number of players we invite will be based on our testing needs. If during the course of testing we determine we need more players to participate, we'll continue to invite more players from the opt-in pool.

Q: What game content will be available in the alpha?
A: The Technical Alpha will start with a matchmaker, an assortment of heroes, a small selection of skins and mounts, a basic tutorial, and a progression system that players can use to unlock more content and features. Remember, the goal of this phase is to test stability of the service, so the content we have here is just the beginning. Our plan is to add more content and features over time as we expand testing, until we're ready to launch the game. We may even remove certain content and features as we enter different phases, and then reintroduce them later.
Heroes of the Storm will be a constantly evolving game, and you're getting a front row seat into the development process as we grow the service. Your input along the way will be valuable in making sure the game gets better and better as more of the community gets in to the game.

Q: Will testers be able to purchase items using real money?
A: Yes; however, testers must use USD (United States Dollar) payments to purchase items in the game. Purchases are capped at $325 for this phase of testing. Once the Technical Alpha comes to an end, accounts will be wiped, and testers will receive a Battle.net Balance credit for the amount spent. As mentioned previously, real money purchases are enabled only for players in the North America region using USD as their currency at this time.

Q: How longwill the Technical Alpha last?
A: We’re not sure yet, but we’ll provide testers with advance notice before it ends.

Q: What’s the difference between alpha, beta, and the final game?
A: Alphas and betas are still considered “work in progress” versions of the game. This means all the content included is subject to change and might not be representative of the final game.

Q: Do I have to participate in the alpha in order to get access to the beta?
A: No, we will continue to pull players who opted-in as we progress into closed and open beta testing.

Q: How long until the closed beta test starts? How long until other regions can participate?
A: This timing has not been determined yet. A lot will depend on the results of the Technical Alpha and the progress we make during this phase of testing. Stay tuned for more details as we get further along in development.

Q: When will the game be released?
A: We have not announced a release date.

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Patch 5.4.7 - Povećanje Battleground Honora, Warlords of Draenor - Stat Squish i Sistemske Izmene

Patch 5.4.7 - Povećanje Battleground Honora
Originally Posted by Blizzard (Source)
We’ve recently taken another look at the rate of Honor gains in various Battlegrounds, and have concluded that current Honor gains in several Battlegrounds are currently too low. To that end, we’ll be making several changes to the way that Honor bonuses are rewarded in those battlegrounds, as follows:

In Arathi Basin, Battle for Gilneas, and Eye of the Storm, we’ll be increasing the frequency at which you’ll be rewarded bonus Honor based on the points your team has earned. Currently, you earn bonus Honor every 260 points (or 200 if that battleground is the current Call to Arms) in these battlegrounds. As a part of this adjustment, we’re going to lower the number to 130 (or 100 during Call to Arms).

We’re also making a similar change to Silvershard Mines. Currently bonus Honor is earned for every 265 points (or every 160 if Silvershard is the current Call to Arms). After the change, you’ll earn bonus Honor every 200 points (or 130 during Call to Arms).

Warsong Gulch and Twin Peaks are getting a slightly different treatment. Because these matches tend to take longer than the above Battlegrounds (which directly effects the rate at which you earn Honor from playing them) we wanted to make some changes to speed them up a bit. To do this we’re going to apply the Focused Assault debuff 1 minute after both flags have been picked up, which is 2 minutes earlier than it does currently. Once it’s begun to apply, it will continue to increase at the current rate of 1 stack every minute. On top of that, we’re adding a new bonus at the end of the match: For every flag you prevent the opposing team from capturing (so, every flag under 3), you’ll earn 18 extra Honor.

Lastly, in Strand of the Ancients, we’re doubling the bonus a team earns for destroying a gate (or preventing it from being destroyed).

These hotfixes are currently in production, and will be applied as soon as they are ready. We’ll have an update in the official Hotfix blog once they’re active. We look forward to seeing you on the fields of battle!

From my interpretation, I doubt this hotfix affects reputation gains as they are not trying to change that, only honor gains.
Correct, these fixes only apply to Honor gains.

Will this be in rated as well?
The Focused Assault change applies to Rated Warsong and Twin Peaks matches as well, yes.

Warlords of Draenor - Stat Squish
Originally Posted by Blizzard (Source)
This is insane, we all know that, but why did blizzard do it to begin with considering they knew for years things are getting out of control?

In simple terms: getting upgrades feels good. An exponential curve of player power inflation via item levels is fully understood and expected as getting loot that is better than your current loot is much of the tangible reward structure in the game. There is a "How much better does it need to be to feel like an upgrade?" factor, and while those specifics have changed over the years the philosophy remains the same. We could change how the game works, and your character's progression could be rewarded in other ways, but World of Warcraft is kind of all about being an awesome hero and slaying giant dragons to take their sweet loots. Regardless of the rate of inflation it is still inflation if people's gear is getting better, and we'll end up at a squish sooner or later if the inflation is having an unmitigatable effect. In this case it took about 10 years to get there.

Warlords of Draenor - Sistemske Izmene
Originally Posted by Blizzard (Source)
Removing burst, removing CC, removing disarm, removing stats, etc etc.
Scary? Why would it be scary to have less things to do, less choices to make?
A wise man once said a game is a series of interesting choices. For some the takeaway from that is more choices mean a better game. In general I see the Blizzard approach as a focus on emphasizing what an interesting choice is. Interesting choices can offer depth and complexity without needing to be numerous and overwhelming for the sake of being overwhelming. It's easy to throw all of the paint on the floor and say it's done. It's far more difficult to properly mix, and restrain, and balance elements. Looking at chess, there are relatively few pieces with few "abilities", it's a near-infinitely deep and complex game, and strategies for it continue to evolve even hundreds of years later. Certainly someone could introduce dozens of new chess pieces, dozens of new choices, and there would be some subset of players who would enjoy it more purely due to an increase in complexity.

Over time as new systems are introduced to WoW, others are removed, and iteration happens on current mechanics, these things tend to become more complex at no fault of their own. I think any designer would agree that it's not the fault of the player that the game's systems get more and more complex over time as changes are made. It's a snowball effect for sure, and it's not the player's fault when things get out of control over years and years of patches and iteration and inflation of complexity. It's just difficult to predict what the game will be like a few years from now, and only approaching design from that future-angle would likely mean less active design to help address current issues (something we wouldn't want to do). But at the very least we can recognize when we need to reevaluate the corner we've painted ourselves into, can enact that change in an intelligent way that makes the game better, and ideally be able to explain clearly why we're making it.

Blue Teme
Originally Posted by Blizzard Entertainment
Proving Grounds Balance
A couple things to quickly point out before I run to a meeting:

A fresh level 90 in quest greens could clear all Heroic raids. Being present for a boss kill is not the same as personal competence, so it's not a particularly compelling argument against Proving Grounds being able to measure skill. Not saying you're getting carried or anything of the sort, but being wholly reliant on yourself vs. being a part of a group is just a different dynamic.

But secondly we do understand there are some balancing challenges for Proving Grounds which we do intend to address for Warlords. There are scaling difficulties that will be overcome partly by stat changes happening in the expansion, but those that aren't we'll ensure are tuned appropriately. Our goal is not to intentionally keep any class or spec from being able to achieve Silver if the person playing them is playing them well. Endless is intended to be a brutally difficult challenge of skill, Silver is just supposed to show you have a pulse and a general understanding of your class. It's Captcha of dungeon queuing. (Source)

Warlords of Draenor - Watercooler Feedback
I thought it was a great article on "why". I think the dissapointment people are showing is that they expected more if "what" is changing.
To a large extent, those that have been avid readers on the forums are already well informed; having been following every bit of information that has come out (and conveniently forgotten the parts that actually were new).

This is part of a test for the new formatting that we're going to be trying out for patch notes minus the patch notes. When this gets paired with the patch notes it should provide much better context for the changes and avoid a large part of the /angry when people have no idea why X or Y got changed the way it did.

For others, the compiled info is a great way to get up to speed on what's happening so far and what's coming down the pipeline. (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
In other words, the heck does Chaos Damage even mean?
No. Chaos Damage is damage whose school time is Fire+Frost+Nature+Arcane+Shadow+Holy+Physical. Uses Lowest of those resists. (Celestalon)
(In this context, Armor is effectively Physical Resist) (Celestalon)
Alright, so only gets reduced if Armor is the lowest resist, cheers!
Yeah, which would basically be impossible to have happen in any reasonable situation. Maybe a naked Paladin with Divine Protection. (Celestalon)
Pretty much, or if a boss takes less magic damage somehow perhaps?
Yeah, though I can't recall the last time we did something like that. (Celestalon)
and what about divine star? Divine heal
Divine = Holy+Arcane, though we're considering changing that in Warlords; it feels out of place. (Celestalon)
what is the goal of chaos and divine school? magic resist are gone at this moment
Flavor. (Celestalon)
Ok, can you explain me why CHAOS bolt is shadow damage and not chaos?^^
Because the gameplay effect of it being chaos was more detrimental than the upside of the flavor... (Celestalon)
...That being that if you got interrupted while casting a Chaos school spell, it locks out *ALL* spells. (Celestalon)
In the future since Crit Damage is reduced against players, Can we see the Chaos Bolt PvP nerf removed?Feels like CB won't hit hard
We'll tune appropriately under those conditions when the time comes. (holinka)

Reply to In order for the tank to do more dmg they have to be tanking, can't have everyone tanking so why would you bring tanks?
Tanks will no longer have to be tanking in order to do near full damage. (Celestalon)

What I'm saying is, in short, why not shoot for balance within a class at least on most situations?
We shoot for balance across all classes. Just because two specs of a class are overpowered, doesn't mean the 3rd is underpowered (Celestalon)
Shouldn't there at least be a middle trend in inner-class balance though? E.g., Frost mages probably OP, but (c)
No, we compare specs to all of the other specs, not just specs of the same class. (Celestalon)
So, Class vs. Class > Spec vs. spec overall, then? I can see it but it bothers me as an advocate of playstyle choice.
I think the point that you're missing is that one encapsulates the other. We want Specs to be balanced, INCLUDING vs same class. (Celestalon)

Art
Will spell cast animations while holding weapons/staves be added with the model rework or considered for the future?
That was seriously considered once (LOOONG ago) and fell off the table; could always come up again! (Dave_Maldo)

Weapons as big as possible? Comment may be ill-placed but Draenei & Blood Elf girls would like to have a word with you.
Some race/gender combos were intentionally kept smaller. It was a conscious Art Direction call. Not debating; just explaining. (Dave_Maldo)

Warlords of Draenor Stats
With parry and dodge being removed, what do you plan to compensate warrior's revenge procs ?
They're only removed from gear, not removed as concepts. (Celestalon)
I read that STR continues to increase parry. Will we have a way to increase dodge or will it stay static?
Undecided. Class abilities likely to increase at least one of them. (Celestalon)
why continue removing stats like this? hasn't theorycrafting proven its value to community development?
We're actually adding stats. We're making sure stats are more widely useful and fun. (Celestalon)
please make all stats for all specs much more equal in wod. Don't want what should be an upgrade to feel bad.
Yes, making all stats much closer in value is planned for WoD. (Celestalon)

Not sure if you'd be the person to ask this to, but will hunter pets inherit new stats such as life steal, and will it heal pet
Yes. (Celestalon)

PvP
http://t.co/AIFcY64D6H the mmr is messed up but it isn't really pilots like he points out.
The MMR system received a lot of attention in 5.4.7 to address this issue & known exploits. Looking forward to seeing it live. (holinka)

Will crit be 150% all the time or just in PvP?
Just in PvP. Likewise Multistrike will only get 1 extra roll against players (instead of 2 against monsters). (holinka)

Please no random queue arenas. Matchmaking content (LFR) is so toxic as is because gear isn’t a good incentive to cooperate well
I agree there are big challenges there. (holinka)

Why not use more ilvl budget on +stam in WoD PvP? Makes PvP gear mandatory to survive burst.
That last sentence is why. Get a lot more complaints about dying super fast than not being able to kill someone. (holinka)

Lore
Timey-wimey question: If Draenor Drek'Thar dies, does that mean that AV Drek'Thar dies too?
Warlords takes place in an alternate Draenor. Events there won't change our past. BUT, they ARE threatening our present! (Source)

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Patch 2.0.1 Hotfixevi - 28 Februar, Reaper Of Souls - TV Spot Večeras uz Walking Dead

Patch 2.0.1 Hotfixevi - 28 Februar
Originally Posted by Blizzard (Source)
General:
  • Players are now able to claim Bind on Account items that were purchased from the auction house due to a previous bug. These items should no longer be stuck in the Completed tag; however, the will now be bound to player the account that purchased them. *
  • Quest experience is now properly scaled for low level players in high level multiplayer games*
  • Fixed an issue that was causing players to be unable to sell items equipped on their characters prior to patch 2.0.1 going live on the auction house*
  • Fixed an issue where swapping Danetta's Spite from a character's main hand to its off-hand and back would cause a player's active follower to be dismissed*
  • Fixed a crash that could occur with the Spectral Hound pet*
Monk:
  • Fixed a crash that would occur when engaging Missile Dampening creatures while using specific Monk skills*
 
Reaper Of Souls - TV Spot Večeras uz Walking Dead
Originally Posted by Blizzard (Source)

So begins the end of all things. Join the Angel of Death as he makes his primetime television debut during a commercial break within this weekend's episode of The Walking Dead. So ready your remotes and tune in to AMC this Sunday at 9:00 p.m. PST/EST (8:00 p.m. CST) for a first look at the official Reaper of Souls™ TV spot.

No one can stop. . .zombies

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Dev Watercooler: Pruning the Garden of War

Originally Posted by Blizzard
Development on World of Warcraft: Warlords of Draenor is progressing well, and we'll soon be ready to enter the first phases of public testing. To help prep you for battle, let’s break down some of the upcoming changes we’re making to stats, abilities, and crowd control for the expansion.

Stat Squish
Character progression is one of the hallmarks of any role-playing game, and naturally that means we're always adding more power for players to acquire. After multiple expansions and content updates, we've reached a point where the numbers for health, damage, and other stats are so big they’re no longer easy for players to grasp. What’s more, a lot of power granularity is tied up in tiers of older content, from Molten Core to Dragon Soul—and while it was once necessary for your character's power to spike up suddenly when you hit level 70, that’s not the case anymore.


In order to bring things down to a more understandable level, we'll be reducing the scale of stats throughout the game and smoothing out those obsolete spikes, so that power scales linearly through questing content from levels 1 to 85. This applies to creatures, spells, abilities, consumables, gear . . . everything. And while that means your numbers for stats and damage are being reduced by a huge amount, the same goes for creatures' health and damage output. For example, a Fireball that previously hit a creature for 450,000 out of his 3,000,000 health (15% of its health) may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health).


It's important to understand that this isn’t a nerf—in effect, you’ll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won’t reduce your ability to solo old content. In fact, to provide some additional peace of mind, we're implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now.

We’re also removing all base damage on player spells and abilities and adjusting attack power or spell power scaling as needed, making it so that all specializations will scale at the same rate.

Racial Traits
We want races to have fun and interesting perks, but if some of those traits are too powerful, players may feel compelled to play a specific race even if it’s not really the one they want to play. For example, Trolls' Berserking ability was extremely powerful, and their Beast Slaying passive was either completely irrelevant or tremendously powerful, based on the situation, compared to other racial traits. On the other end of the spectrum, many races had few or no performance-affecting perks. On top of that, a number of racials that currently grant Hit or Expertise will soon need replacing, since those stats are being removed in Warlords of Draenor.


To keep racials more in line with one another, we’ve decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.

Ability Pruning
Over the years, we've added significantly more new spells and abilities than we've removed, and the game’s complexity has steadily increased. We’re to the point now where players are starting to get overwhelmed, sometimes feeling like they need dozens of keybinds (in a few extreme cases, over a hundred). While the game is loaded with niche abilities that could theoretically be useful in some rare scenario, in reality, many of these are barely used at all—and in some cases, the game would simply be better off without them.

For Warlords of Draenor, we decided that we needed to pare down the number of abilities available to each class and spec in order to remove some of that unnecessary complexity. That means restricting some abilities to certain specs that really need them instead of being class-wide, and outright removing some other abilities. It also includes removing some Spellbook clutter, such as passives that we can merged with other passives or base abilities.


This doesn’t mean that we want to reduce the depth of gameplay or dumb things down. We still want players to face interesting decisions during combat, and we still want skill to matter . . . but we can achieve that without the needless complexity in the game now, and we can remove some of the game’s more convoluted mechanics while maintaining depth and skill variety.

One type of ability that we focused on removing is temporary power buffs (aka "cooldowns"). Removing these also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class or spec has multiple cooldowns that typically end up getting used together (often in a single macro), we merged them, or removed some of them entirely.

The process of determining which spells and abilities to cut or change is a very complex one—we know that every ability feels vital to someone, and we don't take this process lightly. Even if we ended up cutting your favorite ability, we hope you’ll understand why we did so in the context of our larger goals for the expansion. Ultimately, the point of these changes is to increase players' ability to understand the game, not to reduce gameplay depth.

Crowd Control and Diminishing Returns
One other big takeaway from Mists of Pandaria is that there is currently simply too much crowd control (CC) in the game, especially when it comes to PvP. To address that, we knew that we needed an across-the-board disarmament.


Here's a summary of the player-cast CC changes:

  • Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
  • Removed all Disarms.
  • Reduced the number of Diminishing Returns (DR) categories.
  • All Roots now share the same DR category.
    • Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
  • All Stuns now share the same DR category.
  • All Incapacitate (sometimes called "mesmerize") effects now share the same DR category and have been merged with the Horror DR category.
  • Removed the ability to make cast-time CC spells instant with a cooldown.
  • Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
    • Pet-cast CC is more limited, and in many cases has been removed.
    • Cyclone can now be dispelled by immunities and Mass Dispel.
    • PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
    • Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.

Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs in order to further reduce burst damage.

Whether your favorite class is losing an ability or taking a hit to its CC potential, we hope this discussion helped you better understand why we’re making these changes. It’s important to remember that other classes will be getting some of their CC removed too. We think this entire package will make exploring Azeroth and PvPing a more enjoyable experience for everyone, and we’re looking forward to having you try them out when we open up the expansion for testing.

In the next Dev Watercooler, we'll explore the changes coming to health and healing in Warlords of Draenor.

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Nedeljne Besplatne Hero Rotacije, Planiran Alpha Wipe, Besplatan Test Skinova, Heroja i Mounta, Fee to Pay Valuta

Nedeljne Besplatne Hero Rotacije
Imali smo prilike pre par dana da govorimo o besplatnim hero rotacijama, ali nismo bili sigurni kada se i u koje vreme to dešava. Sinoć je Blizzard pustio novi mali build za Heroes of the Storm i on je sa sobom doneo nove Hero rotacije.

Week 3


Stitches

Diablo

Kerrigan

Tyrande

Abathur

Zeratul

Isti slučaj desio se i prošle nedelje, u isto vreme, kada je Blizzard patchovo cliente sa novim detaljima Hero rotacije. Sigurno sada možemo da tvrdimo da free to play hero rotacije se dešavalju nedeno utorkom uveče, kada Blizzard regularno održava Battle.net servere.
 

Prethodne Rotacije

Prva Rotacije


E.T.C.

Witch Doctor

Arthas

Nova

Tassadar

Sgt. Hammer

Druga Rotacija


Falstad

Raynor

Gazlowe

Tyrael

Uther

 
Planiran Alpha Wipe sa Nagradama i Testom Real Money Valutom
Iako nije zvanično objavljeno od Blizzarda, našli smo stringove koje nam govore o nagradi za testiranje real money kupovine dok traje Heroes of the Storm Alpha test. Ovo je isti sistem kao što je Blizzard uradio u toku Hearthstone beta testa, gde su igrači koji su kupovali pravom valutom, dobili zlatnu verziju Gelbin Mekkatorque karte. Nagrada će verovatno biti kozmetičkog tipa u Herojima.
 
Pored toga, maksmalna kupovina pravom valutom capovana je na $325 (USD) i samo je moguća preko US platnog sistema. Vrlo verovatno će ovo biti promenjeno za sve svetske valute čim beta bude startovala u svim regionima.
 
Originally Posted by AdriaCraft

Please be advised that real money purchases will be capped during Technical Alpha. Also, be advised that all gold, progression, and purchases will be deleted from your account in the future during a planned Technical Alpha account wipe. Following the wipe, purchases made with real money from the store will receive the equivalent amount in credit.

As a thank you for helping us test our store, you will receive a special gift!

Real money purchases can only be transacted with an accepted US payment method in USD. Real money purchases are capped at $325. At the time of the wipe, purchases made with real money from the store will receive the equivalent credit (e.g. in Battle.net balance or by other means). WARNING: Changing your battle.net balance from USD to another currency will result in the inability to process this credit.

 
Besplatan Test Skinova, Heroja i Mounta
Blizzard će omogućiti besplatan test heroja, mounta i njihovih skinova single player igre.
Originally Posted by AdriaCraft
  • UI/ScreenHero/TryButton - TRY
  • UI/ScreenHero/TryButton/Tooltip - Click to launch a single player game where you can try this hero.
  • UI/ScreenMount/TryButton - TRY
  • UI/ScreenMount/TryButton/Tooltip - Click to launch a single player game where you can try this mount.
  • UI/ScreenSkin/TryButton - TRY
  • UI/ScreenSkin/TryButton/Tooltip - Click to launch a single player game where you can try this skin.
  • UI/Store/TryDialogMessage - Not yet implemented - pretend you are trying out this hero in a single player map.
  • UI/Store/TryDialogTitle - Hero Trial
 
Free to Play valuta je Gold. Gold dobijate kroz završavanje questova i igranja.

Gold Bonuses
EveryWin - Win Bonus FirstWinOfDay - First Win Of The Day Bonus Friendship - Play with Friend Bonus GameLength - Game Length Bonus
IGRTimePeriod - IGR Bonus Map - Featured Map Bonus Other - Other Bonus TimePeriod - Bonus Holiday
Originally Posted by AdriaCraft

Quests

  • UI/Quest/Complete - QUEST COMPLETE!
  • UI/Quest/EpicQuest - Epic Quest: 
  • UI/Quest/EpicQuest_Locked - Epic Quest: 
  • UI/Quest/Progress - %earned%/%total% COMPLETE
  • UI/Quest/Started - QUEST STARTED
  • UI/QuestReward/Gold - GOLD: %amount%
  • UI/QuestReward/TotalGold - %amount% GOLD
  • UI/QuestReward/TotalXP - %amount% XP
  • UI/QuestReward/XP - XP: %amount%
  • UI/QuestReward/XPAndGold - XP: %xp% / GOLD: %gold%
  • UI/NewQuestDialog/Button - CONTINUE
  • UI/NewQuestDialog/Description -  
  • UI/NewQuestDialog/DescriptionDaily - Come back each day for a new daily quest
  • UI/NewQuestDialog/QuestsUnlocked - Quests Unlocked!
  • UI/NewQuestDialog/QuestsUnlockedDescription - Complete Quests to earn gold and experience.Click "Ok" below to receive your first quest.
  • UI/NewQuestDialog/Title - New Quest!
  • UI/NewQuestDialog/TitleDaily - New Daily Quest!
  • UI/ScreenHero/QuestsButton - QUESTS
  • UI/ScreenHero/TalentsButton - TALENTS
  • UI/ScreenHero/BasicHeroQuests - Basic Hero Quests
  • UI/ScreenHero/EpicHeroQuests - Epic Hero Quests
  • UI/QuestDialog/Title - QUEST LOG
  • UI/QuestDialog/UnlockDailyQuests - Reach Player Level %rank%

Score Screen

  • UI/ScoreScreen/QuestsCompleted - QUESTS COMPLETED
  • UI/ScoreScreen/TotalGold - TOTAL GOLD
  • UI/ScoreScreen/TotalRewards - TOTAL REWARDS

Gold Amounts

Quest Gold Rewards
100 200 300 400
500 600 700 800
1000 1500 2000 3000
 
Levelovanjem otključavate nove Sadržaje
Dok levelujete, otključavaćete različite sadržaje u igri. Sa ovim, sigurno ćete morati da odigrate tutorial kako bi otključali bitne sadržaje same igre, koje možete pročitati u nastavku.

Levelup Unlocks
Quests Practice Cooperative Unranked Play
Shop Daily Quests Hero Quests Talents
Epic Hero Quests Arena Secret Shop More Secret Shop
Ranked Play Content Feed  
Originally Posted by AdriaCraft
  • UI/ContentFeedPanel/RewardsPanelDescription - Play games, complete quests, and level up to earn rewards!
  • UI/ContentFeedPanel/RewardsPanelRank - LEVEL %rank%
  • UI/ContentFeedPanel/RewardsPanelReward - %reward%
  • UI/ContentFeedPanel/RewardsPanelTitle - %userName%'s Progress

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Warlords of Draenor - Blog Post Uskoro, WoD Developer Tweetovi, Patch 5.4.7 Hotfixevi - 26 Februar

Warlords of Draenor - Blog Post Uskoro
Izgleda da ćemo uskoro videti prvi obećani Warlords of Draenor update danas ili sutra u toku dana! Drugi post govoriće nam o Healingu!



 
WoD Developer Tweetovi
Originally Posted by Blizzard Entertainment
Interesting. But if they're tied to certain specs, why make them talents at all? Why not keep it streamlined?
Because spec-specific talents are still talents. You still choose them over other choices. The choice may just be different.
(We already do this all the time in MoP, we just don't name them differently currently) (Source)

Druid
How many do druids have, just thought of that.
I think 30? The count hasn't changed since BlizzCon, I believe. (But several talents have) (Source)

Mage
There are 29 Mage talents
29 implies at least one of the tiers has an irregular amount of options. Looking forward to the update!
Four of the talent slots have a different talent for each spec. 17 shared + 4 spec-specific * 3 specs = 29
Mage talents have received significant revision. Currently: 12 brand new, 3 existing/old spells now talents, 4 w/ major changes. (Source)

Please tell me combustion was removed. I beg you. I have _HATED_ it ever since it was reworked before Cata.
Combustion has not been removed. It's pretty core to Fire Mage gameplay. (Source)

Monk
Keep that thesaurus handy when naming new Monk abilities. If I see the word "chi" in another spell, I'll know you ignored it!
I can tell you that there is one less 'Chi' named spell in the talent tree now, than there was at BlizzCon. *sly grin* (Source)

Are monks losing Healing Sphere in wod?
The spell to manually summon them, yes. Other spec abilities still summon them. Yes, changes will be made to account for this. (Source)
We're removing it because of the bad gameplay it provided, despite its power. Healing Sphere was spam clicking on an intended target's feet, trying to account for their movement and latency, tight hit area. (Source)

Paladin
There are a total of 25 unique Paladin talents, currently. May change, still pre-alpha, etc. (Source)

Rogue
wtb venom zest tooltip
Increases your maximum energy by 15. Increases your energy regeneration rate by 5% for every enemy you have poisoned, up to 3. (Source)

Shaman
What about a couple of the Shaman abilities being removed in the ~20% ability pruning?
Feral Spirits no longer have the Spirit Bite ability. (Source)

Anything change about Rainstorm since the Blizzcon iteration? That one in particular seemed dull for the dps inclined among us.
Condensation Totem remains. Storm Armor replaced with Shocking Lava, which increases Shock damage after Lava Burst/Lash, stacking. (Source)

Warlock
So are you saying that talents with spec-specific abilities will have those spec-specifics given unique names?
Yes. If I'm Affliction, I see Soulburn: Haunt in the left talent slot. If I'm Demo, I see Demonbolt. If Destro, Charred Remains. (Source)

What kind of interaction is there between Grimoire of Sup/Service/Sac Tier and Demonic Servitude?
Supremacy/Service fully support Demonic Servitude. Sacrificing your Doomguard/Infernal is probably a mistake.
Demonic Servitude makes your Summon Doomguard spell summon a permanent pet, instead of a temporary one.
The discussion is if we still have them as CDs if we don't pick servitude. I'd rather see them gone.
Yes, you still have them as cooldowns if you don't pick Demonic Servitude.
Demonic Servitude is intentionally simple, mostly passive, gameplay-wise. (Source)
 
Patch 5.4.7 Hotfixevi - 26 Februar
Originally Posted by Blizzard (Source)
Classes
  • Death Knight
    • Talents
      • Resolved an issue where overlapping Anti-Magic Zones were causing the effect to expire more quickly than intended.
  • Hunter
    • Hunter Pets
      • Resolved an issue where Hunter pets were able to incorrectly retain the Lightning Charge debuff from Servants of Siamat from the Lost City of the Tol'vir.
  • Mage
    • Frost
      • Resolved an issue where Icicles stored by Frost Mage's Mastery: Icicles was dealing more damage than intended when used against party or raid members that are under a Mind Control or Charm effect from NPCs in PvE.
  • Priest
    • General
      • Levitate can no longer be cast on players that are under the effects of a Nitro Boost.
      • Prayer of Mending's healing should now be reduced correctly when cast on a target with the Mortal Wounds effect.
    • Holy
      • Lightwell should no longer incorrectly consume an extra charge while healing players other than the casting Priest.
  • Shaman
    • General
      • Resolved an issue where the duplicated healing done by the Restoration version of Ascendance was incorrectly factoring in Battle Fatigue and healing reduction effects on allied targets a second time.
  • Warlock
    • Talents
      • Resolved an issue where players that are under a stealth effect can use up a Blood Horror charge without triggering the Horror effect.

Pet Battle
  • Resolved an issue that was causing Battle Pet abilities with a high miss chance to hit more often than intended.

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