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Author: FasumAga Date: Sunday, 31 August 2014
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Author: jovanmhn Date: Saturday, 30 August 2014

Warlords of Draenor - Blasted Lands Quest Line, Theorycraft Diskusija, Blue Teme

Warlords of Draenor - Blasted Lands Quest Line
Posle par WoD Buildova, Blasted Lands dobio je drastične izmene. Iron Horda je prošla kroz Dark Portal i preuzela je celu teritoriju. Thrall, Khadgar, Vindicator Maraad, i ostali NPC napravili su male kampove blizu Dark Portala, koji će Vam dati interesantne questove.

Na kraju Quest Lina, Thrall će Vam pomoći da ubijete Komadanta Iron Horde koja je prošla Dark Portal. Medjutim na kraju questa, ubačen je pogrešan cinematic.

Warlords of Draenor Theorycraft Diskusija
Originally Posted by Celestalon (Official Forums)
I was playing around with Devouring Plague and Multistrike tonight.
Changed Devouring Plague to just heal for 100% of its damage done, to solve this.

do you devs have additional factors in for things like incorrect items such as a warrior or paladin wearing cloth int gear so it doesn't count towards the item level
Not currently. Fighting low-level content in that manner is an inherently self-regulated form of gameplay. If you're willing to do silly stuff like that, you also would be willing to just buy high ilvl BoEs.

1. Thrash impact crits are proccing Primal Fury (i.e. generating 5 additional Rage) per target hit. Intended? Note that this does not affect ticks.
We're going to change that. We had erred in the player's favor on that, but it's looking simply too strong to balance.

2. Theck noted that Sacred Shield can Crit and MS. There was some question around whether or not T&C can do the same thing. I assume not.

I've also noticed some oddity with Sacred Shield tick amounts. (Full Post)
These are actually the same issue. Partial ticks in general are broken currently, and are doing the wrong amount of damage (usually 99.7% of a full tick or so)

Has the DR formula for Dodge / Parry from Agility / Strength respectively been posted? I don't remember seeing it anywhere.
It hasn't changed. I'd have to dig it up; I believe it's been fairly well documented elsewhere, hasn't it? If you can't find it, I can dig it up.

The latest Beta build has a new Multistrike passive for Unholy. Necrosis: Your Scourge Strike, Festering Strike, Plague Strike, Soul Reaper, and Pestilence multistrikes deal an additional (3% of Attack power) Shadow damage.

  • Multistrikes with the slated abilities (Soul Reaper, Scourge Strike, Plague Strike, Festering Strike and Pestilence) trigger the Necrosis event to occur.
  • Although triggered by mulstrikes from certain abilities, Necrosisis itself SEPARATE from the multistrikes that cause it. Its damage is in no way tied to the damage caused by those Multistrikes.
  • The shadow damage it deals can Multistrike on its own, can Critically hit and also benefits from the Dreadblade Mastery. The base damage dealt by the event is dependent on Attack Power.
  • Attacks with multiple components (Pestilence, Scourge Strike and Soul Reaper) have a chance to multistrike independently with each portion. Any of these multistrikes can trigger Necrosis

100% accurate.

Hoping for some clarification on Shadow Reflection intended behavior. (Full Post)
All of those are intended, with one exception. SV should work for its own Rupture; that's a bug that it's not working.

The FW one is unfortunately intended due to a technical reason, so we're just tuning around it.

Just confirming some of the interactions for the new Elemental Discharge mastery

Only the listed spells can proc charges (Chain Lightning, Earth Shock, Lightning Bolt for nature, Lava Beam, Flame Shock, Lava Burst for fire).
Charges can proc on multistrikes of the listed spells
Discharges can crit and multistrike, but will never proc charges as they are distinct spells which are not listed for Elemental Discharge

[edit]Brightleaf just confirmed that Discharges can multistrike, but it doesn't appear that multistrikes can proc charges. Forgot about double dipping so now it all makes sense.

All correct, counting the edit in this post. (Lightning Bolt multistrikes do not proc Lightning Charge). However, we're still considering revision to the Elemental Shaman mastery, FYI.

How much versatility rating is 1% increased damage?
At level 100: 130 Versatility Rating = +1% Dmg/Healing/Absorbs, -0.5% DmgTaken.

As an aside, is there any particular reason why mastery doesn't buff 5 mastery (550 rating)?
We don't use the term "Rating" in-game anymore, only under the hood and in talking to theorycrafters and experienced players. So when we say "5 Mastery" in-game, that refers to 5 Mastery Rating. For all of the other buffs, we can give the %. "5 Crit" means 5 Crit Rating, but "5% Crit" means 5% crit chance. However, that doesn't work for Mastery. I can't say "5% Mastery", since every spec's Mastery has a different conversion rate.

The current mana costs of "efficiency spells" and base regen at level 100 do not appear to at all be lining up with the design goal Celestalon explained in the active mana regen removal post. If I understand correctly, efficient heals are supposed to be mana positive, and you are supposed to be gaining back mana while using them, and you can then dump off excess mana in exchange for burst and using "throughput" spells. Currently, almost all of the efficient spells are actually severely mana negative.

These mana costs are fairly comparable across all classes. The mana costs on all healing spells, or at least those intended to be efficient seem to be upwards of 40% higher than they would need to be to even be mana neutral let alone mana positive. Is this intended, or are the mana costs currently way off?

There's a difference between spamming your efficient direct heal, and doing an efficient rotation. There are things like Holy Shock and HoPo spenders for Paladins, etc. For Druids, there's just Lifebloom in that regard. It's possible that it's mistuned, but we're not seeing Druids having mana problems in internal testing. In particular, we're concerned that Wild Growth is too much throughput, since it can be made free with Omen of Clarity, making AoE healing feel too reliant on OoC.

Quick clarification about multistrike and absorb interactions. As I reported earlier, in my tests with Sacred Shield, I observed the following numeric results (expressed in normalized form).... (Full Post)

This raises a few questions
1) Is this intended, or is it a bug?
2) If it is not a bug, then are crit modifiers applied in the obvious way (i.e. crit_mod would become 1.02)?
3) If it is a bug, and for damage and healing spells in general, do crit modifier bonuses apply to the multistrikes (I assume the answer to this is yes, but may as well ask)?
4) Is this crit/ms behavior intended for all absorbs in the game now, or is it just Sacred Shield?

1) Intended due to technical necessity. Absorbs (or rather, aura applications in general) cannot actually multistrike; we just simulate multistrikes by varying the amount of the absorb, based on your multistrike chance. Same as how Crit has been for Discipline on PW:s for a while now.
2) Yes. Crit multipliers should apply identically to how they do for an actual crit heal.
3) n/a?
4) It's not a blanket thing, no. Just on a few that we want to not decrease in value as your crit/multistrike go up. The full list of affected spells right now is Sacred Shield, Power Word: Shield, and Clarity of Will. Spirit Shell also accounts for Multistrike and Crit but it averages them out, no random chance (not that that really matters right now, since we've removed Spirit Shell, but just FYI in case it were to return in the future or something).

gainst the clump of 3 target dummies in shattrath, I'm either seeing 3, 3+3, or 3+3+3 chain lightning events (counting multistrikes). Seems to imply that multistrike roll(s) are done on spell cast rather than
This is actually only the case for Chain Lightning; we custom did how Multistrike works for Chain Lightning, in order to make it feel the same as Elemental Overload did. Here's the logic, in case it's not obvious: On cast, roll multistrike chance once. Instead of multistriking, cast that many copies of a second Chain Lightning Multistrike spell (different spellID) at a random target that was hit by the initial Chain Lightning (random target selection per cast; could be different targets for each of the two multistrikes).

In regards to responsiveness change and hunter traps. Other than the change with removal of arming time is the removal of the batches every 400ms the only thing influencing the more responsive traps? I haven't had the chance to get into any pve or pvp with fast moving units on beta to check, but currently on live anything moving above a certain speed simply would not trigger a trap (even well after the arming time had come and gone). Guessing this has something to do with these batch processes and the location check attached to traps. Did traps get further changes to fix those issues or did the arming time in addition to the 400ms removal lead to the incredibly responsive traps we are seeing on beta?
More than that. Traps have used this extremely archaic system for hit detection which was literally 13 years old and only use for Hunter Traps.... until now. Now they use the same, responsive system for hit detection as most other responsive area effects (everything from Void Zones to Rings of Peace).

Quick clarification needed. For mastery, the tooltip always rounds down to the closest percent. Is this just a tooltip display rounding? I did some tests with BM and if I didn't round down I would get slightly off numbers, but it's possible I was doing something else wrong.
In *most* cases the rounding is just a tooltip display thing. However, there *are* a couple rare cases where it is actually rounded, one way or another. Master of Beasts was one of those cases, I believe. However, I don't believe it needed to be. Just fixed it to not be rounded. Give it a try in a few builds. In general, assume that Mastery effects are not rounded, and if you ever find that they are, report that as a bug. There may be one or two cases where we have to round it for some reason, but we can evaluate that then.

Protection warrior blood craze seems to be behaving strangely, here are some questions.
I think most of your questions can be summed up by saying: It's a rolling periodic effect, just like Ignite (for example). The total healing amount should match the total expected healing amount. It's still a periodic though, and so refreshing it results in an extra tick. See if that explains all of your questions, and lemme know if anything is still unclear.

However, one thing is a bug: Blood Craze itself multistriking. It should not be able to. Fixed for next next build. That actually may have been re-triggering itself, even, not sure.

6: In battle/gladiator stance you lose the unwavering sentinel +15% HP buff. Is that intended? On live the HP is retained in battle stance, but is it different now so that gladiator DPS warriors don't benefit from the HP?
Yes, Unwavering Sentinel is intentionally Defensive Stance only. I'll update its tooltip to reflect that.

7: Impending victory seems to be healing for something like 21-22% of max HP, either in defensive stance or gladiator (lower HP) stance. Why is this different than tooltip 25%?
Bug. It was doing 20%. (And you were seeing a bit more due to Resolve, I'm guessing. Resolve should affect it).

Any updates on doom snapshotting? Currently, it is not snapshotting anything, whether it be the damage bonus from meta, or the mastery increase from dark soul, as shown below:
Just haven't gotten to it yet.

1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?

1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.

Follow-up testing to my previous question:

It looks like missed attacks are currently not proccing any multistrike rolls, while multistrikes from landed attacks are able to miss. This one-sided roll is punishing on auto-attacks. Shouldn't multistrikes be 2 completely independent rolls of the ability used?

Also, when you prevented missed attacks from proccing multistrikes, it looks like you forgot to extend that to avoided attacks as well, but that should be fine if you revert the missed multistrike change.

Way we're going to go with Multistrikes (it'll be a few builds before it gets working this way, FYI):

Missed/Dodged/Parried/Immuned/Evaded attacks cannot Multistrike. Multistrikes always hit.

Warlords of Draenor Beta - Dungeon Tuning
Originally Posted by Watcher (Official Forums)
I'd say that right now our Normal dungeons are harder than intended, with the exception of Bloodmaul Slag Mines which is in a pretty good place. We'll be opening Heroic dungeons for testing shortly, and there's a bit more room for the challenge and coordination you desire in that context.

Remember, these are Normal dungeons, which will gear players up for Raid Finder. When thinking about or giving feedback on whether they're "overtuned" or "just right" or the like, approach it from the perspective of how comfortable you'd feel doing the dungeon as a solo queuer with four random players on live servers. That's why we ask for feedback to be prefaced with information about the group makeup and background, because it's hard to overstate the difference between a LFG pick-up group and a group of 14/14H guildmates who are on Mumble.

Blue Tweetovi
Originally Posted by Blizzard Entertainment
i cant seem to find icy talons (45% attack speed) anywhere but i can tell frost has it looking at attack speed. thoughts?
We're trying out hiding some passives that you don't need to know about for gameplay, to reduce spellbook clutter. (Celestalon)
i like seing everything cause i wanna know exactly how my spec is working. Just my grain of salt
We're planning to keep it documented somewhere out of game, at least. (Celestalon)
lol.. Passives u dont need to know about... If i dont need to know it, why dont you just remove it entirely?
What's the "worst idea yet" for you, may not be for many others. Something like increased attack speed doesn't... (Celestalon)
...matter to your ability to understand how to play, what buttons to use, etc. Just a feel/throughput difference. (Celestalon)
You're going to end up with new players not understanding why their other melee don't attack as fast.
That's indeed the risk. But, does that matter to the new player's ability to play/enjoy/group/etc? (Celestalon)
New players aren't failing to learn b/c too many tooltips, just not enough demonstration/application
You'd be surprised. Remember that not every player is your type of player. (Celestalon)

Why Flurry change? Enh wasn't spammy and I don't want to play a spammy class.
It provides the option for haste to have a non-passive impact on your rotation. You could still avoid haste if you choose. (Celestalon)

Explain gladiator stance in the context of Feral spec being forcibly slip into a DPS and Tanking spec please.
Just as with Feral/Guardian, you can't do both Gladiator/Tanking in the same fight. Same thing. (Celestalon)
with respect it's not, you made them 2 specs and now I can't DPS as guardian unless I respec, and have lost most cat skills
Right, which is the same deal as Prot. Perhaps you're missing that you can't swap in/out of Gladiator Stance in combat? (Celestalon)
and by all accounts gladiator stance is instant cast, a lot easier to switch roles with that then changing your whole spec.
Sure, it's instant vs cast time to switch. It's also a lot less of a change, far fewer abilities, powers, etc. Much more signif. (Celestalon)

Mostly concerned for casual guilds that don't do the weekly raid thing. Not really any income for them!
We want to increase gold income, in relative terms, from a variety of group activities (dungeons, etc.). (WatcherDev)

Will the testing for Heroic (due to flexing) occur similar to how LFR/Flex did for 6.0 while Mythic retains the set dates/times?
Normal and LFR will be more open-ended. Heroic and Mythic will have set times. (WatcherDev)

Hey you may have been asked this, but will there be an option to cap CQ points through playing only arena?
yes arena and RBG caps are the same (holinka)

maybe was answered but, in a pve server if i leave a finished battleground still pvp flagged for 5 min in wod?
We're considering changing that. (holinka)

Can the vicious saddle mounts b made account bound once learnt plz. The items r but not the mounts.
It's intentional. We want them to be a new goal each season. (holinka)
Why not add new mounts each season instead?
that's our hope but sometimes we don't have the resources (holinka)

Will we ever see the day that rating requirement is needed on certain gear other then a simple cosmetic.
Probably not. We didn't like the chicken & egg scenario it created at certain rating milestones (especially with weapons). (holinka)

Warlords of Draenor - Nove Varijtante Lica Character Modela, Beasts of the Savage Lands – Frostfire Ridge, Blue Teme

Warlords of Draenor - Nove Varijtante Lica Character Modela
Chris Robinson dao je više informacije o problemu lica novih character modela.

Beasts of the Savage Lands – Frostfire Ridge
Originally Posted by Blizzard (Source)
Arming yourself with knowledge is essential if you’re hoping to survive the savage world of Draenor. In this series, we’ll talk about the different creatures you may encounter as you explore this untamed world. While not comprehensive, this should give you an idea of what to expect as you prepare to face the challenges ahead. Here’s a look at some of the creatures that can be found in Frostfire Ridge:

Ancient creatures of molten stone, the magnaron are directly descended from the colossals who first shaped Draenor. There are few living today who can communicate with these enigmatic giants, and fewer still who understand their seemingly chaotic motivations. Among the roiling lava spouts of Frostfire Ridge, the magnaron carve fiery sigils into the earth and shape entire mountains to their needs. Magnaron have been known to both enslave and befriend elemental furies, and they are seldom alone. Approach with caution!


Ogres, gronn, and magnaron all share a common lineage, with the beastly ogron demonstrating the missing link between savage gronn and their smaller, more numerous children. They take in their surroundings with a single yellow eye—slow to blink and even slower to comprehend. Too idiotic to disobey orders, but big and dangerous enough to keep even unruly ogres in line, ogron serve as expendable muscle for ogre leaders from warlords all the way up to the emperor himself. Any champions seeking to overthrow ogres in power had best prepare to face down one or more ogron towering in their way.


The versatile, flying rylak have adapted to climates across Draenor, but their greatest density is in Frostfire Ridge. Here, warm volcanic stone ledges make for excellent nesting sites, while snowy featureless expanses serve as prime hunting grounds for these ferocious predators to seek flesh with their dual sets of eyes and nostrils. Their thick hides protect them from the elements, as well as from the arrows of frustrated hunters. Adventurers seeking to display a two-headed rylak trophy should remain wary of both sets of fangs . . . and those seeking to tame a new mount should consider the Iron Horde’s tendency to armor the largest rylaks and lead them into combat.

Only the hardiest can survive the unforgiving climate of Frostfire Ridge. Numbering among the natives are the sturdy frostwolves. The Frostwolf orc clan has taken these beasts as their symbol and namesake, and the orcs and their wolf companions fight and hunt together as an extended pack family.

Explorers in Frostfire Ridge should be wary of the frostwolf’s undomesticated cousin, the dangerous garn. These enormous beasts, twice the mass of an Azerothian bear, are identified by their massive jaws and jet-black fur. Even the Frostwolf orcs fear the unruly and wild garn.

There are still countless other dangerous creatures out there, all of them looking forward to their next adventurer-sized meal—so keep your eyes open and your weapons sharp. Do you have what it takes to survive in Draenor?

Warlords of Draenor - Upcoming Warrior Changes
Originally Posted by Blizzard (Source)
So, we don't often share our thoughts on upcoming changes this early, as plans can change very rapidly. Please keep in mind that none of the following is set in stone – it hasn't even been developed yet – and there’s any number of issues that could cause us to decide to take a different approach. That said, we definitely agree that Arms feels a bit empty at the moment, and want to fill it out a bit more, and we want to add some talent choices to both Arms and Fury that provide options for more involved gameplay. Here’s what we're thinking:

  • Rage generation increased by 20% for Arms.
  • Rend returns for Arms. Costs 10 Rage, deals damage over 18sec, with a burst of bleed damage at the end. Total damage is similar to a Mortal Strike.
  • Thunder Clap is usable in any stance. AoE damage and snares, 6sec cooldown. 30 Rage cost for Arms, free for Protection.
  • We’re replace the level 45 talent row (Staggering Shout / Piercing Howl / Disrupting Shout) with:
  • Varies by spec:
  • Arms – Taste for Blood: Passive. Rend ticks grant 3 Rage.
  • Fury – Furious Strikes: Passive. Reduces the cost of Wild Strike by 10 Rage.
  • Protection – Heavy Repercussions: Passive. Shield Slam deals 50% additional damage while Shield Block or Shield Charge is active.
  • Sudden Death: Passive. Auto attacks have a chance to trigger Sudden Death, making your next Execute free and usable on targets above 20% health.
  • Varies by spec:
  • Arms – Slam: Active ability. Costs 10 Rage. Deals 100% weapon damage. Each consecutive use increases Slam’s damage by 50% and Rage cost by 100%, stacking up to 2 times.
  • Fury – Unquenchable Thirst: Passive. Bloodthirst has no cooldown.
  • Protection – Unyielding Strikes: Passive. Devastate reduces the Rage cost of Heroic Strike by 6, stacking up to 5 times. Lasts 10 sec. No longer refreshes while at 5 stacks.

Again, this is all very much in the formative stages. Any or all of the above could end up changing in any number of ways. But we are listening, and are doing our best to make Warrior gameplay awesome in Warlords.

EDIT: As mentioned, lots of iteration on these early plans. Changed the +25% Rage gen to +20%, so that 3.6speed weapon swings generate an even 30 rage. Changed Slam's max stack count to 2, since Slamming at any point higher than that is a trap.

EDIT 2: Clarified that Heavy Repercussions does count Shield Charge as well.

(Finally, and this is mild, but the flavor names for skills/passives for warriors could stand to be a little bit cooler. "Unyielding Strikes" is up there with "Unwavering Sentinel" for being florid.)
"Hey guys, I'm ready to make that post about DPS Warrior plans, but we don't have a name for that idea we brainstormed an hour ago. Relentless something... Frequent attacks turn into Heroic Strike spam... Unyielding? Sure, Unyielding sounds good. Unyielding Strikes. *clicks Submit*"

The earlier we let you see into the design process, the more unpolished it will be. That said, I don't know that Unyielding Strikes is the worst name...

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Death Knight
Minor Glyph of Thrilling: When your Army of the Dead is summoned, /dance will cause them to do the Thriller routine. Can has?
That's been on my rainy-day list for a while. It'll probably be on that list for a while longer. (Celestalon)

Will LI for Feral's give us back moonfire or is it going to be changed? If yes can we use moonfire out of form?
Gives you Moonfire. Requires Cat. (Celestalon)
Literally "Moonfire" or going to reflavor?
Literally Moonfire. (Celestalon)

Yeah, in between every quest mob that takes me down to 10% HP I will "conjure food" and eat for 20 sec.
If every quest mob is taking you down to 10% HP, you can spend those 20sec figuring out how to perform better. (Celestalon)
mechanics are during combat, and instant we have to sit down and eat AFTER, and if we die? Oh well, too bad your a mage.
Most of the self-sustainability stuff we've added or improved is for after combat. During combat, you should kill the enemy. (Celestalon)

Will we ever see petless Frost Mage?
No, Squirt is a core, iconic part of Frost Mages' kit. (Celestalon)

Fact is mages have 2 self-heals, Evocate (which sucks) and Temporal Shield.
Right, because Mages are about avoiding damage, not healing through it. (Celestalon)

Is Arcane Orb supposed to hit more than one per target?
We're trying "yes" for now. May be too strong. (Celestalon)

Will Arcane Blast's multistrike's hits grant Arcane Charges? And multstrike for arcane missles, will they proc for each wave?
No. Yes. (Celestalon)

Ret pali revamp incoming?
Nope. Ret just needs tweaks. (Celestalon)

anymore plans to improve combo points? their UI is so archaic , would love something similar to holy power
Leaving it for now, to maintain consistency for existing Rogues. (Celestalon)

More or less done with Enhance? Seems pretty great to me.
More than less. (Celestalon)

Does it concern you that Destro does more dps than Demo, while being more simple to learn and master? Effort should be rewarded.
Yes. (Celestalon)

Any huge Warlock changes coming up, or are you guys satisfied with where we ended in Mists?
Tweaks coming, no major changes. (Celestalon)

At the end of WoD, I anticipate druid tanks that stack MS having over 1 mil health, if not far more. HP, high, dps, low
A) It'll be more than that. B) DPS Low? Huh? (Celestalon)
Why bother with an item squish if youre just going back to SOO numbers in WOD? Will you squish every expac?
Tank health is not the same as all numbers. (Celestalon)
will that be consistent or will DPS be lower relative to the tanks in WoD? (less than half? 1/4th?)
DPS will absolutely be lower health, relative to tanks. That's why I said that. (Celestalon)

Any chance flex raids go down to 5 people? Would like to play w/ 1 or 2 friends, but getting 7 good people to join us is tough.
In many cases, raid mechanics break down completely below a certain size. Group Finder in Warlords should help you find a few more (WatcherDev)

What about the information on battleground objectives being displayed on the map and such? That still in?
It did not make it for 6.0 unfortunately (holinka)

Related to my last tweet: holy moly the default arena frames are terrible. my friend, maybe an update in WoD for those?
Not at 6.0 but we'd like to build a complete UI solution for enemy frames in PvP. But it got cut for 6.0. (holinka)

I'd still like to know your position on abilities that really unbalance class vs class in PvP. Rock, Paper, Scissors isn't ideal
We want classes to have powerful and unique things about them whenever possible. We don't want to balance to mediocrity. (holinka)

if the mmr tanking issues are a side effect to the deserter fix can we expect it to be fixed properly to drop the way it used to?
No (holinka)

Why do this and dont just instead make normal pve - non elite pvp share same model.
It is a matter of how much content we can produce each tier. We've elected to do different models for elite. (holinka)

They must not have a lot of faith in Ashran WPVP if they’re going to force it by putting both capitals in it.
Not sure how we're forcing it on you. The capital hubs are just outside Ashran. You don't have to go there. (holinka)

Will there also be a way to get unflagged faster once you are flagged? Being flagged for 5 mins after leaving a BG feels pointless
There was a time when people would abuse those queues to escape world PvP confrontations. With the new rule, it may not be necessary (holinka)

do you have an opinion/goal for how long the average 2s/3s match should last?
5-10 minutes is a good goal (holinka)

Warlords of Draenor Blue Teme
Originally Posted by Blizzard Entertainment
Siege of Orgrimmar Feedback Thread
Siege of Orgrimmar should be testable, including Mythic difficulty, and should be open throughout the Beta period. I'm definitely interested in hearing feedback about all difficulties. Please specify your group experience, which difficulty you did, and overall impressions like the above.

Abilities that felt wildly untuned or bugged are particularly worth noting.

In general, we're erring on the side of converted SoO feeling a bit easier than it does in 5.4. (That's part of why the Feats of Strength for clearing Siege will stop being available in 6.0, instead of when Draenor unlocks. (Source)

Soloing old Raid Content
We'll make changes to older encounters if it's needed for players to retain the ability to solo raid content from previous expansions.

While you're at it, could you guys make it so we can do Thorim in Ulduar without having to be one of a few classes or really lucky/fast? And don't forget Dreamwalker from ICC!

We're making a change at some point in the future to some legacy raids that includes changing it so Thorim no longer spawns a deathball and reset when his arena is empty.

You can also skip Valithria if you're an engineer.
That fight will become optional, so non-healers can get past the fight.

That fight will become optional, so non-healers can get past the fight.
Great news EXCEPT for the fact that we still won't be able to farm her for transmog gear.[/i]
If you really want items off that encounter as a class that is unable to heal, make friends with a healer and ask them (nicely) to help out. (Source)

Mists of Pandaria Cinematic Ending - Bottoms Up! Warlords of Draenor - Molten Corgi Pet

Mists of Pandaria Cinematic Ending - Bottoms Up!
Izgleda da nismo do kraja pogledali Mists of Pandaria Cinematic!

Originally Posted by Blizzard (Source)
We recently found some extra footage shot just moments after the Mists of Pandaria cinematic, when these two characters had their conflict cut short by Chen Stormstout.
Warlords of Draenor - Molten Corgi Pet
Jonathan LeCraft upravo je objavio verovatno najbolji pet u Warlords of Draenor - Molten Corgi!

Naxxramas, the Floating Necropolis

Zeriyah je objavio blog gde možemo pročitati istoriju Naxxramasa. Pored same priče o Naxxramasu tu su i detalji o bossevima.
Originally Posted by Blizzard 

One of the most iconic raid dungeons in World of Warcraft, the floating citadel known as Naxxramas, will soon make its debut in Hearthstone with Curse of Naxxramas: A Hearthstone Adventure. Today, we’re going to take a look into the history of Naxxramas for those of you who are unfamiliar with the undead terrors that lurk inside the necropolis’ creepy corridors.

Kel’Thuzad: A Thirst for Power

High above the bitter cold of Dragonblight in the continent of Northrend, the ancient Nerubian necropolis known as Naxxramas looms in the skies, casting a dark shadow on the barren tundra that lies beneath it. Safe from most terrors that may threaten it, Naxxramas is an effective holding ground for a host of undead horrors, ready to strengthen the influence and reach of the undead Scourge at a moment’s notice.

The archlich known as Kel’Thuzad sits at the seat of power within Naxxramas, coordinating the normally mindless Scourge into a fighting force for the Lich King. In his mortal days, Kel’Thuzad was once a powerful human mage and high-ranking member of the Kirin Tor, working under the great Archmage Antonidas, leader of the Kirin Tor at the time. The Kirin Tor had a wealth of secrets and knowledge at their disposal, and Kel’Thuzad spent countless hours devouring every bit of knowledge he could get his hands on—even the darkest and most unthinkable of arcane arts, such as necromancy. He became increasingly more reclusive and shunned by his peers the further he delved into forbidden magic.

The Lich King sought out Azeroth’s most powerful and ambitious individuals to bend to his will, sending out a mental summons to those he thought could easily be swayed by the promise of power. Kel’Thuzad was the first to answer the Lich King’s call. He saw the power the Lich King held over the undead and desired such power for his own, so he offered his services as a mage to the Lich King in whatever manner he desired. After a long, tortured journey to the frozen wastes of Northrend, Kel’Thuzad knelt at the feet of the Lich King and offered him not just his loyalty, but his soul as well.

“As my lieutenant, you will gain knowledge and magic to surpass your most ambitious dreams. But in return, living or dead, you will serve me for the rest of your days. If you betray me, I shall make you into one of my mindless ones, and you will serve me still.”

The Lich King’s words were both a threat and a promise. Kel’Thuzad would become his lieutenant, carrying out the Lich King’s whims, but in return he would gain power beyond his wildest dreams. Kel’Thuzad accepted these terms . . .  as if he had much of a choice in the matter.

Inside the Necropolis

The lich Kel’Thuzad uses Naxxramas as a base of operations for the undead Scourge, separating the citadel into four specialized quarters to train his minions:

The Arachnid Quarter

The Arachnid Quarter houses undead nerubians, an ancient race of intelligent arachnoid beings. Normally highly reclusive and suspicious of outsiders, living nerubians fought valiantly against the undead Scourge, but were overwhelmed by their numbers. While living nerubians were immune to the undead plague, nothing could prevent the Lich King from bringing back the fallen to join the Scourge in undeath. 

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One of the minions raised by the Lich King was the Crypt Lord Anub’Rekhan. In life, he was one of the nerubians’ most powerful lords. Now, he guards the doors of the Arachnid Quarter that house . . .

Grand Widow Faerlina. Once one of the high-ranking members of the Cult of the Damned under Kel’Thuzad, in death she breeds and takes care of the seemingly endless amount of arachnids that swarm from the depths of the citadel. A master of poisons, she has a keen understanding of what makes mortals suffer. The poisons she concocts comes from the spiderlings produced by . . .

Maexxna, a massive spider taken from the depths of Northrend. She feasts on those foolish enough to enter the necropolis, producing spider after spider that Kel’Thuzad uses to his own foul ends.

The Plague Quarter

Rife with monstrosities twisted by the undead plague, the Plague Quarter produces and refines the plague into highly efficient weapons, bent on destroying all of humanity as a part of Kel’Thuzad’s undead army.

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Noth the Plaguebringer was once a reputable mage of Dalaran, who heard the call of the Lich King in much the same way Kel’Thuzad did. Also driven by power, he accepted the summons to serve the needs of the Scourge with his skills in necromancy and curse-weaving. However, when Noth saw that the Third War was taking numerous innocent lives, he began second guessing his decision to join Kel’Thuzad. Kel’Thuzad swiftly dealt with Noth’s growing compassion by freezing the living heart in Noth’s chest.

Heigan the Unclean was the mastermind behind the magic of the cauldrons that quickly spread the undead plague through Lordaeron, corrupting not just the humans, but the flora and fauna in the area as well. The entire wilderness surrounding Lordaeron is now referred to as “the Plaguelands”—thanks in no small part to Heigan’s handiwork.

A prime example of how the plague manifested in the local flora and fauna is the twisted fen creeper Loatheb. In a twisted mockery of the plant kingdom’s natural ability to regenerate, Loatheb can summon deadly spores that quickly spread a sickening miasma that turns magical healing arts against those who wield them.

The Military Quarter

Many of the humans and their loyal mounts who were once soldiers in Lordaeron’s army now find their martial talents put to use in Naxxramas’s Military Quarter. Here, in service to Kel’Thuzad and the Lich King, they hone their skills far past what they could have accomplished in life. Leaders, trainers, and military coordinators—all use their talents to coordinate the Scourge into a powerful fighting force rather than a mindless horde. Many Death Knights begin their training within this quarter under the direction of its powerful lieutenants.

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Instructor Razuvious is the trainer of the Death Knights, the fiercest and most loyal of the Lich King’s servants. His strikes are sure and deadly, and it is rumored that only students under his tutelage can withstand even a single blow of his deadly runeblade.

Gothik the Harvester, master of necromancy, teaches young Death Knights the power of summoning the undead to their aid. Even the most novice Death Knight can call the lifeless from their graves, thanks to Gothik’s dark and sinister techniques. Ghosts, ghouls, skeletons—none are safe from Gothik’s influence.

Kel’Thuzad’s royal guard can be found in the Four Horsemen, each with their own twisted powers at their disposal: Lady Blameaux is a master of the shadow, able to drain the essence of life from those she encounters; Thane Korth’azz controls the destructive power of fire, and can even call forth fiery meteors from the skies; Sir Zeliek was once a paladin, so powerful in life that he can still wield the Light in death; and Baron Rivendare, once a friend of Kel’Thuzad, now continues to serve his old comrade in death with his corrupting powers and skeletal Deathcharger.

The Construct Quarter

The Construct Quarter houses various nightmarish abominations stitched together from the once-living. A steady stream of toxic slime flows through this wing of Naxxramas; though it doesn’t pose a threat to the undead constructs that shamble about within, the viscous ooze is deadly to those who still enjoy doing things like breathing and having a pulse.

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Patchwerk is one of Kel’Thuzad’s most powerful abominations—his strength and speed come as a shock to those that may face him in combat. Far from a sluggish, mindless undead, Patchwerk uses his immense power to pulverize any tiny meat thing that may face him with a flurry of potent, powerful attacks. He just wants to play!

Grobbulus lurks deeper in the Construct Quarter, carrying the same ooze that flows through Naxxramas within its hulking form. Grobbulus is a flesh giant, the first successful one of its kind, created to build a formidable army capable of quickly spreading the undead plague. One of Grobbulus’ limbs has been replaced with a syringe, which it uses to inject the plague slime of Naxxramas into its enemies.

The undead plague-dog Gluth sits obediently within Naxxramas, awaiting orders from his masters. No doggie biscuit can satisfy Gluth’s ravenous hunger. It is rumored that Gluth can easily devour an army of undead on a daily basis, which Gluth uses to knit his own decaying flesh back together.

The final hulking horror that stands within the Construct Quarter is Thaddius. Pieced together from the flesh of the innocent, this massive abomination dwells in one of Naxxramas’ experimental laboratories, flanked by two huge wights—Stalagg and Feugen. Powerful bolts of electricity arc through the laboratory, supercharging Thaddius and his wight minions.

Frostwyrm Lair

At the pinnacle of Naxxramas awaits Kel’Thuzad himself, who is protected by the ancient skeletal frost wyrm Sapphiron. 

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Once one of Malygos’ blue dragonflight, Sapphiron was slain by Arthas Menethil and raised from the dead to guard Kel’Thuzad for all of eternity. Like many of the blue dragonflight, Sapphiron had immense magical power, which was only magnified by the fact that the Lich King personally resurrected him to serve the Scourge. The chill of frost is at his command, and he uses his magic to defend Kel’Thuzad at all costs. 


The true mastermind behind the secrets of the necropolis (just kidding—he’s just a cat!), Mr. Bigglesworth is said to be the last thing connecting Kel’Thuzad to his once mortal life.Meow!

Are you ready to face the terrors of Naxxramas in some epic card-slinging Hearthstone strategy? The wretched champions of the Scourge and their minions await your challenge in Curse of Naxxramas: A Hearthstone Adventure, coming soon!

Rob Pardo Napustio Blizzard

Glavni Kreativni Direktor Rob Prado, objavio je danas da napušta svoje radno mesto u Blizzardu posle punih 17 godina rada u toj kompaniji! Pardo nije ostavio svoj komentar zašto je napustio firmu u kojoj je bio jedan od veterana, ali je spomenuo da će leto provesti sa svojom familijom.

rob prado
Originally Posted by Blizzard (Source)
Every ending is a beginning and today marks a new beginning for me.

After 17 years at Blizzard, with long and careful contemplation, I have made a difficult and bittersweet but ultimately exciting decision to pursue the next chapter in my life and career.

Before I even joined Blizzard, I was already a huge fan of the company and its games. In particular, I was extremely passionate about the emerging genre of real-time strategy games. It was a dream come true when I was given the opportunity to work on StarCraft, which at the time was being created by a very small team by today’s standards. It was tremendously fulfilling to get to know everyone on the team personally and to contribute our energies toward a shared goal in such a creative and engaging environment.

Blizzard Entertainment has been simply the best place in the world to be a game designer. The best aspect of designing games at Blizzard is that the entire company is passionate about the gameplay within each and every product. From the executive team to customer service to our global offices, every single person is a player and contributes to making the best possible games. It’s for very good reason that the first credit on every Blizzard game is “Game Design by Blizzard Entertainment.”

I’m really proud of the contributions I was able to make to Blizzard’s accomplishments. From building lasting games, to supporting the growth of eSports, to extending the Warcraft world into a feature film, and of course to being able to celebrate our shared passions with the Blizzard community online and at BlizzCon.

The Blizzard community is ultimately the reason why we come to work every day and pour our souls into every world and experience we create. Blizzard’s players are the most passionate in the world and your commitment and dedication are truly awesome to behold. Creating entertainment for you has been an incredible opportunity, and I know that you will continue to grow and become even stronger as a community over the years to come. It has been so meaningful on a personal level to help create joy for all of you.

I’m looking forward to new challenges in my career, but I will always cherish the time I spent with you all and the amazing and collaborative teams at Blizzard. It was both satisfying and humbling, and it made me a better developer and a better person. I look forward to playing Blizzard games as a player for many years to come. Most important, now I have plenty of time to learn how to build a competitive Hearthstone deck.
As to what I will be doing next, I don’t have an answer for you yet . . . but I will “when it’s ready.” My priorities are to enjoy the summer with my family, play plenty of games, and think about what’s next. The game industry is such an exciting place right now with PC gaming thriving, the new consoles, mobile games, and virtual reality becoming an actual reality. It’s like having an empty quest log and going into a new zone for the first time.
In the past, I haven’t been the most avid Twitter user, but I’ll strive to do better and keep you updated there—@Rob_Pardo. Please stay in touch!


Naxxramas Development Update, Stuck In-Game / Nepoznat Bug Ispravka

Naxxramas Development Update
Aratil je na zvaničnom forumu objasnio igračima zašto je odložen post sa Naxxramas cenama.
Originally Posted by Blizzard (Source)

Pricing Clarification

There have been quite a few questions regarding this, so I'm going to try my best to answer it here.

Adventure Mode is a completely new thing for us; in fact, Hearthstone itself is still quite new. There are a lot of factors to consider when determining pricing and we want it to feel accessible to newer players as well as obtainable by players who do not wish to spend real money. This requires not only a lot of research on our part, but also a lot of back and forth on what could work and what won't. In fact, it took us a while to even determine that we wanted to separate the Curse of Naxxramas Adventure Mode into different wings.
With that said, when I originally announced that we were targeting to announce Naxxramas pricing details on July 1st, I did not realize that we were still going through one last round of internal review regarding the pricing details, so you can definitely blame that one on me. We're close though!

Polish & Bug Fixing

Took me a while to find out the answers to this question, since I don't directly have access to this information. We recently just completed all major implementation tasks and are now working on polish as well as some final implementation items.

Our primary focus now is on bug fixing and getting the game ready for ship. The team has fixed over 200 bugs just in the last week alone, and new bugs continue to be discovered. After all of the identified bugs have been addressed, the game will still need to undergo several rounds of quality assurance tests to ensure that the game is ready.
Stuck In-Game / Nepoznat Bug Ispravka
Ukoliko ste imali problem sa reconnectovanjem u igru koja se zamrzne, Blizzard je to upravo ispravio i zvanično se oglasio na forumu povodom tog problema.
Originally Posted by Blizzard (Source)

We have recently put in a fix that should help to resolve the connecting to a "dead" game against Unknown Opponent issue. With that being said, I wanted to clarify what was addressed.

The fix was to address players getting put back into games that were not valid. A player would usually get a black screen or a frozen opponent, leave the game, then upon re-entering, constantly get placed back into the same game over and over. Now when leaving the game, after the re-connect time is no longer active, you should be placed back into a new game. 

This bug deals with the connection issues players were facing in this situation. If you are reconnected from a game and your opponent is shown as "Unknown", this is working as intended. There are a few things side we jump you past when reconnecting so your opponents information will no longer show up.

If you are still experiencing connection issues related to this, PLEASE put in a new issue with details of what you are experiencing. Once again, thank you everyone for the patience as we addressed this issue :) Cheers!

Dustin Browder o Dizajni Talent Sistema

Dustin Browder objavio je blog gde nam govori kako je Heroes development tim kreirao talent sistem, koji nam pruža različite stilove igre.
Originally Posted by Blizzard (Source)

Since we started working on Heroes of the Storm years ago, hero customization has been a top priority for us. Being able to play your heroes in different ways, and react to the needs of your team as well as the threats of the enemy team is important for depth and replayability in this type of game. One of our early goals for the game was to allow for a large amount of hero customization. We tried several different approaches even before the game reached alpha. For a long time we had a shop that allowed you to buy “items” for your heroes. This was effective, but limited in what it could accomplish, since all of the items in the shop had to work for every hero in the game. We kept nerfing items so they wouldn’t break some heroes.

In the end, we decided that a “one-size-fits-all” customization system was not the right approach for our game. We could do so much more by giving players unique customization choices per hero. Imagine a hero that you can customize to get +3 attack range, or an ability on a ranged character that you can customize to do damage in an area instead of hitting a single target. For Heroes, this level of customization was much more interesting than any of the systems we tried before.

This idea was a lot harder to build. Rather than making just one generic system, we have to craft interesting choices for all of our heroes, one by one. But the effect on the game is huge. The choices you make in customizing your hero are heavily influenced by your own play style but also by the composition of your team, the enemy team, and the battleground you are playing on, as well as any heroic abilities chosen by the enemy.

With our most recent patch, we made a number of improvements to the in-game Tab Screen, which allow you to see both enemy and allied builds. Check out the new Tab Screen below:




Now that this has gone into the game, I’m sure we will start to see players using a lot of this information about their allies and enemies to determine how to more effectively build their heroes throughout a match.

Learning how to maximize the Talents takes a long time, and requires a lot of experimentation to understand which talents are best to use in different situations. The hero that I have experimented with the most is Muradin, so I will use him as my example.


Before the match starts, I take a good look at the battleground, my team, and the enemy team, and try to make some determination about what I want to be doing in this game. This is before I know anything about how good the players are on either team. As I gather that information I will be changing my plans as I customize Muradin.

At level 1:

Path of the Warrior: Your Hero gains 35 maximum Health every level.

  • I choose this only if I don’t know what to choose. This is getting rare for me these days since I usually see a more specific strategy I want to pursue, but it was common for me when I was first learning the hero.


Perfect Storm: Stormbolt’s damage is permanently increased by 5 for each enemy hero hit.

  • I choose this on Cursed Hollow when I know there are going to be a lot of heroes clustered together around tributes and I’ll hit a lot more easily. I also like this talent when I’m dealing with lots of ranged heroes that are going to stay at range.


Infused Hammer: Stormbolt refunds 45 mana for each enemy hit.

  • I haven’t figured this one out completely. I sometimes use it when I see very dancy heroes like Valla, where I know I’ll miss a lot and need some mana back when I do connect.


Reverberation: Enemies hit by Thunderclap have their Attack Speed reduced by 33% for 2 seconds.

  • I use this when I know I’m going to go face-to-face with a lot of melee heroes, especially if I see two Warriors on the enemy team.

At Level 4:


Crowd Control: Each enemy hit by Thunderclap reduces its cooldown by 0.5 seconds.

  • I like this talent a lot for Haunted Mines because it helps me clear the mines faster.


Thunder Burn: Leaves a zone on the ground that explodes after 1.5 seconds, dealing 25 damage and applying a 25% slow for 2 seconds.

  • I like this talent if I see two Warriors on the enemy team, or if I’m starting to see that an enemy Warrior is really good. I also like this if I don’t have a lot of healing on my team, and I know I can take Healing Static at Level 13 to give me some more sustain.


Third Wind: Increases Second Wind’s Health regeneration rates. Activates at 40% Health.

  • I take this if I’m in a two-on-one scenario and getting beat up, if my healer is weak, or if I have no healer at all.


Skullcracker: Every 4th attack against the same target will stun the target for 0.25 seconds.

  • This goes well with my “Stunadin” build that is all about stunning people like crazy. I like it for fighting melee DPS, or if there is someone like Tychus, who has a core ability that I can knock him out of with a stun.

At Level 7:

Block: Periodically reduces the damage received from Hero Basic Attacks by 50%. Stores up to 2 charges.

  • This is a good choice if I think I’m the main tank for my team.


Battle Momentum: Basic Attacks reduce your Ability cooldowns by 0.5 seconds.

  • Sometimes I get this if I’m going for a more DPS-oriented build. Battle Momentum combos well with Crowd Control. I can Thunderclap, hit a few minions, and Thunderclap again. It’s great for Haunted Mines, or if I really want to push a lane.


Piercing Bolt: Stormbolt pierces, hitting 1 additional target.

  • This is a very tempting talent if I took Perfect Storm at Level 1.


Landing Momentum: Increases Muradin’s movement speed by 20% for 2 seconds upon landing.

  • I like this against ranged DPS classes that are giving me trouble by kiting me around.

At Level 10:

Avatar: Gains 500 Health. Attacks stun enemies.

  • This is my go-to Heroic -especially if I’m the main tank. Avatar is just a solid choice for Muradin in a lot of different situations.


Haymaker: Deals 200 damage. Knocks the target back, hitting enemies in the way for 50 damage and knocking them back slightly.

  • I like this when I’m dealing with lots of enemy DPS characters that are easily killed by the damage this ability does. This is also great if I’ve been buffing Dwarf Toss. With that kind of build I can leap over an enemy and punch them back into my team for an auto-kill.

At Level 13:

Burning Rage: Deals 10 damage per second to nearby enemies.

  • This is great if I’m pushing a lane, or if I think I’m going to be fighting Mercenaries. It’s also a solid choice for Haunted Mines.


Spell Shield: Periodically reduces the damage received from Hero Abilities by 50%. Stores up to 2 charges.

  • My go-to “tanky” talent at this level if I’m the main Warrior on my team. Especially useful if I see someone like Nova on the enemy team where blocking enemy abilities is really important.


Dwarf Launch: Increases the range and impact radius of Dwarf Toss by 50%.

  • I love this if I’m going with a Dwarf Toss build to catch ranged characters.


Healing Static: Muradin recovers 10 Health for each target hit by Thunderclap.

  • Great if I my healer is weak, or I don’t have a healer. It’s also really great when combined with Thunder Burn (level 4.)


Thunderstrike: Thunderclap deals 300% damage if only one unit is hit.

  • This is awesome on any battleground where I want to grab a Grave Golem (Blackheart’s Bay, Cursed Hollow) or if I am often going head-to-head with a tough enemy tank. Like Healing Static, it also combos well with Thunder Burn (level 4.)

At Level 16:

Imposing Presence: Enemies that attack you have their Attack Speed slowed by 30%.

  • This is my go-to talent if I’m the main tank and I know I’m going to get focused a lot. It’s even more attractive against rapid-firing auto-attack characters like Valla or Tassadar.


Executioner: Basic Attacks deal 40% more damage against slowed, rooted, or stunned targets.

  • This is a combo ability that makes me look at my team. If I’m working well with someone like Malfurion, this is an awesome choice.


Heavy Impact: Enemies hit by Dwarf Toss are stunned for 0.75 seconds.

  • If I’ve been picking a lot of Dwarf Toss talents this continues that theme and makes those talents even better. Heavy Impact also works great against those ranged DPS characters that are dodging me the whole game.


Stoneform: Activate to heal for 40% of his maximum Health over 8 seconds. Second Wind is deactivated during this period.

  • This is a great choice to keep me in the team fight if I’m still struggling with healing.
That is everything I know about Muradin after several months of play. There are 26 heroes currently in the game, and we are steadily adding more. There is still a lot to learn about the system we are creating, and we are always taking feedback from our players to make the system better. Get in game and tell us what you’re seeing as well as how we could make these choices even more challenging to provide our players the best character customization we can in Heroes of the Storm.
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