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Rešenje za Unlucky Bonus Roll, Patch 5.2 Hotfixevi - 15 Mart, Blue Teme

Autor Stiven on . Posted in Warcraft

Rešenje za Unlucky Bonus
Cory Stockton, na twitteru je govorio o rešenju Unlucky Bonusa Rolla, kako bi igrači dobili nekad item, ukoliko nisu imali sreće....

Rešenje za Unlucky Bonus Roll, Patch 5.2 Hotfixevi - 15 Mart, Blue Teme

Patch 5.2 Hotfixevi - 15 Mart
Originally Posted by Blizzard
Classes
  • Death Knight
    • Fixed an issue where Chilblains may fail to apply its snare effect.
  • Druid
    • Symbiosis will now cancel properly if the Druid and the target remains separated for a period of time.
  • Hunter
    • Dire Beast summons should now have the Avoidance aura.
  • Mage
    • General
      • Incanter's Ward is no longer transferred to a Mage who Spellsteals it, but is dispelled from the target.
    • Talents
      • Living Bomb now deals 70% of its damage when used against other players, down from 100%.
      • Nether Tempest now deals 70% of its damage when used against other players, down from 100%.
  • Paladin
  • Warrior

Quests
  • Be Raptor: Fixed an issue where the final cutscene may not display correctly. Players should now be able to obtain completion credit and turn the quest in.
  • Liquid Gold: Players should now be able to loot supply crates and complete the quest.
  • Lunk's Adventure: Rendan's Weakness: Iron Summit Guards should now join the conga line, allowing players to complete the quest.

Creatures
  • Arcanital Mara'kah's barrier spell now lasts 30 seconds, up from 20 seconds.
  • Players of both factions are now eligible to receive loot from Nalak when at least one of the factions has fully unlocked the Isle of Thunder.

Pet Battles
  • Resilient should now properly prevent Critter pets from being stunned by Rupture.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Council of Elders
      • Fixed an issue where the Council of Elders did not always drop 2 items on 10-player normal mode.
    • Durumu the Forgotten
      • Azure Fogs are now no longer able to be damaged by area-of-effect spells when they are not revealed.
    • Twin Consorts
      • Suen's Fan of Flames now has a 50-yard range.

PvP
  • Tyrannical Conquest achievement for both factions now requires a character to obtain 25,000 Conquest points in Season 13, down from 27,000 Conquest. The tooltip and progress indicator will still display that the character needs 27,000 Conquest. This will be fixed in a future patch.

Items

UI
  • Fixed an issue where stage progression on the world map for Isle of Thunder was not displaying correctly for players outside the isle.
  • Reduced the amount of spam on Local Defense - Isle of Thunder channel while engaging Kirin Tor or Sunreaver NPCs.

Bug Fixes
  • Using a potion while under Stealth/Invisibility no longer causes the potion to go on permanent cooldown.

Dnevne Blue Teme
Originally Posted by Blizzard Entertainment
Treasure Room is Far Too Confusing
Hey now, my first time I killed the boss and got out with Tenwu. But of course, I went to youtube to look this stuff up before my first time. I'm not sure that's a good thing for players to feel like is the *right* approach. And right now, that is very much the right approach. You are simply cheating yourself if you don't make use of third party resources on this.

I'm also not a fan of the term "tutorial." People hear "tutorial" and they think of pop ups, NPC's offering tips, and the like. It can be fun to explore yourself. It's not fun when exploration feels punishing to your weekly five-minute long opportunity.

I admit, if this were just a series of rooms linked together with no major goal other than hopefully opening chests, I'd feel different. In large part, my feelings about this are influenced by the fact that they also decided to attach achievement parts to it. Five minutes a week to try to learn the place for these achievements just feels obnoxious.

But that's true of anything. You're at a disadvantage for anything if you don't look at a guide first. And certainly if you're an achievement hunter you would. If you're just a casual player you might jump in, go WHAT IS HAPPENING and run around furiously trying to open chests ... and that's kind of what it should be like. It should be high stress. There are supposed to be traps and events to slow you down that you aren't aware of. If you didn't open a ton of chests that's ok, it's free stuff even if you only open 1.

Yes you're at a disadvantage if you don't buy the strategy guide for every new game that comes out, but discovery of the game, its mechanics, trying to interpret the design intent, and overcoming those challenges is part of what makes games fun. At least for me. If you want to look up videos for everything before trying them though you can.

I think the disconnect here is if you feel like this is a piece of content that owes you something; a minimum reward level and you feel cheated if you're not allowed to achieve that. It's not. It's free stuff that isn't directly related to character growth or improvement. You can run it every week or never run it and probably not be any better or worse off in the long run. It's just fun. If fun is looking up the strategies beforehand, cool, and if not, good luck! (Source)

Throne of Thunder LFR Drop Rates
i have done ToT lfr, first normal run so i got the bag from every boss + i used 3 coins, and once with only coins, totally i spent 6 coins and no loot at all. srsly is the droprate on 5% on every boss or what!? it's freakin lfr!
The coins have a low chance of awarding you items, just as it was in the 5.0 raids. On the other hand, a handful of 6 examples is a rather limited sample to draw conclusions on what the droprate is, or how useful the Raid Finder of Throne of Thunder is, particularly for those folks that have been running mostly the 5.0 Raid Finders but nothing else beyond that difficulty.

However, if you're a normal raider, it's likely that, in the long run, Raid Finder won't hold many interesting items for you, since Normal gear has a higher item level (522 as opposed to LFR's 502). (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
PvE
Will there ever be an option for LFR where we can chose Off Spec for the loot rolls since its personal loot?
Likely, yes. (Source)

So did the failbag changes not make patch 5.2 release ?
Yeah, they should be in. Remember: just for Raid Finder's personal loot bag. Bonus roll doesn't give a bag. (Source)

why can we queue reg randoms for JP with guildies like we could in Cata? Hate being FORCED into heroics when I feel not ready
So many people wanted to jump right to heroics that we weren't sure there was an audience. In retrospect there seems to be. (Source)

God forbid you increase the spawn rate. Or allow players to tap a mob without allowing people to grief others.
Increasing the spawn rate of quest boss mobs is weird. They already respawn almost instantly when someone kills them. (Source)

Not that I'm opposed: why are you now going back to the TBC model where a boss is not intended for most players?
It's 1 boss in the 30+ we've made for MoP. I think most players can live with that ratio. (Source)

PvP
Any plans to use lfr engine to match random battlegrounds (especially to balance healers numbers?)
Yes. (Source)

Why its still possible in 2013 to get 4 healers team against non healers team in random battleground?
It's possible because the BG queue system is like 5 years older than the LFR one. We want to redo it though. (Source)

Do we have a new resilience formula with 5.2? Same values show different tooltips for 5.2 and 5.1.
Yes. It's a linear curve instead of an exponential one. Lower ilevels might get a buff. Higher ilevels should stay the same. (Source)

So you don't like uncounterable things. But for some reason that doesn't include ... blanket silences?
We don't like blanket silences, but without them, instant heals couldn't be countered. (Source)
Change blanket silences to only affect instant casts?
That's interesting. Would have to think about it more. (Source)

gorefeinds into a vortex into a solar beam surrounded by a rof is a huge part of high Rbgs play, seems too strong, thoughts?
It's definitely potent. I hate to just nerf everything that's an effective strategy though. (Source)

Altho, you cant really compare rets to holy, they need to be viable in comparison to other melee classes.
Now that sentiment I agree with. I was just pointing out how much the healer respec issue complicates interpreting representation (Source)
I pay to play ret. Zero interest in playing holy thanks. I expect to be on a par with other melee. Not unreasonable.
No, that's totally reasonable. I was just explaining why looking at representation can give a skewed perspective. (Source)

Are you happy with the FACT that high end raiders are useless in PvP with their heroic gear
They definitely aren't as powerful as folks who earned actual PvP gear, which seems like the superior design, no? (Source)

Mehanika Diablo 3 Bosseva, Drop Rate Legendary Itema, Monster Affix

Autor Stiven on . Posted in Diablo

Mehanika Diablo 3 Bosseva
Igračima se svidela mehanika bosseva u Heart of the Swarm i poželeli su da sličnu mehaniku urade u Diablo III. Grimiku je dao odličan feedback bosseva u igri.
Originally Posted by Blizzard (Source)
We love some of our boss fights (like Belial, Butcher, and Diablo), but agree that some of them could be better. We’re certainly interested in hearing feedback about what you think could make a boss fight more fun, and would like to hear any examples you may have. The more specific, the better. The examples can come from any game, but if you’re referencing HOTS, then please try to avoid sharing any spoilers, if you can.

It’s worth noting that opinions are probably going to vary quite a bit on this. Some players may like the idea of needing to tether a charging boss to a heavy object to slow him down, (even if the strength of those tethers scaled with a hero’s power) while other players may find the mechanic a frustrating chore after a few times. Something else to consider while offering suggestions is that different games are going to have different limitations when it comes to bosses. For example in Diablo III, the encounters have to work with heroes that have different skills and power levels. I bring this up because not every game has to consider this, and designers can tune a boss knowing exactly what a player's damage output, skill selection, and health pool is going to be.
 
Drop Rate Legendary Itema
Feedback igrača je postavljen na forumu, i svi se pitaju zbog čega je drop rate jako mali.
Originally Posted by Blizzard (Source)
I can promise you that we do not hold a personal grudge against you, or anyone else for that matter.

Legendary drops are rare and random, and although things like Paragon levels and Magic Find gear increases your chances of getting legendary drops, you are never fully guaranteed to see a certain ratio of drops. Since drops are random in this game, it is unwise to try and rely on a system that goes something along the lines of X hours played = Y number of legendary drops.

Sometimes you can be lucky and get many legendary drops within a short amount of time, and at other times it can take a long while before you get any. Such is the nature of RNG... It does seem like you are having a streak of bad luck though, which understandably can be annoying when farming for legendaries.

You are not the first one to complain and probably won't be the last. Apparently, they are working on improving itemization right now. Even though its good news, I think It is a bit too late if you ask me.
We are most definitely looking into improving itemization in Diablo III, but although these improvements might not happen over night, we are fairly optimistic that they will still be quite popular once implemented. :-)

There have indeed been other players in the Diablo III community who have posted their feedback and concerns about legendary drop rates, like for an example this thread.

Itemization is a hot topic in the community, so in addition to the developer journal on improving itemization that we posted recently, we are also seeking to answer some of the many questions about itemization from the community.

Start adressing some of the serious and in-depht posts on this forum instead of making cheap crowd pleasing posts.
First of all, what is serious and what is cheap is rather subjective and completely in the eyes of the beholder. You may have the opinion that this thread is cheap and unworthy of a response, that is your prerogative of course, but others are of a different opinion and they think that this is an important topic that needs to be addressed. Question is, whose opinion matters the most?

I try to address hot topics in the community as much and as often as possible, but I do not always have concrete or accurate information needed to address particular topics posted in "serious and in-depth" threads. Where and what I post of course depends on the nature of the topics being discussed in those threads and also whether or not the developers are ready to share information on the topics in question.

As mentioned in a recent thread on the topic of blue posts, we do reply to threads whenever we have some information we can share. Since I had some information I could share in regards to this topic on itemization, I posted it.

In general, if you are not satisfied with the posts that we do, please feel free to send us an email about it. In fact we would appreciate if you did so. If you feel that we really need to address any given number of "serious and in-depth" threads in particular, please do not hesitate to email us a list of said threads, and we will see if we have some information that we can post in them. But please try to avoid derailing threads with off-topic posts about where we should or should not post.

Community feedback: do you have feedback about the forums, blog articles, live event presence, contests or community staff? We always appreciate such, and encourage you to send it to Ova adresa el. pošte je zaštićena od spambotova. Omogućite JavaScript da biste je videli. . Please note that while feedback mails are all read and taken into account we can’t respond to these.
http://eu.battle.net...opic/2583878364

Monster Affix
Travis Day je došao da se zahvali lepim idejama igrača povodom Monster Affixa, i objasnio im kako Blizzard vidi njihovo stanje.
Originally Posted by Blizzard (Source)
Wow 35 pages of ideas, you guys are awesome. I just wanted to come give everyone who is posting ideas in this thread a high five. It's really awesome to see the community come together and get constructive and creative. I haven't been able to read through this entire thread yet but when I go home at night I have the forums on my second monitor and read through as much of the feedback you guys give as I can.

I see a lot of ideas that revolve around things like "make proc scalars better with this item". As a general design note, those are the kinds of things that we try to avoid when possible. We want players to look at items and think "whoa thats awesome". If we made something that increased a proc scalar what instead happens is someone says "ok lemme go pull up my excel spreadsheet and my calculator and I'll get back to you with how good this thing is", in other words, it's a very math driven design that doesn't really sell the visceral that we are going for. So let's put a pin in proc scalar related ideas and instead try to focus on ideas that would legitimately change your gameplay experience as much as possible.

Also the goal of our legendaries in the long run is "Game changing not game breaking". We wouldn't make something that say increased the damage of your primary spell by 500% or made you invinvible 90% of the time. It's fun to be powerful but we still want players to feel engaged by the game.

*A wild Travis disappears through his treasure portal!

Oondasta i Nalak Hotfixevi, Scenario i Brawler's Guild, Počela PvP Sezona 13, Blue Teme

Autor Stiven on . Posted in Warcraft

Oondasta i Nalak Hotfixevi
Izgleda da serveri sa malo populacije imaju šanse da ubiju Oondasta World Bossa! Doduše imajute u vidu da je ovo samo mogućnost a ne najava.

Oondasta i Nalak Hotfixevi, Scenario i Brawler's Guild, Počela PvP Sezona 13, Blue Teme

Scenario i Brawler's Guild
Dave Kosak je podelio sa korisnicima twittera informaciju koja nam govori o novim mogućnostima Brawlers Guild i Scenaria koje ćemo videti uskoro u budućem patchu!


Počela PvP Sezona 13
Originally Posted by Blizzard
PvP Season 13 for World of Warcraft: Mists of Pandaria has begun! Team and Personal Ratings have been reset and players can once again take to the Arenas and Rated Battlegrounds to test their mettle.

The bid for PvP supremacy continues. Do you have what it takes to climb to the top of the leaderboards?

Stvarni Proc po minutu (RPPM) Trinket Izmene
Originally Posted by Blizzard (Source)
Summary:
We added a bit of cheating in the player’s favor to avoid long streaks of bad luck. This change is now live.

Longer explanation:
Traditionally, trinkets and similar proc effects in the game had high proc chances with an internal cooldown (ICD). This made the procs random in theory, but really pretty predictable. You would know that a trinket would proc on the pull and then reliably every 45 sec (or whatever the ICD was).

For 5.2, we made a change to trinkets to make them less predictable and less boring with the RPPM system. Sometimes you can get lucky and get several back to back procs. This feels cool. Sometimes you can also be unlucky, and get long streaks when the trinket just refuses to proc. A trinket that is intended to proc every 1 minute could in theory go 8 minutes or more without activating.

Last night we hotfixed in a change for trinkets that use the RPPM system. Every time your trinket fails to proc, it increases the chance it will proc. Unlucky streaks will be more rare and extremely unlucky streaks should never happen. In addition, we increased the chance for these trinkets to proc on the pull. To top it off, we increased the proc rates of the Agility and Strength trinkets in Throne of Thunder by 10% and the Intellect and Spirit trinkets by 5%.

Painfully detailed explanation for theorycrafting:
As usual, you absolutely do not need to know or understand the following in order to use or best take advantage of these procs. This info is just for theorycrafters who want to understand the exact details of the system, so that they can model and simulate it better.

Calculate the proc frequency as normal. Based on that, you can figure out the expected average proc interval. We also now keep track of time since the last successful proc (this is different from the time since last chance to proc), capped at 1000 sec. Multiply the proc chance by MAX(1, 1+((TimeSinceLastSuccessfulProc/AverageProcInterval)-1.5)*3). For example, if a proc has an average proc interval of 45 sec, and it’s been 72 sec since your last successful proc, you’ll get a 1.3x multiplier to your proc chance. If you’ve been out of combat for a few min, and it’s been 5 min since your last successful proc, you’ll get a whopping 16.5x multiplier to your proc chance.


Unerring Vision of Lei-Shen now has 65% of the normal proc rate for Balance Druids, up from 50%.

Dnevne Blue Teme
Originally Posted by Blizzard Entertainment
Troves of the Thunder King Scenario Confusing
I know all the elite players here have figured it out, but I just ran the treasure room for the second time. This time I headed toward the door at the other end much quicker only to find it locked. How do I open it? No idea, so I run around looking. I even looted the big box in the middle that looked different than the others and it is still locked.
I spent my entire first run in the first room and came out with over 400g, ~24 parchments, around 15 motes of harmony, 3 Shan'ze stones, 15 Elder Charms, and a few greens.

Potentially not the most lucrative strategy, but really cleaning up that first room and then of course finding keys to open the chests at the end after time runs out worked pretty well.

I think a week lockout for a five minute run is excessive.
There's no lockout. You can run it for as many keys as you have, and you can find more than one key per week, although it is suitably rare.

Considering the whole idea is you're heading into a treasure room, and we want it to feel exciting that you're able to come out with a bunch of treasure, yeah of course we're not going to let you chain-run it and just get tons and tons of gold and tons and tons of items. We'd have to reduce the amount of treasure you can find considerably, which really undermines the entire fantasy of being in a treasure room.

The change in drop rate functions as an effective lockout. It's not exactly like other lockout mechanics, and there is a possibility of exception, but I think it's reasonable to consider it just like other lockouts. Once you've gotten one key, you would probably waste tremendous amounts of time if you set your sights on getting a second key each week.

Also, when you said you're not going to let people chain run it to get tons and tons and tons of items, you make it sound like that was what I suggested. My feeling is that the scenario is punishingly short to become familiar with on what is effectively a once a week basis FIVE MINUTE event.

For sure, and that's all reasonable. You can say "once a week" and be mostly correct, my intent was to correct a common misconception that it's literally 1 key per week. You can argue it's close enough, but my goal is accuracy in information.

What I would have done is allow a person to zone into the scenario, but then be able to take a "practice" option where you get no rewards. When Blizzard's people did internal testing on this stuff, I'm sure it felt like a lot more fun. They probably did not wait a week between each time they tested it out. I think it's extremely easy to forget how SHORT five minutes is and how LONG a week is in real time.
I think it's reasonable to expect a tutorial or practice run on everything in the game, because in general we're fairly experience-focused with everything we do. We tend to go away from punishing mechanics, we try to make things clear and concise, and we want the experience to be fun at every moment. That said, this is running into a room of free stuff to pick up, and even if you only open three of four chests, that's three or four chests of free stuff for 5 minutes of just running around. Obviously at the end of that you may be frustrated that you didn't do better, but I don't think that means we need to rush out and make a tutorial. It's ok that you didn't do well your first time. Next time you'll do better. It's free stuff. It's supposed to be high-tension, and everyone that goes in thinks they can do better next time. Letting people discover how something works is OK sometimes, not everything needs a tutorial, especially when it's a piece of content for level-capped characters that's essentially for fun and doesn't directly increase the power of your character.

The fun thing about soloing old instances is that you get to take your time and take in the atmosphere and the artwork. You notice a lot of things that you miss out when you were doing it with a group because in a group it's "gogogogo".

So what did you guys do with the game's very first "solo scenario"? You added a timer ...

But ... it's not supposed to be like soloing old instances. (Source)

Challenge Mode Accessibility
What about bring them to LFD where you can get valor points on full completion. (Even without Bronze completion, you will get loads Valor Points for that).
The developers don't have currently any plans to bring Challenge Modes to the Dungeon Finder tool. Also, the difficulty was specifically designed without PuGs in mind. It's very rare you'll be able to meet the level of coordination required on a random group (since it's likely you've never played with anyone else before).

Also, even if you only complete the daily quest for that Challenge Dungeon of the day, it remains as one of the best methods to cap your Valor Points for the week, even if you get just bronze. So it might be a good idea to keep visiting them if you manage to get a stable group going, even if at first it looks like you aren't improving much. (Source)

Blizzard na PAX East, Patch 5.2 Hotfixevi - 12 Mart, TwizzCast Live, Blue Teme

Autor Stiven on . Posted in Warcraft

Blizzard na PAX East
Blizzard je poslao press emailove pre par nedleje, da će nešto novo prikazati na PAX East, medjutim Rob Pardo je neigrao da se o novom MMO Projektu Titan.

Blizzard na PAX East, Patch 5.2 Hotfixevi - 12 Mart, TwizzCast Live, Blue Teme

Patch 5.2 Hotfixevi - 12 Mart

Originally Posted by Blizzard
Classes
  • Our lead systems designer share the reasoning behind some recent class changes.
  • Death Knight
    • Blood
    • Frost
      • Howling Blast had its area-of-effect splash damage equal to 50% of the damage taken by the primary target (down from 65%).
    • Unholy
      • Unholy Frenzy damage will no longer break crowd-control effects that break on damage.
  • Mage
  • Monk
    • Windwalker
      • Spirits summoned by Storm, Earth, and Fire should now deal the correct amount of damage with Rushing Jade Wind.
  • Priest
  • Warlock
    • General
    • Talents
      • Blood Horror now checks that the Warlock has at least 5% health before casting.
    • Demonology
      • Doom now deals 25% less damage.
  • Warrior
    • Protection

Quests

Pet Battles

Raids, Dungeons, and Scenarios
  • Our lead encounter designer offers their thoughts on feedback regarding raid boss hotfixes.
  • Throne of Thunder
    • Horridon
      • Reduced the health of adds in the Horridon encounter by 15% for 10-player normal mode and 10% for 25-player normal mode.
    • Lei Shen
      • Fixed an issue where images of Past Self created by Alter Time could be killed during the encounter.
    • Megaera
      • Reduced the health of Megaera's heads in 10-player normal and heroic modes.
    • Zandalari Council
      • Kazra'jin's Reckless Charge should no longer hit players twice at the point of impact.
  • Scholomance
    • Fixed an issue in Challenge Mode where players may not receive credit for killing Lilian Voss.

PvP

Battlegrounds
  • Secondary stats on heirloom items should now scale correctly while inside a Battleground.

Items
  • Protections for unlucky streaks have been added for trinkets that use the RPPM (real procs per minute) system. (You can find a translated version of the Chinese post on this subject here.)
    • Activation chance for trinket effects on a pull has been increased.
    • Every time the trinket fails to activate, there's an increasing chance that it will activate.
    • Increased the activation chance for agility and strength trinkets from Throne of Thunder by 10%.
    • Increased the activation chance for intellect and spirit trinkets from Throne of Thunder by 5%.

Bug Fixes
  • Fixed an issue where players may be unable to obtain Isle of Thunder daily quests for Stage 2.
  • Fixed an issue where some players may be unable to loot Isle of Thunder rare spawns.
  • Players will no longer get dismounted when flying over the Shrine of Goldrinn.

TwizzCast Live sa Greg Street - Sreda u 18:30
Originally Posted by Blizzard (Source)
Tomorrow night we'll be putting the good folks over at TwizzCast on the phone with lead systems designer Greg "Ghostcrawler" Street. Following up on the developer interviews conducted just prior to patch 5.2's release, Greg will be talking a little about his initial impressions of the patch after its first week on live realms, in addition to fielding questions submitted to the TwizzCast team by players.

Suggesting Questions
If you have any questions you'd like to see the TwizzCast crew ask Greg in the interview, you can submit them the following ways:
  • Tweet (and follow!) @TwizzCast
  • Email Ova adresa el. pošte je zaštićena od spambotova. Omogućite JavaScript da biste je videli.
  • Reply to this Reddit thread
  • Watch Martiean's YouTube teaser and leave a reply

Tuning in Live
You can catch this special episode of TwizzCast live on http://twitch.tv/TwizzCast 6:30-7:00 p.m. Pacific Daylight Time Wednesday, March 13. While the interview will be made available shortly after the broadcast concludes, we'd love to have you tune in live and join the twitch chat room! While sitting in on the call next to Greg, I'll also be in the chat room with one or two of my community manager cohorts to talk to viewers during the interview.

Knowing the Format
Please keep in mind that this is a live podcast interview and not a community Q&A. While TwizzCast staff is collecting questions from the community, all questions will be determined and prepared in advance, and they will not be able to cover everything in 30 minutes. What questions are chosen is at the sole discretion of Twizz, Reb and Martiean, and the three of them are hard at work ensuring this interview will be well worth everyone's attention.

I hope to see you in the chat tomorrow evening!

Dnevne Blue Teme
Originally Posted by Blizzard Entertainment
Class Hotfixes – 3/12
Any word on when Chi Wave is going to be fixed? As it stands we are lucky to get full duration in a raid setting.
Our developers are aware of an issue with Chi Wave’s heals not bouncing correctly and are working on a hotfix to correct this.

PVE-wise it's understandable, but when frost bomb had to be nerfed to do 20% less dmg in pvp environment, and now you are buffing it by 40%? Is there really no other way to balance out pve damage, because it really is not fun having something over powered as frost bomb for pvp...
Providing a clarification over PvP damage concerns.

  • Frost Bomb now deals 60% of its damage when used against other players, down from 80%.

Effectively a 4% buff in PvP then?
That would be correct. (Source)

Throne of Thunder Hotfix Reasoning
Hey all,

Lead encounter designer Ion Hazzikostas (Watcher) has been reading through a lot of your feedback regarding the raid boss hotfixes, and he passed along the following response to this thread:

I just wanted to offer some context for the recent tuning hotfixes to the Horridon and Council of Elders encounters in the Throne of Thunder raid.

First off, the Council change, reducing their health in 10-player modes, was honestly just a bug fix. Yes, it made the encounter easier, which also makes it a nerf, but we simply goofed on the numbers. We generally aim for a 3:1 ratio of health for enemies in 25-player raids as compared to 10-player mode, since 25-player raids typically have ~17 DPS and 10-player raids have 5 or 6. Instead, the ratio on the bosses themselves (but not the Loa spirits or Sand Elementals) was mistakenly 2.5:1, and we didn’t notice until we started taking a closer look at why 10-player groups seemed to be having a harder time with the encounter. I apologize for the error on our part.

Second, regarding Horridon, that change was an intentional difficulty adjustment, with the aim of smoothing out the difficulty curve of the first section of the raid. By reducing the health of the trolls pouring out of each gate, we reduced the DPS requirement (and thus the gear requirement) of the encounter, but generally kept the mechanics checks intact. The trolls having 10-15% less health doesn’t mean that raids can suddenly fail to interrupt Venom Priests, ignore Effusions, stand in Sand Traps, or cuddle up with Frozen Orbs. It just means that there’s a lower DPS requirement to keep up with the waves while doing so. (Source)

Diablo III Patch 1.0.7a

Autor Stiven on . Posted in Diablo

Patch 1.0.7a je postavljen na Diablo 3 serverima, a on donosi par dobrih ispravki koje možete pročitati u daljem tekstu.
Originally Posted by Blizzard (Source)
Diablo III patch 1.0.7a is now live in the Americas. Check out the full patch notes below to learn about all the latest changes.

Important: Please note that you will not be prompted to download patch 1.0.7a until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.7 is live until those regions have also patched.


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Diablo III Patch 1.0.7a – v.1.0.7.15295
The latest client patch notes can be found here.
Visit our Bug Report forum for a list of known issues.

Table of Contents
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Classes Followers
  • Bug Fixes
    • The Enchantress should no longer sometimes cause an error to occur after casting Focused Mind
Quests
  • Bug Fixes
    • Players are no longer prevented from progressing when another player joins or leaves the game during the “A Royal Audience: Talk to Asheara at the Gates of Caldeum” quest step
Bug Fixes
  • Fixed several issues that could cause crashes to occur
  • Players will no longer be killed by DoT damage after zoning out of Scorched Chapel
  • The Siege Breaker Assault Beast and The Savage Behemoth will no longer reflect damage from pets

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If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.

Zavšeno Finale Serbian Starcraft II League 2 Turnira!

Autor Stiven on . Posted in Starcraft

Juče, u ponedeljak 11.03.2013. se u Beogradskoj igraonici KGB održao finalni TOP 8 LAN turnir SSL 2 pod pokroviteljstvom firme Computerland i generalnog sponzora Razer-a. Tokom celog turnira atmosfera je bila krajnje opuštena što je rezultiralo veoma kvalitetnim  i uzbudljivim mečevima. Svi momci koji su učestvovali su svojim umećem definitivno pokazali da su trenutno najbolji igrači u Srbiji kao i da imaju potencijal da jednoga dana budu igrači svetske klase.

Zavšeno Finale Serbian Starcraft II League 2 Turnira!
 
Što se tiče samog plasmana, pobednik i ujedno i najbolji igrač turnira bio je mladi Nišlija GrayWarden koji je ubedljivom i sigurnom igrom deklasirao svakog protivnika na kojeg je naišao. Drugoplasirani igrač bio je Jigosep, dok je Sharky zauzeo treće mesto. Bilo je tu i nekoliko iznenađenja, poput Lightsidera koji je uspeo da u prvom kolu sa 2:0 u loser bracket pošalje Geminija, koji je važio za jednog od favorita. Gemini je nakon toga za protivnika imao raspoloženog RMH-a koji ga je takođe deklasirao sa 2:0 i samim tim izbacio sa turnira.

Ni FooFighter nije napredovao daleko, pošto je u prvom kolu od GrayWardena ispao u luzere odakle je pokušao da dođe do finala. Na njegovu nesreću u drugom kolu luzera na put mu je stao odlični RMH koji je u neverovatno uzbudljivim mečevima uspeo da ga eliminiše sa 2:1. Jigosep i Sharky su odličnim igrama uspeli da se nađu u finalu losera, što je napravilo reprizu finala koje smo gledali na poslednjim kvalifikacijama za SSL Top 8. Na žalost po Sharky-ja Jigosep je ovaj put pobedio sa 2:0, tako da je morao da se zadovolji sa trećim mestom.

Ulaskom u veliko finale Graywarden je imao prednost od 1:0 nad Jigosepom, što je trebalo da predstavlja olakšavajuću situaciju za mladog protosa. No i pored inicijalne prednosti, GrayWarden je odličnom igrom uspeo da na kraju pobedi Jigosepa sa ubedljivih 3:0 i osvoji turnir.

Zavšeno Finale Serbian Starcraft II League 2 Turnira!

Mi u ime organizacije Adriacraft želimo da se zahvalimo svima, kako online tako i offline učesnicima bez kojih jedan ovakav projekat ne bi bio moguć. Isto tako želimo da se zahvalimo firmi  Computerland, generalnom sponzoru firmi Razer i igraonici KGB koji su nam izašli u susret i potrudili se da finaliste turnira dobiju više nego vredne nagrade. Nadamo se da ćemo uskoro imati još sličnih turnira, a od vas očekujemo da nastavite sa vežbanjem

Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira!

Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira!

Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira!

Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira!

Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira!

Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira!

Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira! Zavšeno Finale Serbian Starcraft II League 2 Turnira!

"Ask the Devs" Round 2: Itemization

Autor Stiven on . Posted in Diablo

Opet imamo drugu rundu "Ask the Devs" povodom izmena u Itemizaciji!
Originally Posted by Blizzard (Source)
Welcome to the Diablo III Ask the Devs global Q&A. In this thread we'll be collecting your questions regarding itemization, having the community vote for their favorites, and then posting the answers we receive from the developers approximately one week later.

[STATUS]
OPEN! Please submit your questions and/or vote up your favorite submissions from other players.

[TOPIC]
The topic for this month is itemization.

To view our latest update on itemization in Diablo III, click here. We also encourage you to check out recent posts made designers Wyatt Cheng and Travis Day for more information.

[HOW IT WORKS]
  • On the date and time specified in this post, we'll unlock the thread and you'll be able to submit your questions regarding itemization (as well as vote for questions you'd like to see answered).
  • After 48 hours, we'll lock the thread. At this point, you will no longer be able to submit questions or vote.
  • We'll then look for the posts with the most votes in participating regions and pass them on to the Diablo III development team.
  • The following week, we'll provide you a list of answers delivered directly from the developers. Depending on how many questions the developers answer, we may break their responses into multiple parts (posted on different days).
[RULES]
  • Only one question per post.
  • Stay on topic. Questions that don't relate to the chosen topic (even if highly-rated) won't be sent to the developers.
  • Discussion posts are not allowed. We ask that you only post questions in the Ask the Devs thread. If you would like to discuss related topics, please do so in another thread.
  • You can vote for questions at any time while the thread is unlocked.
  • A highly-rated post does not mean it will be answered, but we'll do our best to answer as many questions as possible.
  • "Dislike" votes don't count.
[TIPS]
  • Please don't post or vote for questions you know we won't answer. We're not going to use these Q&As to announce new projects, expansions, or release dates. By the same token, we're also not going to answer questions that touch on subjects outside of the game and its design.
  • Keep your question concise. One to three sentences should be plenty to explain background and ask a question.
  • All "Like" votes count. While you can't see the vote tally, we can. Even if a post is already highly rated, your vote still means something to that question (potentially) being answered.
  • Vote for as many questions as you like, keeping the above tips in mind.
For more information about Ask the Devs, click here.
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