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Sezonski Legendary Drop kod Normal Karaktera, Poboljšanje Clan Komunikacije, Multiple Rocket Launcher Demon Hunter Build

Sezonski Legendary padaće kod normal karaktera posle završetka sezone
Nevalistis je potvrdio da će sezonski legendarni itemi padati kod normal karaktera. Najbitnije je da će na kraju Sezone, sezonski legendarni itemi padati ne-sezonskim karakterima, a dok će novi sezonski legedarni itemi biti dostupni odmah kako nova sezona počne.
Originally Posted by Blizzard (Source)
Its been a pain trying to link this info, as it has never been directly stated in a Blue post, so I totally understand why you had no idea. 
I suppose I can fix that. 
Just to confirm our current plans with Seasons, as we've stated in earlier interviews/livestreams (though bear in mind that as with any current plans, this is subject to change):
  • Seasons will be optional. Similar to how you flag a character as Hardcore, when you create a character, you have the option to also make them Seasonal.
  • There will be Seasonal Legendaries.
    • At the end of a Season, Seasonal Legendaries will roll over into the non-Season loot pool.
    • New Seasonal Legendaries will be available for Seasonal characters once the new Season begins.
We're not quite ready to share the finer details on 2.1 or Seasons just yet, but as we get nearer the 2.1 PTR, you can be sure we'll have more info to share.
To be very clear here, that means that we'll be able to find Seasonal Legendaries on regular (softcore/hardcore) characters after that season has expired, correct?
Correct!
Not just that we'll be able to keep the Seasonal Legendaries we found during the season.
That too!
 
Poboljšanje Clan Komunikacije
Nevalistis je spomenuo da se radi na poboljšanju clan i community opcija, i da možemo očekivati novine u budućem patchu.
Originally Posted by Blizzard (Source)
You have your right asking them to not drop f bombs, and they have the right to leave and find a guild that doesnt mind them dropping f bombs
That's pretty much the long and short of it. We have included a Profanity Filter, as many others have referenced, if that's something that you personally don't wish to see. However, it's also your Clan chat - you're welcome to set and enforce your rules how you see fit, just as players are welcome to join or leave a clan as they please.

Clan and Community management tools are a bit limited at the time, but for those of you heading your own groups - are there tools that you'd like to see us implement? We'd like to expand on such features down the road in a future patch, and it's always a good plan to be having these discussions in advance.
 
Multiple Rocket Launcher Demon Hunter Build
Novi Theorycraft je pred nama. I ove nedelje Blizzard se odlučio na Demon Huner build!
Originally Posted by Blizzard (Source)
Outlaw's "Multiple Rocket Launcher" Demon Hunter

Since each Theorycraft Thursday rotation runs for about four weeks between votes, it means that two classes could not be featured in our first round articles. I'm prepared to remedy the situation, so for this week's Theorycraft Thursday we're sharing an explosive Demon Hunter build for all types of skill and gear levels. Are you locked and loaded for Outlaw#1468's "Multiple Rocket Launcher" build?


About the Build:

The Multiple Rocket Launcher, or MRL, build focuses on supplying a constant barrage of damage via Strafe (Rocket Storm). Featuring a high amount of mobility and an endless supply of rockets (where do they come from?), it shifts the focus of skillful play from aiming your abilities to successfully kiting and chasing your enemies.


Delivery for King Leoric—just a few thousand rockets to the face!

"Strafe grants continuous mobility and damage, making it optimal for chasing or kiting enemies. This makes it the ultimate skill in providing offense and defense in equal measurement," writes Outlaw. With the auto-targeting power of the rockets spawned by Strafe and other supplemental abilities, enemies with high mobility and a tendency to flee will no longer be a nuisance!


The Skills:

Outlaw was kind enough to provide us two separate load outs—one designed with less of a gear focus and the other designed for after you've acquired more of the ideal items listed below. For this particular blog, we'll detail the initial build first and then offer additional skill suggestions in a separate section.

Active Skills:

  • Entangling Shot (Justice is Served)
    • Primary resource generator
    • Applied slow allows better kiting and chasing
    • Increased Hatred regeneration lets you return to using Strafe quickly
    • Note: With gear progression, this skill will eventually be replaced
  • Strafe (Rocket Storm)
    • Primary damage dealer and thematic focus of the build
  • Preparation (Punishment)
    • Supplements Strafe’s constant need for Hatred
    • As a low Discipline build, allows you to make better use of this otherwise unused resource
  • Vengeance (Seethe)
    • Offers big burst for elites, boss fights, or Rift Guardians
    • Combines nicely with Strafe (Rocket Storm) for superior single-target destruction
  • Chakram (Shuriken Cloud)
    • Helps fill in one of the major weaknesses in this build: area of effect damage
    • Since Strafe allows you to ignore unit collision, you can make great use of this bonus damage on the go
  • Companion (Bat Companion)
    • Provides constant much-needed Hatred until resources can be more reliably gained from items
    • Can fill in for boosts of Hatred when you don't have enough Discipline for Preparation

Passive Skills:

  • Blood Vengeance
    • Helps sustain high resource drains from Strafe until appropriate Legendaries can fill the gap
  • Ballistics
    • Boosts the effectiveness of both Strafe and Vengeance
    • Adds supplemental damage
  • Hot Pursuit
    • Increases the mobility of this build while utilizing Strafe, making up some of the associated movement speed penalty
  • Night Stalker
    • Allows you to replenish Discipline more quickly and make more frequent use of Preparation (Punishment) and Smoke Screen (Displacement) in later build iterations

Alternative Skills:

  • Active
    • Marked for Death (Contagion)
      • Replaces Entangling Shot once a Hatred generator is no longer needed
      • Helps fill in the builds weaknesses by offering additional damage modifiers
      • Also offers great group utility in multiplayer
    • Vengeance (Dark Heart)
      • Use this rune instead of Vengeance (Seethe) once resource management is no longer a concern
      • Compliments Chakram and Strafe as you glide effortlessly through your enemies
    • Smoke Screen (Displacement)
      • Replaces Companion (Bat Companion) once resources are no longer relevant
      • Removes some of the “glass cannon” feel from the build
      • Offers a way to break out of crowd control effects
      • A short invulnerability helps you get out of sticky situations
      • Movement speed bonus complements an already highly mobile build
  • Passive
    • Single Out
      • Replaces Blood Vengeance once resources are more steadily supplied
      • Firmly cements the single-target annihilation abilities of this build
      • Compliments Night Stalker, allowing you to replenish Discipline more quickly and make better use of Preparation (Punishment)

 


The Items:

The following items are by no means necessary—the initial build presented above is usable with any level of gear. Of course, as you progress and climb higher in difficulty, you should keep an eye out for some of the following complementary items.


Outlaw has found some of the items he needs to climb through Torment levels, but there's plenty more to go!

Complementary Items:

  • Cindercoat
    • Strafe (Rocket Storm) benefits from both the damage and resource cost reduction of this legendary
  • Black Feather
    • A good alternative to Cindercoat for lower difficulty levels
    • Helps alleviate the struggle with area of effect damage
    • Supplements the build’s theme while also being useful
  • Trag'Oul Coils
    • Assists with resource management
    • Resets almost all cooldowns, offering a higher uptime for Vengeance
  • Reaper's Wraps
    • Allows the shift out of Blood Vengeance and into Single Out
    • Note: The legendary power of this item only restores Hatred and not Discipline
  • Hexing Pants of Mr. Yan
    • You always want to be moving with this build, and this item encourages precisely that
    • Roughly as integral to perfecting this build as Cindercoat and Ice Climbers
  • Ice Climbers
    • Mobility is extremely important to this build
    • Immunity to some of the nastiest crowd control effects drastically increases this builds survivability
  • Krede's Flame
    • Offers yet another method of frequent resource regeneration, though at a dangerous exchange
  • K'mar Tenclip
    • Drastically increases the build's mobility, removing the movement speed penalty associated with Strafe

Recommended Stats:

When starting out, you should focus on finding or rerolling gear for Critical Hit Chance and Resource Cost Reduction, as this will help you with early resource regeneration and reduce your downtime in Strafe. After you acquire a few items and resources become less of a concern, you can shift your focus to +% Damage to Fire Skills and Critical Hit Damage to raise your overall DPS. While other DPS components are useful, these will help you strive towards early success, even if you’re lacking some of the more ideal Legendaries.


Recommended Difficulty and Game Mode:

Due to the flexibility and growth Outlaw provided in his Theorycraft Thursday submission, the MRL build can be used at any game difficulty and any game mode, though it truly thrives in single-target encounters. The Hellfire Ring events and Nephalem Rift bosses are prime prey for this rocket-laden maiden, but the supplemental damage provided by Marked for Death (Contagion) is a boon to any party in group play.


All of you? Yep, you're next.

This is a great build for budding young Demon Hunters starting their journey through Torment I and beyond, growing with each supplemental legendary acquired. For more tips and tricks, you should definitely check out Outlaw's full guide on the Demon Hunter forums. He's detailed some of the finer points of handling troublesome enemies and also TLDR'd the details for those who can’t wait to jump into the action!


 

Why We Like This Build:

While I have a 70 of each class, I struggle with some classes more than others and the Demon Hunter is one that both intrigues and intimidates me. It takes serious skill to be proficient with this squirrely, mobile class, and I'll shamefully admit that understanding the science behind balancing your Hatred and Discipline confused me thoroughly at first.


DOUBLE RESOURCES, WHAT DOES IT MEAN?

Outlaw's build is straightforward and fun. While I shudder to think of the dizziness my poor Demon Hunter endures with each play session, I can’t wait to jump back in—I'm currently drowning Kadala in Blood Shards for that elusive K'mar Tenclip. The MRL is easy to learn and difficult to master, requiring early resource management skills while training you to master kiting techniques.

Azeroth Chopper Epizoda 8 - I Pobednik je...

Glasanje je završeno, i Blizzard je objavio osmu epizodu Azeroth Copper! Ostavićemo Vam da pogledate video kako bi saznali ko je pobedio!
 

FrostFire Ridge Screenshot i UI Izmene, Garrison, Followeri i Misije

FrostFire Ridge Screenshot i UI Izmene
  • Keybinding je mnogo jednostavniji u Alphi, svaka sekcija je posebna, tako da ne morate da scrollujete veliku listu.
  • Torbice sada imaju filtere kao i "Clean up Bags" opciju koji će preurediti vaše torbice. Trash itemi sada imaju gold ikonicu tako da znate da ih odmah vendorujete.
  • In-Game Shop sada ima Warforged Nightmare i Grinning Reaver u ponudi.
  • Dungeon Journal ima nove dodatne informacije za bosseve.
  • Map i Quest Log Interface je sastavljen zajedno. Bonus questovi u odredjenim predelima se pojavljuju kao mač na mapi.
  • Mount Panel vam pokazuje koje mounte ne možete koristiti u odredjenim zonama crvenom bojom.
  • Nova kategorija Achievementa, Legacy, i MoP Challenge Mode Achievementi kao što su Challenge Conqueror: Gold je takodje tu.
  • Novi Toybox UI u igri, kao Collection dugme.
  • World Mapa automatski postavlje transparentna kako krenete da se pomerate u igri.

FrostFire Ridge Zone Screenshots

 
Garrison i Gradjevine
U Alpha, igrači mogu da testiraju trenutni Garrison, i da koriste followere. Možete dobiti Staying Regular klikom na Vaš outhouse.
Screenshotovi u prilogu pokazuju Horde Gassion. A ukoliko želite da naučite više o Garrisonu to možete pogledati na WoWHead sajtu: Garrison Kalkulator i Bazu Gradjevina.
 
 
Followeri i Misije
Garrison followeri za Vas završavaće odredjene misije i za iste dobijaćete nagrade, kao i materijale kako bi izgradili Vaš Garrison.
  • Igrači mogu da regrutuju followere uz pomoć raznih metoda.
  • Followeri imaju razne skillove i mogućnosti, tako da su odredjeni followeri potrebni za odredjene misije.
  • Vaš garrison follower ima veoma dobar AI, i interesantan je za interakciju.
  • Followeri leveluju kroz misije, i kada stignu do 100 lvla, oni mogu raditi na svom item levelu, sposobnostima i osobinama.
  • Misije su raznih jačina, trajanja i svaka zahteva odredjenu veličinu grupe followera.

Počela Warlords of Draenor Alpha!

Warlords of Draenor Alpha je počela! Prva runda invajtova je poslata! Par igrača je već podelilo i twitter statuse!
Originally Posted by Blizzard (Source)
Warlords of Draenor alpha invites have gone out to a small number of individuals for our first phase of external testing, historically dubbed “Friends & Family” for its limited scope of availability to Blizzard employees’ friends and family, as well as some streamers, press outlets, and fansites. Alpha testers are free to share screenshots and videos, stream content, publicly discuss their experiences in the alpha, and offer their feedback in the Alpha Feedback forum.

This initial wave is extremely limited, and we’ll be sending additional invites as testing progresses. In the meantime, we recommend visiting your favorite fansites for information and updates, Twitch to watch streams, and the front page here at WorldofWarcraft.com for continuing content updates. You can also check out the full alpha patch notes right here!

Please be aware that no keys are available for the Warlords of Draenor alpha, so be on guard for potential scams using invites as a lure. You can always check to see if you’ve been invited by logging into your Battle.net account at http://www.battle.net and viewing your available game licenses. You’ll never need to click on a link in an email to redeem a testing invite for Warlords of Draenor. Visit our security site for information on how to identify and avoid scams intended to steal your account information.

If you’re interested in participating in future testing phases, you can opt in here to World of Warcraft and otherBlizzard game-testing opportunities. Additional invite opportunities will be announced as they become available, and we recommend checking back regularly for updates.

[edit] Worth noting that the keys given out at PAX East are for a future phase of Beta testing and are not yet active. We'll announce which phase they're active and redeemable for when that phase arrives.
 
wod dashboard
 
alpha invite
 




Dev Watercooler - Stat Updates for Warlords of Draenor, Patch 5.4.8 Hotfixevi - 3 Jun, Blue Teme

Dev Watercooler - Stat Updates for Warlords of Draenor
Originally Posted by Blizzard (Source)
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In this Dev Watercooler, we’d like to give an update on secondary and minor stats in Warlords of Draenor. A lot has changed since we first revealed our plans at BlizzCon, so this blog will not only cover the latest developments related to what we’ve already discussed, but also go into detail on some new changes we’ve got in the pipe.

Secondary Stats

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Existing Secondary Stats: Hit, Expertise, Dodge, Parry, Crit, Mastery, Haste, Spirit
As we announced at BlizzCon, we’re retiring Hit, Expertise, Dodge, and Parry. Hit and Expertise weren’t really providing very interesting gameplay, and Dodge and Parry are being replaced with Bonus Armor. Check out the Patch Notes for further discussion on why we removed these stats.

The other secondary stats—Crit, Mastery, Haste, and Spirit—work well and will be sticking around. One important note is that Spirit will only appear on items for specific slots (fingers, neck, back, and trinkets) and will give a much stronger benefit than it does today. Healers will prefer items with Spirit for those slots, but otherwise will use similar gear to everyone else.

New Stat: Multistrike
A new stat in Warlords of Draenor, Multistrike grants your spells, abilities, and auto-attacks additional chances to activate. If you’ve been following along since BlizzCon, you may remember that in our early plans, your Multistrike chance would split between two rolls and effectively have a 200% cap. We’ve since changed that to make it more clear and intuitive: the full chance is given to both rolls, with a 100% cap.

Now Multistrike grants your spells, abilities, and auto-attacks the chance to activate up to two extra times at 30% of normal effectiveness. For example, if you have 55% Multistrike and cast a Fireball that does 1000–1100 damage, you’ll have two separate 55% chances to automatically follow with another smaller Fireball that does 300–330 damage. That means every time you cast Fireball, you have a chance to see one big-damage Fireball, and then two smaller-damage Fireballs leave your hands in quick succession.

New Stat: Bonus Armor
Throughout the game’s history, some items have had bonus armor on them, which made them more attractive to tanks. After we removed Dodge and Parry, we wanted to replace these stats with a new tank-specific stat, and Bonus Armor fit the bill nicely. As with Spirit, it’ll only show up on rings, necklaces, cloaks, and trinkets. It’s clearly valuable to all tanks, and will be tuned to be much stronger than other secondary stats. Tanks will want to use items with Bonus Armor for those slots.

Retiring Stat: Amplify
We tried out Amplify on trinkets in Siege of Orgrimmar, and at BlizzCon we announced that it’d be a stat in Warlords of Draenor. The intent of Amplify was to multiply the effects of your other secondary stats. However, as we continued development, we found that Amplify had some design problems. In particular, we determined that it would quickly become the absolute best stat for everyone. On top of that, even if we were to apply heavy diminishing returns, the stat still wouldn’t have an interesting effect on your gameplay. For those reasons, it’s no longer going to be a stat in Warlords of Draenor.

Retiring Stat: Readiness
Readiness was another stat that we tried out on Siege of Orgrimmar trinkets. This one looked solid at first. Cooldown reduction is a great concept, the idea was well received, and although there were some balance issues, they seemed solvable. However, as we continued development, we hit a snag. Readiness works great in small quantities on the scale of a trinket or two, like in Siege of Orgrimmar. However, when we expand that to a point where you could potentially have Readiness on all of your character’s gear, problems arise.

Using a damage-dealing (DPS) class as an example, most of the stat’s value comes in letting you use your temporary burst-damage cooldowns (Arcane Power, Vendetta, Recklessness, Dark Soul, etc.) more often. Most of those cooldowns increase damage by 20%–30% while active, which is substantial for a temporary burst ability, but doesn’t compare well against secondary stats. If you stack a lot of Crit and can reach 30% Crit from gear, that’s more or less a 30% passive increase to damage. If secondary stats are equal, you should be able to stack Readiness instead, and get a damage increase that’s similar (or at least close). But how do we give you a 30% damage increase from letting you use a +20% damage cooldown more often? And once you get to 100% uptime, then what?

We experimented with many potential design changes but never found a version of Readiness that really felt good, so we’re going to shelve it for now, at least as a common secondary stat. You may still see it pop up occasionally in small quantities, such as on a trinket.

New Stat: Versatility
The removal of Readiness left some space in our itemization plans and room for another stat to take its place. It’s important to offer players plenty of different secondary stats so that you have a wide variety of interesting and compelling gear to choose from. To that end, we’ve been working on a new secondary stat called Versatility. Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It’s a straightforward, obvious upgrade to your primary role’s performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example. We won’t be tuning it to be anyone’s highest throughput secondary stat, but it’ll be close, and it’ll give you a nice boost to how versatile your character is in the process. It’ll be especially attractive to hybrids who want to feel more “hybridy.”

Minor Stats

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Most gear that drops in Warlords of Draenor has a chance to have a random bonus in addition to its normal stats. We call these “minor stats,” and they provide a small but useful bonus to your character.

New Minor Stat: Movement Speed
The first of our minor stats is Movement Speed, which, as you can probably guess, increases the speed that you move by a small amount. Previously, movement speed increases came from enchants and various class abilities, but otherwise never directly came from gear. The Movement Speed minor stat will stack with all other sources of movement speed, but we’ll be keeping the maximum benefit you can get from it fairly low—we want it to feel like a fun bonus when you get it, but not a large increase to character power.

New Minor Stat: Avoidance
Another minor stat, Avoidance, has previously only ever been used for a few prominent class pets. It reduces the damage you take from area-of-effect (AoE) attacks, though compared to the pet version, the Avoidance minor stat will come in much smaller quantities. The goal is to soften the blow of AoE attacks a bit, but not allow you to just stand in the fire.

New Minor Stat: Indestructible (previously Sturdiness)
We called this one Sturdiness when we announced it at BlizzCon, and its original effect reduced durability damage that you take by a small amount across your whole character. Since then, we’ve renamed it Indestructible, and changed it to cause that specific item to not take any durability damage. We think the change will make the stat more intuitive while providing a similar overall benefit.

New Minor Stat: Leech (previously Lifesteel)
Lifesteal is another minor stat that has been renamed and slightly redesigned since BlizzCon. Our original plan was for it to convert a percentage of your damage done to self-healing. We’ve extended it to work for healers as well, causing an extra percentage of all of the healing you do to heal you as well. With that change, the name was no longer fitting, so we’re renaming it Leech.

Proposed Minor Stat: Cleave
We announced Cleave as a minor stat at BlizzCon, but have since run into some problems with it. Most importantly, it was of situational value to DPS classes, always valuable to healers, and had very little value to tanks. As a result, we were concerned it would cause items that would otherwise be equally appropriate for a healer and a DPS class to be viewed as “healer gear,” which isn’t our intent. We’ve shelved it for now, though we have some ideas about how it might show up occasionally in specific cases.

The Complete List

In summary, here’s a complete list of our planned secondary and minor stats in Warlords of Draenor:

  • Secondary Stats
    • Haste: (Unchanged) Increases attack speed, spell casting speed, and some resource generation
    • Critical Strike: (Unchanged) Increases your chance to critically strike, dealing double damage
    • Mastery: (Unchanged) Increases the effectiveness of your specialization-specific Mastery
    • Multistrike: (New) Grants two chances for your damage and healing effects to fire an additional time, each at 30% effectiveness
    • Versatility: (New) Increases damage and healing, and reduces damage taken
    • Spirit: (Unchanged, healer-only) Increases mana regeneration rate
    • Bonus Armor: (New, tank-only) Increases your armor
  • Minor Stats
    • Movement Speed: (New) Increases your movement speed
    • Indestructible: (New) Causes the item to not take durability damage
    • Leech: (New) Causes you to be healed for a portion of all damage and healing done
    • Avoidance: (New) Reduces your damage taken from area-of-effect attacks.

As you can see, we have a lot of exciting changes and additions in the works designed to give you a variety of intuitive and interesting gearing options. We’ll be keeping a close eye on how these are playing out in our alpha and beta testing, and we’ll continue to refine and adjust as needed. As always, we look forward to hearing your constructive feedback!
 
Patch 5.4.8 Hotfixevi - 3 Jun
Originally Posted by Blizzard (Source)
Raids, Dungeons, and Scenarios

Battlegrounds and Arenas
  • Ethereal Soul-Trader can no longer be summoned while in an Arena or Battleground.
 
Blue Teme
Originally Posted by Blizzard 
Classes
Also, I think it's being suggested that in high end raiding, choice in talent in that tier is an illusion.
For (literally) the top 0.1% of players, it's a non-choice. For the rest, it's a way to customize the feel of the rotation. (WatcherDev)
Is that the top 0.1% of raiders or all players? Raiders as those seeing the content.
The "content" in this case is the talent tiers themselves, no? In which case they are relevant to everyone. (WatcherDev)

Character / Items
If we've deleted certain toys in the past will they still appear in the toybox? (due to having the Q completed) I.e: Marmot
We hope to, but are unsure what form that will take. (Source)

Are drop rates going to be higher to compensate for gear changing stats and the same item being usable by more people?
Drop chances and treasure table structure are both going under the knife for some upgrades to account for the new paradigms. (Source)

PvE
What are your thoughts on Challenge modes being cheesed by use of Invis pots?
Invis pots are the counterbalance for Shroud of Concealment. Otherwise rogue would be mandatory. Mob kill count keeps it sane. (WatcherDev)

Since CMs will still downscale gear, and therefore still be challenging, could their loot tables improve each tier?
Quite possibly, yes, but it's too early to make a definite call on that. (WatcherDev)
I thought the plan was later patches have new dungeons + old dungeons scale up to remain relevant (to avoid burnout)
That's what we'd discussed. Scaling up CM gear rewards as new tiers unlock is a separate question entirely. (WatcherDev)

Free Faction Change
Question. Why free transfer to alliance for faster queue when after doing so horde queues will be fast again? Defeats the purpose?
Queue length is not the primary reason people transfer. Cost is the primary reason they don't. (holinka)

Servers/Cross servers NEED to be faction balanced. PvP servers/players DO NOT want a server with a dead opposite faction = boring.
Ironically PvE servers have great faction ratios. PvP servers are the ones that have trended towards imbalance. (holinka)

PvP
is blizzard working toward anything to stop DDOS or compensating for it, especially in the rbg environment?
DDOS attacks occur outside the realm of control of Blizzard. I recommend you do not use programs that make your IP address known. (holinka)

Just wondering what Bliizard's opinion is on Horde in Isle of Conquest?
I think Horde avoid it or give up too easily. They used to win it handily. (holinka)

Any chance the base wow arena Tournament UI getting revamped soon? No life bars over characters is hard to follow.
We have discussed ways to improve including low hanging fruit like nameplates and reducing number of buffs, damage/healing numbers. (holinka)

Are honor/cp rewards staying the same for random BGs in WoD, or are we switching to only drops?
Random BG/Call to Arms won't give an honor bonus anymore. It will be strong boxes. So today's system with a different bonus. (holinka)

It is my impression that damage, in PvP, scales twice as fast as healing, because there are generally two DPS per Healer. True?
False. Those scale in parallel; no net scaling difference. (Celestalon)

with long fears being reduced to 6 seconds, will you address sap, as it's a indirect nerf to sap and its function?
no plans to change sap (holinka)

Professions
so gathering profs are largely irrelevant with farming in MoP, any interest in making a secondary 'gathering' slot?
Something we have considered, but we'll just be focusing on making gathering useful this time around. (Source)

New Jumper cables and Army knife, no engineering requirement on them? What's the point in being an engineer now?
Knife has a requirement now. We decided against the other cables. (Source)
so new knife, Eng can combat res? (please say yes) if it fails (or not anymore?) would consume a res charge or not?
Not a combat rez, but will work 100% of the time. Side effects on the engineer may still occur.

Pets and Pet Battles
Could we get a sneak peek of one of those very cool bonuses?
Here ya go: We will be introducing a new type of battle pet stone that grants levels to pets instead of quality. (Source)

CotA i Multiple Pet Fix u 2.1, Haunt i LS %Damage na Opremi u Sledećem Patchu

Call of the Ancients i Multiple Pet Fix u 2.1
Patch 2.1 doneće sa sobom ispravke kod petova odredjenih klasa, gde će oni dobiti bolji AI kao i ispravljen bug gde oni stoje i ne rade ništa. Jedan od većih fixeva biće barberian Call of the Ancients!
Originally Posted by Blizzard (Source)
We’re planning to make several bug fixes to Call of the Ancients in patch 2.1 that should address some of the concerns we’ve seen players reporting with the skill. So, make sure you keep a hold of that Immortal Kings set!
- The Ancients should no longer sometimes stand idle when they have foes they could be clobbering instead.
- The Ancients should now use their secondary abilities as indicated on the tooltip.
Again, these bug fixes are currently expected to arrive with patch 2.1, but we don’t have an estimate to share for the date of that patch at this time. Thanks for all of the reports!

I find that the idle thing happens often with WD pets too. Mostly the Zombie dog w/ tall mans finger and Gargantuan
I did some digging and found out that these changes will update multiple pets, and not just Call of the Ancients. I'll go over what those changes are, and what pets it should affect. I also want to emphasize that we don’t have an estimate to share for when we expect patch 2.1, but we’re definitely working on it and are looking to provide a PTR. 
  • We're making a number improvements to the AI of several pets
  • We're also fixing a number of issues that sometimes prevented some pets from attacking nearby enemies, or caused them to stand still and stop attacking their current target
    • Pets affected by these changes should include:
      • Call of the Ancients
      • Companion
      • Fetish Army
      • Gargantuan
      • Mystic Ally
      • Phalanx
      • Zombie Dogs
 
Haunt i LS %Damage na Opremi u Sledećem Patchu
Witch Doctor Haunt i Locust Swarm bonus damage sa opreme se ne uračunava dobro, a Blizzard je najavio da dolazi uskoro hotfix u sledećem patchu.
Originally Posted by Blizzard (Source)
People, myself included, have tried gear with/without Haunt/Locust Swarm damage increasing modifiers, but the damage numbers do not change.
Hi Everyone, 
Thanks for all of the reports about this. I just wanted to pop in here and let you all know that we are aware of this issue and have a potential fix in place internally that should resolve this. I obviously can't make any promises about when this fix may appear on live servers, but we are hoping to include it with our next game patch.
Thanks for your patience and all of the reports about this!

Alpha Patch 30509 - Explorer Li Li, Commander Raynor, WW3 Sgt. Hammer, Novi Shop Bundle

Blizzard je sinoć postavio novi Alpha Patch Build 30509 za Heroes of the Storm. Prethodna 3 dataminovana skinova su sada otključani u igrici, a novi shop bundle je zamenio starog Murky bundle.
 
Explorer Li Li
Prvi Li Li skin! Trenutno dostupan u shopu za 7.49$.
 
 
Commander Raynor
Dostupan za 7.49% preko shopa.
 
 
World War III Sgt. Hammer
Dostupan za 9.99$ preko shopa.
 
 
Novi Bundle pack - 10 Heroja
Murky Bundle je zamenjen sa novim paketom koji nam donosi 10 heroja za samo 28$, umesto regularnih 74.90$ (što je 60% popusta).
Originally Posted by Blizzard (Source)
Alongside today’s hero rotation update, we added three brand new hero skins to the Heroes of the Storm Shop. What’s more, we heard your feedback that you’d like to see a Bundle that packs a bit more punch, so we’ve added a massive new collection which includes 10 heroes at a huge discount. Check out our latest additions below:
Heroes Variety Bundle – Regularly $74.90. Now $28.99 (Over 60% off!)
  • Arthas
  • Diablo
  • Falstad
  • Sgt. Hammer
  • Sonya
  • Tassadar
  • Tychus
  • Tyrael
  • Tyrande
  • Zeratul

New Skins:
  • Commander Raynor – $7.49
  • Explorer Li Li – $7.49 – Li Li’s first Skin!
  • Warworld III Sgt. Hammer – $9.99 – Sgt. Hammer’s first Skin!
 
Don’t forget! We also added a number of individual hero Bundle Packs with our latest patch on May 22. All of the bundles below are still available in the Shop:
Kaijo Diablo Bundle – Regularly $17.48. Now $8.49 (over 50% off!)
  • Diablo
  • Kaijo Diablo Skin

Medic Uther Bundle – Regularly $17.48. Now $8.49 (over 50% off!)
  • Uther
  • Medic Uther Skin

Prince Arthas Bundle – Regularly $14.98. Now $7.49 (50% off!)
  • Arthas
  • Prince Arthas Skin

Tyrael Elite Bundle – Regularly $29.97. Now $14.49 (over 50% off!)
  • Tyrael
  • Demonic Tyrael Skin
  • Seraphim Tyrael Skin

Zeratul Elite Bundle – Regularly $24.97. Now $11.99 (over 50% off!)
  • Zeratul
  • High Templar Zeratul Skin
  • Ronin Zeratul Skin
 
If you purchased a Bundle Pack that’s no longer available in the Shop, you haven’t lost any heroes, skins, or mounts granted by those Bundles. We will be testing a variety of Bundle Packs throughout the alpha, which means we'll remove old Bundles, add new ones, and likely revisit previous Bundles over the weeks and months to come. Stay tuned, because we’ll have more info to share with you soon on how we’ll go about revisiting old bundles.

Please also keep in mind that all real-money purchases made during Technical Alpha testing, including Bundle purchases, will inevitably be reset and refunded to your Battle.net balance with future account wipes.
The bundles and skins listed above are available now in the in-game Shop. So be sure to lock in your favorite hero pack today!
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