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Warlords of Draenor Zone Preview: Talador

Originally Posted by Blizzard (Source)
Our journey into the wilds of Draenor takes us next into Talador. We unabashedly absconded with a little of Associate Quest Designer Johnny Cash’s* time to learn what’s waiting for players here.


Located in the heart of Draenor, Talador offers significant strategic value to the Iron Horde should they complete their quest to gain control. The city of Shattrath, a shining jewel of draenei civilization, now lies in the Iron Horde’s clutches, and the situation is looking grim..

Zone Music Piece: Last Night by Neal Acree



What can you tell us about the path that leads players into the events taking place in Talador? How does the story evolve within this zone?

Johnny Cash: After coming out of a major confrontation against the Iron Horde in Gorgrond and leaving one of their bases in ruin, you and your forces have begun erecting an outpost just north of the draenei city of Tuurem in a bid to push back the invading fleet. Under the command of the ruthless Warlord Blackhand the Destroyer, the Iron Horde has already made landfall on the Orunai Coast and have taken most of northern Talador—including the sprawling city of Shattrath, the trade capital for all of draenei civilization. If they aren’t stopped soon, all of Talador will fall into Grommash Hellscream’s grip, and the rest of Draenor is sure to follow. Talador’s strategic location at the heart of Draenor would give the Iron Horde the perfect launching point for their amassing forces in Tanaan Jungle.


Pushing the Iron Horde back will be no simple feat, however. They have greater numbers, a stronger foothold, and one of the most brilliant military generals to ever live backing its mission. A confrontation of epic proportions between Warlord Blackhand and Orgrim Doomhammer within Shattrath will shake the city’s foundations, and not every hero who enters may make it out alive.

Even once the Iron Horde is routed out of Shattrath, the city will not remain safe for long, as new foes are waiting to emerge and lay claim to the city. The Sargerai are a sect of draenei who have aligned themselves with the Shadow Council to usher Gul’dan’s twisted schemes into fruition. With most draenei cities razed and sacked by the Iron Horde, allies are few and far between . . . but they do exist. Pockets of draenei resistance dot Talador’s forests, eager to retake their homes and enact vengeance on their assailants. In an ancient caldera to the east at a major ley line nexus, Archmage Khadgar and the Kirin Tor have taken up residence. Perhaps most curiously, there have been several sightings near the city of Aruuna of arakkoa outcasts—flightless bird-men powerful in the ways of shadow magic. Some say their existence is little more than a legend, but players will have to find out for themselves if the rumors are true—and if they are, what brings the arakkoa outside of their ancestral home in Spires of Arak . . . or, more importantly, who.


On top of all of the very real threats players face in their first foray into Talador, a darker, more sinister threat lurks to the south. Teron’gor, right hand of Gul’dan, leads a massive assault on the holy mausoleum of Auchindoun, resting place for all draenei souls. Demons pour in at the Burning Front from the remains of a ruined world somewhere in the Twisting Nether. The Shadow Council eyes the city of Telmor. Exarch Maladaar leads the Auchenai, ancient defenders of Auchindoun, in a desperate effort to hold off the seemingly endless waves of death. If their lines falter, Teron’gor will have unhindered access to innumerable draenei souls . . . and plans to consume them to gain a terrible power not meant for mortal hands. But the Auchenai have an ally that Teron’gor did not expect. Lady Liadrin and her Sunsworn felt the demonic presence and have flocked to Auchindoun’s aid, and will call upon players to help turn the tide—but will they be enough?

How would you describe the zone’s ambience and the creatures that can be found in it?

Johnny Cash: Talador is home to the heart of draenei civilization. It is stunningly beautiful, and the zone has a palette of oranges, golds, and greens that make it incredibly vibrant.

It is stunning beautiful, and the zone has a pallete of oranges, golds, and greens that make it incredibly vibrant.

It’s particularly lovely at dusk and into the evening, where its gentle orange sky fades into a dazzling starry night. The zone really showcases the breadth of draenei life: the sprawling trade hub of Shattrath, the massive mausoleum that is Auchindoun, the iconic city of Tuurem, the mythical Telmor (it does exist!), and so many others. Talador is more than a pretty place, though, and there is a prevailing sense of urgency that you feel everywhere you go. The Iron Horde and the Shadow Council threaten to unravel all that you’ve done in one fell swoop. Talador also boasts these great contrasts everywhere: old versus new, tranquil versus literally on fire.

Of course, while you’re in Talador you’ll have run-ins with the many creatures that call this great forest home, many of whom have adapted unique hunting techniques to survive. The devious stalker is able to change its skin coloration to camouflage it, allowing it to ambush prey or escape predators unseen. Mighty teroclaws, flying beasts that use their strong beaks to sever both flesh and bone, rule the skies here rather than the rylaks found in many of Draenor’s other locales. Moths are drawn to the plentiful water sources, and have developed the ability to channel the abundant magic energy in the air around them into condensed blasts. Those same water sources are home to all sorts of electric eels, poison frogs, and even mighty riverbeasts. Some caves are home to ferocious territorial spiders that few dare disturb—their venom is said to be able to alter both the body and mind. Tigers prowl the lower mountain ridges, hungry for their next kill. Talador looks like a welcoming place . . . but every forest has its dark side.


Which locations are some of your favorites? Any highlights players should make sure to see and experience?

Johnny Cash: Talador offers some truly diverse locations that are all worth a visit. You’re seeing these places that you may be familiar with from The Burning Crusade in a totally different light. You know more or less where everything is in Talador already if you braved the Terokkar Forest, but nothing in those locations is quite as you remember it. That’s what makes it so exciting to explore. I would say there are three main areas and their surroundings that really define Talador: Shattrath, Auchindoun, and the northeastern forest.

Shattrath is initially occupied by the Iron Horde and is exponentially larger than the Shattrath players know from The Burning Crusade. Carefully manicured trees and hedges lines its walkways, and numerous rises, canals, and bridges connect several large, unique sections of the city. One section is protected and cordoned off by an ornate, magically enhanced shell structure. Nearby, Shattrath’s docks offer ample room for traders from all across Draenor to come peddle their wares—or for an Iron Horde war fleet to bring their ships. Those who prefer to live a quieter lifestyle outside of the hustle and bustle of the big city may find themselves in Tuurem or a village along the Orunai Coast.

Auchindoun has not yet been sullied by the Shadow Council, and players will have a chance to see it in all its glory. Draenei from all around make pilgrimages there to pay their respects to their ancestors and the recently deceased. The northeastern forest may not have an enormous city dominating its horizon, but it is far from short on sights worth seeing. Your Garrison outpost stands tall in an ideal position for accessing the whole of Talador, wherever your presence is needed.


What outpost bulidings are available, and what will players be able to earn for their Garrison?

Johnny Cash: Talador will offer some really cool choices that will affect your Garrison. You’ll have the opportunity to build an Arcane Sanctum or an Arsenal in the last available spot in the outpost. Which building you choose will offer you a different questing experience, a blueprint to construct a Mage Tower or Armory at your Garrison, and a special follower.Each building also unlocks a special zone ability to use anytime you’re in Talador. You can call in an artillery strike from the cannon mounted on the Arsenal, or summon a guardian orb from the Arcane Sanctum that will follow you around for a time and fry any enemies that dare to get too close.

Talador is full of enemies to slay and problems to solve, and I hope you enjoy playing it as much as we did making it. Good luck; have fun!

We hope you’ve enjoyed learning more about Talador, and we look forward to continuing the journey through Draenor in our next zone preview.

*Not to be confused with the original “man in black,” though Johnny—like most game designers—does own a healthy collection of black T-shirts. He does not, however, take song requests.

Curse of Naxxramas Izlazi 22 Jula!

Napokon, Blizzard je objavio datum izlaska Curse of Naxxramas, a to je 22 Jula u Americi i 23 Jula u Evropi! Arachnid Quarter će biti prvi wing koji će biti dostupan igračima, dok će ostavili biti otključavani u toku nedelja.
Originally Posted by Blizzard (Source)
Curse of Naxxramas Creeps Out on July 23!

Are you prepared to face the horrors lurking within the dread necropolis Naxxramas? Curse of Naxxramas: A Hearthstone Adventure is just about ready to open its gates to the world. There’s a host of undead monsters inhabiting the halls of Naxxramas, ready and waiting to defend their lair against Hearthstone’s heroes. If you . . . somehow . . . manage to defeat them, you’ll be rewarded with ghastly new cards for your Hearthstone collection!

Curse of Naxxramas goes live in Europe for Windows®, Mac®, and iPad® on Wednesday, July 23, starting with the Arachnid Quarter—the first of five creepy wings thatwill be released over a period of five weeks. The Arachnid Quarter will be free to play during the Curse of Naxxramas launch event, which will last roughly a month. Those brave enough to step foot into the Arachnid Quarter during the launch event will unlock it permanently for free. Check out our recent blog for further details on how to access the Arachnid Quarter and the subsequent wings of Naxxramas.

Polish up your decks, card-slingers—we’ll see you inside the necropolis soon!

Legendary Gem Izmene Uskoro na PTR

John Yang svratio je na PTR forumu kako bi nam dao dodatne informacije o izmenama Legendary Gemova u budućem PTR Patchu. Jedna od njih je da followeri neće biti u mogućnosti da koriste iteme koji na sebi imaju Legendarne Gemove, medjutim postoji mogućnost da će Blizzard ubaciti specijalne Legendarne Gemove za Followere.

leggemspower
 
On je takodje rekao da ima i Gem kojeg nismo videli još na PTR-u: Boon of the Hoarder. Pročitajte kompletne informacije i detalje statsova svih Gemova!
Originally Posted by Blizzard (Source)
Hi everyone. I wanted to pop in here while discussion on Legendary gems is ongoing.

First off, our philosophy on Legendary gems is that, when you pick one up for the first time, you should immediately want to use it (assuming it’s for your build – some gems obviously don’t apply to all builds/needs). This puts a minimum bar on the starting power level. After that, the power increase per upgrade is directly related to the frequency of upgrading, which is closely tied to the Greater Rift reward scheme and is still being iterated on. In the end, we’d like gems to be infinitely upgradeable when it makes sense, but not be outrageous.
Additionally, all Legendary gems have been disabled for followers. These powers were not designed for followers in mind, and this way we can ensure the gems are of a high power level because you can only have 3 equipped. In the future, if followers need avenues of advancement we would likely make Legendary gems specifically designed for them.

Now for the details. The existing stats you see on Legendary gems on the PTR today are somewhat placeholder. So, to steer further discussion in a direction that’s more in line with the next PTR build, here are the freshly tuned numbers (with some of my notes) for each gem.
Bane of the Powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.

Enforcer
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
  • Notes: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.

Moratorium
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.

Zei's Stone of Vengeance
  • Damage you deal is increased by 6% for every 10 yards between you and the enemy hit. Maximum 30% increase.
  • Upgrade rank grants: +0.1% for every 10 yards (+0.5% to max).
  • Rank 50 unlocks: 30% chance on hit to Stun the enemy for 1 second.
  • Notes: The max of 50 yards was added not because it was too powerful (even though it was too powerful), but so that you wouldn’t be incentivized to stay offscreen while your pets killed everything. At 50 yards, I expect you to be in range to actually still use your skills (crazy right?).

Simplicity's Strength
  • Increase the damage of primary skills by 25%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Primary skills heal you for 2% of maximum health on hit.

Bane of the Trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.

Wreath of Lightning
  • 15% chance on hit to gain a Wreath of Lightning, dealing 500% weapon damage as Lightning every second to 1-2 nearby enemies for 3 seconds.
  • Upgrade rank grants: +10% weapon damage per second.
  • Rank 50 unlocks: While under the effect of the Wreath of Lightning, gain 25% increased movement speed.

Gem of Efficacious Toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.

Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
  • Upgrade rank grants: +10% weapon damage over 3 seconds.
  • Rank 50 unlocks: Gain Blood Frenzy, granting you 2% increased Attack Speed for each bleeding enemy within 20 yards.

Mirinae, Teardrop of the Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.

Gogok of Swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.

Invigorating Gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.

Boon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.

Taeguk
  • Gain 1% increased damage for 4 seconds after spending primary resource. This effect stacks up to 10 times. Gaining a stack refreshes all existing stacks.
  • Upgrade rank grants: +1 max stack.
  • Rank 50 unlocks: Gain 1% increased Armor for every stack.
  • Note: This buff duration on this gem was chosen so that it’s easier to keep up with cheap spenders and not trivial with expensive spenders.

As always, these numbers are not final and we’re keeping a close watch as PTR goes on. Please continue the discussions and let us know what you think.

Novi Battleground Garden of Terror, Master Skinovi Uskoro

Novi Battleground Garden of Terror
Divlji battleground nam dolazi uskoro, a mi smo imali prilike da vidimo par elemenata ovog battlegrounda u prethodnim patchevima. Blizzard je objavio zvaničan blog Garden of Terror battlegrounda.

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Originally Posted by Blizzard (Source)

With this episode of Designer Insights, we’re shifting our focus to a brand new battleground called Garden of Terror. Senior Technical Designer Meng Song gives us an overview.

Trikslyr: Garden of Terror is our brand new, 3-lane battleground featuring a day and night sequence. Can you tell us what changes occur when the night sequence begins?

Meng: When night falls, the night horrors will come out in the garden area of the Battleground and all normal mercenary camps will disappear. The minimap displays the location of all the night horrors with purple indicators, similar to the Haunted Mines display of skulls. This should make locating the Night Terrors easier to pinpoint.

Garden of Terror provides us with the opportunity to feature our dynamic lighting. During the night, we turn down the brightness of your hero’s vision, so the map becomes much darker. We recommend players to stay alert and keep your allies close, night is the perfect time for enemies to strike and take advantage of your reduced visibility.

As a side note, the night sequence will not end until all the night horrors are killed. Since the nature of the map changes and the day/night cycle is controlled by the players, it becomes part of the strategy whether to try and keep the map on the night cycle or try and shift it back to daytime.

T: One of the objectives on the map is for each team to grab seeds. This is done by killing the small, but deadly Infested Servants scattered throughout the garden, and the massive plant called the Flowering Shambler. What's the purpose of collecting the seeds?

Meng: After collecting 100 seeds, any player on the team can right click on the Fertile Soil inside their base to summon the almighty Garden Terror. That player will become the Terror and will be free to use the Garden Terror’s power to their advantage. However, use your time wisely, as the summoned Terror has a time limit that will expire.

T: Besides a massive amount of health and power, what kind of cool abilities can players look forward to obtaining once they become the Garden Terror?

Meng: The Garden Terror has two abilities. Plant Horror Overgrowth disables and damages all enemy buildings around the casted area. Be careful, as the Overgrowth can be destroyed by the opposing team. This creates a good risk-reward scenario and opens up gameplay choices. Players can use the ability as bait, place it in areas away from heroes, or just go for the all-in play. Plant Horror Overgrowth will be on top of the priority list for enemies, so players will have to think on their feet with how, where, and when to use such a powerful ability.

If you're sick of the enemy team clumping up and pulling off a wombo-combo on your team, Spore Queen's Curse lets you turn them into slow, weak Plant Zombies! This is an area of effect polymorph ability that can definitely turn the tide of a fight, when used correctly.It’s wise to keep the ability off cooldown, so the ability can be used as a follow up tactic right after an Overgrowth.

T: Are there any Heroes in particular that excel well on Garden of Terror?

Meng: We believe some of the choices below fit well on this unique battleground:

  • Heroes that have summons and/or can jungle well such as Gazlowe and Zagara
  • Heroes that have good AoE and/or are difficult to ambush like Stitches, Brightwing, and Falstad
  • Heroes or talents that allow you to scout, such as Tassadar and Clairvoyance

Trikslyr: We like to end our Designer Insights with a fun anecdote. Mind sharing a terrifying moment that occurred while testing the new battleground?

Meng: There were a few hilarious moments that occurred during the development playtest.

At one time, the Garden Terror was balanced to be so strong that we just couldn't kill it. So you would get these weird moments where each team would summon a Terror, all the other four heroes would be forced to chase the enemy Terror in an attempt to slow it down. The game eventually turned into a base race scenario in which the Terror who could kill the enemy's core faster won.

In another test phase, the Garden Terror's Spore Queen's Curse ability could be casted on the enemy’s Garden Terror. So when two separate Garden Terrors were summoned, it was all about which Terror could cast the ability on the enemy Terror first, and it was pretty hilarious to watch teams beating up on a tiny Garden Terror.

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Master Skinovi Uskoro
Vaeflare je objavio par informacija Master skinovinovima koji su bili obećani na PAX East-u. Izgleda da ćemo uskoro videti masters skinove za Arthasa, Falstada, Li Li, i Stitches! Pogledajte Video.
 
 
Originally Posted by Blizzard (Source)
A few months ago at PAX East we gave attendees a sneak peek at a new series of hero skins we’re currently developing. These Master Skins represent a further exciting evolution of each hero’s base skins, and you’ll be able to find out more details about how to obtain them in the coming weeks. Additionally, stay tuned for a fresh new blog that focuses on a variety of changes that are coming to the Heroes of the Storm progression system!
In the meantime, throughout the week you can feast your eyes on a series of videos which showcase the current state of some of these exciting new skins!

First up from the Warcraft universe is Arthas, Falstad, Li Li, and Stitches!

Coming soon: Abathur, Kerrigan, Tassadar, Zagara, Diablo, Sonya, Valla, and many more!

Make sure to check back to this blog for updates!

Kineska Diablo 3 Grafika, Life on Hit na PTR Objašnjen, Transmog Podešavanja

Kineska Diablo 3 Grafika
GamesInAsia objavio je slike gde možemo videti kako izgleda cenzurisan Diablo 3 za kineksu verziju. Dosta koske, krvi je izmenjeno sa drugim texturama, a imamo i objašnjenje zbog čega. Blizzard je u obavezi da sa kineskim distributivnim partnerom cenzuriše odredjene delove grafike.
 
d3censored
Life on Hit na PTR Objašnjen
Grimiku je našao par minuta da nam detaljno objasni izmene Life on Hit i kako on funkcioniše trenutno na PTR. On je takodje spomenuo da će buffovati LoH za 100%, i LoH Paragon Poene za 50%.
Originally Posted by Blizzard (Source)
Life on Hit has undergone a number of changes, and it can be little confusing at first. I'll go over how LoH is currently working on the PTR, but it's also good to keep in mind that it's still subject to tuning.
The bullet-point basics:
  • You gain your Life on Hit amount per cast, so long as you're doing damage.
  • The amount healed per cast does not change based on the number of targets hit.
  • You continuously gain a portion of your Life on Hit value while channeling.
  • We're increasing LoH on items by another 100%, and LoH in Paragon by 50% in an upcoming PTR build
  • We're aware that this needs tuning, particularly with large packs of monsters, or those with Reflect Damage.
More long-form explanation:
Currently in the live game, you’ll receive Life On Hit when an ability hits an enemy, and then that mechanic is run through the proc coefficient of the ability itself. As a general rule, this means that many AoE skills give very small amounts of Life On Hit vs. single targets, and you typically get large amounts of Life on Hit against multiple targets.

We want players to be able to heal consistently at the times you need it most: Boss fights and Elite fights. To support this, we’re altering some of the conditions of Life On Hit. Life On Hit will now trigger once per ability activation as long as that ability requires an animation*. This means casting Magic Missile, Frozen Orb, and Blizzard all provide the same Life On Hit per cast. Channeled spells provide an equivalent amount of healing over any given period of time to non-channeled spells.

Not only does this allow you to gain more Life when you’re attacking a low number of targets with AoE skills, it provides more consistent healing between various skills, and it also separates Life On Hit from the proc system. This last benefit is important as it means we can be more generous with allowing Legendary items to proc various effects.

All of that said, there is still some tuning to do now that we’ve adjusted how Life on Hit works. We’ll be keeping an eye a close eye on it, and continue to make the necessary adjustments to get it in line with where we want.
*Attacks that deal damage, but don't animate (like Overpower, or Frost Nova) do not trigger Life on Hit. The intention is to prevent double LoH procs per animation cycle since these skills can be cast while attacking, or channeling.
 
Transmog Podešavanja
Blizzard planira par izmena za Transmogrification sistem u Patch 2.1. Igrači će uskoro moći da testiraju te izmene kada novi build bude pušten na PTR.
Originally Posted by Blizzard  
We've got some adjustments to the Transmogrify system on the way, and you should be able to test them out on the PTR at some point in the near(ish) future. There will still be some restrictions in place, but some of the current ones will be lifted. Specifically the class-restricted limitations will be modified to offer a little more freedom. 
I can tell you up front that you won't be able to Transmogrify your gear to look like another class, but you'll have more options for your own class-specific gear when all is said and done. (Source)

--------------------------------
07/11/2014 03:24 PMPosted by EnkerZan
But what if you want to turn a normal shield into a Crusader shield?
This should work as long as you do it while playing your Crusader. The shield will default back to its normal appearance if you transfer it to another character, though.
07/11/2014 02:40 PMPosted by Zepheron
We especially need more options for 2H flails. 1H flails can be 1H swords/axes/maces, so why can't 2H flails be 2H swords/axes/maces?
The current restrictions on weapon transmogrification will still be in place after this change, but I'll bring this specific situation up at our next meeting.
07/11/2014 02:07 PMPosted by GOSU
Thats good to hear. I will assume my barb can finally transmog Raekors on her gear (also picked this up when I caught part of yesterday's stream, they said someone had this working internally).
This is a good example of what will be possible once these changes take place. Currently, players are unable to Transmog gear into the Raekor set, and even in a situation where the original piece of gear in question is a piece of Raekor. However, after the change a Barbarian could alter their gear to look like Raekors, so long as it’s been unlocked as an option. The item would default to its original appearance when transferred to a different class. (Source)
--------------------------------
07/15/2014 02:18 PMPosted by Skavok
Please for the love all all things holy let us transmog our 2hand flails to other weapon types.
I'm going to bring this up at our next meeting with the developers and see what they say. There might be technical reasons why this is restricted, but the way it currently works is not very intuitive since 1-handed flails can Transmog into other weapons. (Source)

Naxxramas ne Izlazi 15 Jula, Pozadine Heroic Karata Biće Objavljene Pre Naxxramasa

Naxxramas ne Izlazi 15 Jula
Aratil je na zvaničnom forumu objavio da Naxxramas Patch neće biti pušten 15 Jula, ali da je i dalje planirano da patch ugleda svetlost dana u Julu mesecu.
Originally Posted by Blizzard 

We are still on track to release Curse of Naxxramas in July, but it will not be tomorrow. - Aratil (Source)

We'll still eat that gummy bear when it releases. Extreme coincidence about gummy bear day, though.
People are looking too deep into it. I understand they are excited, and so are we, but not everything we say is a hint. - Zeriyah (Source)
 
Pozadine Heroic Karata Biće Objavljene Pre Naxxramasa
Zeriyah je objavio danas na twitteru da ćemo videi Heroic pozadine karata pre izlaska Naxxramas patcha.
Originally Posted by Blizzard (Source)
When will we see the card back for the heroic mode?
We'll show it off sometime before Naxx hits.

Starcraft 2 Balance Test - 11 Jul

Blizzard je pozvao igrače na balans test 11 Jula. Posebna mapa "(2)OvergrowthLE (2.1.3 Balance v1.0)" dostupna je igračima gde mogu testirati izmene kod Widow Mine’s splash damage, Thor’s AA prioritization i Mothership Core’s Time Warp ability.
Originally Posted by Blizzard (Source)
Call to Action: July 11 Balance Testing

We’ve just published a new version of the Balance Test Map to the StarCraft II Custom Games list titled "(2)OvergrowthLE (2.1.3 Balance v1.0)". In this new version, we’ll be testing changes to the Widow Mine’s splash damage, the Thor’s AA prioritization, and we’ll be decreasing the duration of the Mothership Core’s Time Warp ability. During this testing phase, please keep in mind that none of the changes listed below are final. Our plan is to first explore how each change impacts the game and potentially test additional changes after reviewing your feedback. Let's have a look at the full list of changes you'll be testing in this version:

Terran

  • Widow Mine
    • Splash radius increased from 1.25/1.5/1.75 to 1.5/2/2.5
  • Thor
    • Changed to prioritize their AA weapon over the AG weapon

Protoss

  • Mothership Core
    • Time Warp duration decreased from 30 to 15 seconds

Balance Testing Extension Mod

We’ve also updated the Extension Mod for balance testing, so that you can try your hand with these changes on maps other than Overgrowth. Those of you who are interested in trying out the Extension Mod can use the following steps to get a game started:

  1. Navigate to Browse Maps on the Custom Games menu,
  2. Select a map and click the Create with Mod button in the lower right corner,
  3. Choose to sort by Blizzard Mods from the dropdown list at the top of the screen.
  4. Select the “Balance Test Mod” Extension from the list and then hit Create Game.

If you're interested in the StarCraft II Balance Team's reasoning behind each change, you can check out David Kim's initial and recent forum posts on the topic.

We’d like to remind you that feedback based on playtesting is the most helpful information you can share with us at this time. We kindly ask that you spend some time playing games on the test map before offering your thoughts on the changes listed above.

As always, thank you for your continued feedback and support. We’d like to restate that none of the changes listed above are final. Once you feel you’ve had enough time to test thoroughly, we welcome you to share your feedback.

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