Artcraft - Level Design Treći Deo

Blizzard je objavio treći deo Arcraft bloga Level Dizajna!
Originally Posted by Blizzard (Source)
Hi again, I’m senior art director Chris Robinson. In this third installment, senior level designer Ely Cannon explains a bit more of the level designer’s role in bringing the landscape to life and how this role may be a bit different at Blizzard than what players, and even other level designers in the industry, might expect the role to encompass.

Hi, I’m Ely Cannon, a senior member of the Level Design team for World of Warcraft. I wanted to talk a little about the important role that our level designers play in developing the visual style for the zones. In a traditional level design role, you wouldn’t historically find artists; but we’re not what most people know as traditional level designers on the World of Warcraft team. We go out of our way to hire artists with design experience, or designers with art skills, for our level design team. This is essential to our process since each level designer is ultimately the gate keeper for the visual style and tone of the zone he/she is working on.


This process starts with the preproduction work for a zone. Working with an environment artist, the level designer will help to guide and define the scope of environment assets needed. These assets include terrain textures, trees, bushes, accent plants, rocks, etc. The range of models and textures needed must address not only the main zone look, but the sub environment types needed to break up the zone, all the while bringing the concept to life while remaining within the capabilities of our game engine. It can be a challenge, and often is.

Take for example the new Nagrand. Not only do we have the environment that you know of as the Nagrand from Outland, but new areas, like a wetlands, and a higher elevation arid region. The visual clash of these disparate environmental themes could be quite jarring if not handled with care. There is a constant conversation between the level designer and the environment artist about shape language, color, diversity, scale, mood, model usage, and ultimately the visual tone of the zone as a whole that keeps the zone development moving in the right direction.


While the environment artists make the models and textures, it is the level designer who sculpts and paints the terrain, places the trees, rocks, and bushes, all the while considering gameplay and the art/design direction. We approach the whole process in a very considered and intentional way, balancing visual style and gameplay all the while. A typical day for our level designers will include big decisions about the overall look and feel of a zone as well as small decisions about how one plant looks when placed next to another plant in the scene.


Nagrand in Warlords of Draenor is a good example of the color relationships between textures. The vast sweeping savannahs of verdant green which make up a large portion of Nagrand presented a challenge for our level designers. How can we get color depth into massive green fields while staying true to the concept? At first glance the fields and rolling hills seem to be simply green grass – and lots of it. On closer inspection there is a carefully selected range of green tones used to render the savannahs of Nagrand. Each of the green tones is a unique grass texture which is carefully blended with the others in the set to create the effect seen in-game. Likewise, the subzones in Nagrand diverge from the main zone color scheme in very specific ways that were defined early by level design to ensure that players would experience a diversity of environment types while playing through the zone, and ultimately when they return for max level content.


Having capable and talented artists and designers sitting behind our level editing tool allows for fast iteration, and ensures that we can create huge play areas with a consistent level of visual quality. In the last segment of this Artcraft series you’ll meet five more of these designers: Victor Chong, Ian Gerdes, Ed Hanes, Damarcus Holbrook, and Kevin Lee.

Artcraft - Level Design Drugi Deo, 28 Oktobar Hotfixevi, Anti-Exploit Mehanizam

Artcraft - Level Design Drugi Deo
Blizzard je objavio drugi deo bloga Artcraft - Level Dizajna.
Originally Posted by Blizzard (Source)
Welcome back to our ongoing Artcraft series that takes a look at the environmental and zone design for World of Warcraft. I’m senior art director Chris Robinson, and today senior level designer Michael McInerney is going to take us through a more high-level design overview, again using Nagrand from Warlords of Draenor to illustrate our level-design philosophies.

Hello, I’m Michael, and I’ll be providing insights on some of the thought processes that go into designing an iconic zone like Nagrand. Our approach to level design begins with asking many questions, and defining the answers. The one big question we always ask ourselves is “what is the story we are trying to tell?” This usually keys off the initial pitch—in the case of Nagrand, we wanted to convey that this was the sweeping pastoral home of the Warsong clan. But we also needed to determine the specifics of how we were going to communicate that visually to the player.

The obvious answer to how we tell their story is to put their homes within the environment. But that’s not the only thing that makes a place a home. The Warsong are fairly aggressive and confident, so when you first enter the zone, you’re not so warmly greeted by their war banners and fortified towers. We also knew the Warsong clan were wolfriders and traveled in large packs. This was something we could show with the large beaten-down roads that their war bands travel along. Their home base is nestled into a wind-carved canyon, and has subtle references to an Orgrimmar long past, with buildings and living spaces shaded by cliff sides. We also knew that the way they care for their wolves says something about their culture, and is noticeably different from the reverence for them within the Frostwolf clan. We illustrated that by using animal pits to get across their relationship with their wolves, instead of integrating them into the villages as the Frostwolf would. All of these elements come together to paint a different picture of the Warsong and give them character.


Nagrand also had some equity we wanted to explore; players have experienced a shattered version of the zone in Outland, and this was a unique opportunity to provide a contrasting look. Giving places a sense of history is high on the list of zone design philosophies. Some of the more obvious ways to tell a zone’s history are with ruins, when they make sense. The Highmaul ogres were once a great power in Nagrand. Now they are on the edge of oblivion. All that’s left of their once great civilization is scattered remnants, as evidenced by their crumbling towers and roads you find throughout the zone. It’s not a coincidence that the area they occupy in the zone doesn’t exist in Outland.


We also wanted to touch on the floating islands, one of the classic visuals of Nagrand everyone remembers. We needed to figure out how could we could capture that vibe and still tell a story. One way was to create geography so delicate in places you could imagine it snapping off and floating into the sky—fel energies notwithstanding. The sweeping arches and impossible rock formations also lean toward that realm of magic, without fully committing.

The player experience, and the way a player feels when they are moving through the environments is something we’re always thinking about. Moving from zone to zone, or even within the subzones and small microcosms we create, can dramatically impact someone’s perception of their progression and the game world around them. Stay too long in one area and it can get very tiresome, but move too quickly from one to another and it can feel overwhelming. We work very closely with the quest designers to move players through the world so they can experience a dramatic environmental change at the best possible points, or when we feel they could enjoy a change of scenery.


The challenge with Nagrand was creating enough variety within a theme while maintaining an organic feel. This is a zone that is essentially grassland, but we knew we couldn’t fill a space this large with only fields. Developing an ecology that feels fresh and real is an important tenet of designing a world. Mountains flow into valleys; the edges of a forest blend naturally into open fields. The high points are dryer with scrub bushes and dead trees. The low points are lush, sometimes flooded with water. The riverbanks are a subzone in themselves, covered in reeds and thick vegetation. These areas all offer variety yet stay within the fantasy we are trying to deliver.
The way the NPCs occupy the areas should also make sense. The panther-like Saberon live in roughed out caves below the rock arches. Herds of Clefthooves roam the fields. The Highmaul for the most part occupy the mountainous areas. These relationships to the environment tell a story without any reading required.


A great zone is one that, upon entering, you immediately “get” the fantasy of, and years later you still remember that moment, and I hope we’ve achieved that with the latest incarnation of Nagrand.

Tomorrow, senior level designer Ely Cannon will explain more about the role of level designers in the creation of a zone.

Anti-Exploit / Grinding Mehanizam
Igrači u beti primetili su novi mehanizam koji smanjuje XP za 90% kada ubijete istog moba na istom mestu duže vreme.
Originally Posted by Blizzard (Source)
This isn't intended to be an "anti-grind" mechanic. It's intended to be an "anti-exploit" mechanic that programmatically addresses power-leveling abuses, with the aim of letting us reward legitimate players more generously. In the past, we've often had little choice but to drastically reduce the experience awarded by certain respawning bosses or enemies that are locked in combat with other NPCs, because otherwise they'd be abused. That always felt bad to the regular player who was just passing through in the course of questing or exploration and got unexpectedly little or no experience for killing something. The goal was to come up with an approach that would be invisible to most players, but discourage sitting there and repeatedly farming the same mob for long stretches of time in order to gain experience. Alternatives like questing, dungeons, or PvP are all supposed to be more lucrative than that - WoW has never been a game in which mass-killing mobs for experience was the most efficient route.

That said, clearly this implementation is far too strict, and is triggering from a wide variety of normal activity. We're going to disable the functionality entirely and look into a much more narrowly targeted approach if and when we reintroduce it. Apologies for the inconvenience and the lack of response on the issue - we were working on understanding exactly where the algorithm was going awry, and now that we've done so, we'll be taking action in the near future.

Patch 6.0.3 Hotfixevi - 28 Oktobar
Originally Posted by Blizzard (Source)
Quests
  • Roll Club: Serpent's Spine should no longer cause players to float and allow them to complete the quest.
  • Zarhym Altogether: Spirit Chests looted during the weekly quest no longer contains gold.

World Environment
  • World Defense chat channel should be joinable once again.
  • Alliance characters taking a flight path to Shattered Beachhead should now arrive safely at their destination (rather than falling through the world).

Battlegrounds and Arenas
  • Bonus Honor for winning a Battleground is now only awarded when queued for a Random Battleground (it was incorrectly awarding the bonus Honor for any Battleground win).

Patch 6.0.3 Informacije, Blue Teme

Patch 6.0.3 Informacije
Blizzard je objavio Patch 6.0.3 Informacije koji će sutra biti postavljen na live serverima.
Originally Posted by Blizzard Entertainment
We’re planning to release a patch tomorrow that will bring the live game up-to-date with the version currently being tested on the beta realms. This includes a number of fixes and changes to address issues we've identified since the release of 6.0.2, as well as remaining assets and content to prepare for the launch of Warlords of Draenor. As we've done in prior expansions, our plan is to not require a launch-day patch, and have a smooth transition to the new expansion in North America at midnight Pacific on November 13.
 
Originally Posted by Blizzard (Source)
World Event: Iron Horde Incursion
  • Characters that have completed the Iron Horde Incursion event can now visit a vendor near their faction's respective beachhead to purchase replacement quest rewards.
  • Report to the King/Warning the Warchief: Characters with a healing specialization should now be able to select Ironmender's Totem as a quest reward.
  • Thrall received a reminder that he is currently still on Azeroth.

Character Models
  • Resolved an issue where certain helmets could incorrectly cause an Undead's jaw to disappear.
  • Resolved an issue where skin color for Human models were not matching up with their original counterparts.

Classes
  • Resolved an issue that could cause characters to remain disarmed for an extended period of time.
  • Death Knight
    • Talents
      • Breath of Sindragosa now deals reduced damage to secondary targets. Damage to the primary target remains unchanged.
  • Druid
  • Paladin
    • Protection
      • The passive ability Sanctuary, is now learned at level 10.
  • Priest
    • Shadow
      • Resolved an issue where Shadow Priests in Shadowform were not displaying a targeting outline.
  • Shaman
  • Warlock
    • Glyphs
      • Glyph of Ember Tap was causing Ember Tap to heal for more than intended. Additionally, the glyph now increases the healing of Ember Tap by 2% (down from 5%).

Creatures
  • Gulp Frog no longer drops the Wilted Lilypad.
  • Kor'kron Butcher Cleave ability should no longer deal an excessive amount of damage.
  • Kor'kron Commanders with the Hemorrhagic Shadowstep ability should no longer deal an excessive amount of damage.

Pet Battles
  • Iron Starlette should no longer be excessively noisy when their owner is on a mount.

Quests
  • A Villain Unmasked: Resolved an issue where Samuelson Unmasked was dying too quickly to grant quest credit.
  • Basilisk Butcher: Basilisk Meat should be dropping again.
  • Borrowed Brew: Resolved a number of audio issues with the quest.
  • Get Kraken!: Resolved an issue where North Sea Kraken was dying too quickly to grant quest credit.
  • Warforged Seal: Added a safeguard to prevent characters from completing the quest if they already have the maximum amount of Warforged Seal.

Dungeons, Raids, and Scenarios
Raids
  • Looting bind-on-equip items should no longer automatically bind it to the character on Personal Loot mode.
  • Resolved an issue where Guild Raid groups were not receiving credit towards Guild challenges on Mythic difficulty.
  • Dragon Soul
    • Spine of Deathwing: Blood of Deathwing should no longer deal an excessive amount of damage.
  • Firelands
    • Shannox: Rageface's Face Rage ability should no longer deal an excessive amount of damage.
  • Blackwing Lair
    • Razorgore the Untamed received a buff to increase his survivability.

Battlegrounds and Arenas
  • Battlegrounds
    • For players queued for Random Battlegrounds, the losing team should be receiving 45 Honor again.

Professions
  • Resolved an issue where Windwalker Monks were unable to craft more than one item at a time using the "Create All" button.

Items
  • Fire-Watcher's Oath should correctly have a 100% chance to grant Bloody Coins on PvP kills once more.
  • Living Root of the Wildheart's bonus armor provided by Ursine Blessing for Guardian Druids has been toned down to a more reasonable level.

UI
  • PlayMusic API should now work correctly and be able to play MP3s once more.
  • PlaySound API should now work correctly and be able to play MP3s once more.
  • Resolved an issue where quest headers in the Quest Log may become stuck in a collapsed state.
  • Game settings and macros for characters with names that contains an extended ASCII character should be saving correctly once more for users on Mac OS.
  • Resolved a number of situations where the mouse cursor can disappear on Mac OS.

Bug Fixes
  • Resolved an issue where multi-passenger vehicles entering your character's viewing area could cause them to be booted to the character selection screen.
  • Resolved a client crash that can occur if a character logs out after copying a calendar event.
  • Resolved a LUA error when selecting monitor 3 on systems with multiple video cards.
  • Resolved a LUA error from using Command+M on the Credits screen on Mac OS.
  • Resolved an issue with the skybox flashing on systems with multiple video cards.

Normal Highmaul Otvoren za Test na Beta Serverima
Originally Posted by Watcher (Source)
The full Highmaul raid is now open on all beta realms, and will remain so for at least a couple of days. Please use this thread to provide feedback or otherwise discuss the raid content. At this stage, the most helpful type of feedback will be (of course) bug reports and tuning issues. In terms of tuning targets, there should be a steady increase in difficulty as you go from Kargath, to Twin Ogron, to Ko'ragh, and finally to Imperator Mar'gok. The other three optional bosses should be scattered in the middle of that difficulty spectrum. And, of course, this is Normal mode so the target audience is friends-and-family raiding groups, with pickup groups having increasing success as gear and knowledge of the fights spreads through the community.

Blue Teme
Originally Posted by Blizzard Entertainment
Candy Buckets in Old Blasted Lands
Tagging this with blue for anyone asking how to get the candy buckets in Blasted Lands now.

 

On the border of Blasted Lands and Swamp of Sorrows, there's an NPC named Zidormi who will phase Blasted Lands to the old one if you need it. She can also phase it back to the current version when you're ready. (Source)

Arthas Costume Price
180+60+256+10 = 506.

Even if you get the absolute minimum possible, you still have enough for the costume. Assuming it's a simple coinflip for the Handful of Treats determination (50% chance of getting 2, 50% chance of getting 3), the odds of you getting the absolute minimum is

1 out of 11,150,372,599,265,311,570,767,859,136,324,180,752,990,208.

This isn't even counting the odds of you getting the absolute minimum from the Horseman too!

This is accurate (well I don't know if those odds are accurate or not, but the drops are). Even with the worst possible drops every single day you would end with 506. (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Why is poisoned arrow scaling with AP while Incendiary/Frozen arrows scale with weapon damage ?
Fits the effect. Using weapon damage when the weapon isn't hitting is quite weird. Bleeds, Poisons, etc, are always AP-based. (Celestalon)

Druid
how many stars can fall on one tick of starfall? i tried and noticed it has a cap.
20, to make it consistent with others spells' AoE caps. (Celestalon)

World
Thanks for all of the feedback on the Horde Wickerman, we'll be making some changes for next year to the flagging and the guards. (Muffinus)

Artcraft - Level Design Part 1

Blizzard je objavio novi Artcraft gde nam govori o dizajniranju levela odredjenih zona. U prvom delu oni su nam objasnili kako je dizajnian leveling u Nagrandu.
Originally Posted by Blizzard (Source)
Hi, I’m Chris Robinson, senior art director of World of Warcraft, and welcome to a special edition of Artcraft focused on environment and zone design. Previously we showed you what it was like to create the Spires of Arak from a purely art-focused perspective, but over the coming days we’ll be releasing a series of articles focused on exterior level design, using Nagrand as a focal point. You’ll be hearing from the team who works with the artists, as well as the quest designers, systems designers, historians, and more to craft and create not only the zones we adventure in, but the visual story that is told about these locations and the creatures and races that inhabit them. For this first article, I’m pleased to introduce Julian Morris, our lead level designer.

Hey everyone, Julian Morris here, lead level designer for the World of Warcraft exterior level design team.

Exterior level design is the process of designing and constructing the zones of World of Warcraft, from Azeroth to Draenor and everything in between. Our team has planned, plotted, and designed the rise and fall of ancient cultures, as well as shaped mountains, forests, seas, lakes, rivers, roads, ruins, and every land feature imaginable. In addition to the land itself, we also design and create cities, towns, and Battlegrounds (with the random exterior dungeon or two in there every now and then, too).


The level design team is a hybrid of both art and design. We work hand in hand with the quest design team to build the environmental stories that support the content that defines Azeroth’s lands, cultures, and conflicts.

We also work every step of the way with all of the art groups on the Warcraft team. Working with the environment art team, we sculpt and paint the landscapes to create the rich, vibrant settings that form the foundation of the world. Within those spaces we work with the dungeon team, designing and constructing the thousands of camps, towns, settlements, and cities that provide the unique architectural beauty that anchors all of our cultures and creatures to the world. These locations in turn provide the scenes and staging for the finely crafted set dressing—the tables, chairs, books, and more—that our prop art team creates.


Level design binds the vision of many groups together, and it takes the passionate effort of all these teams to create an incredibly detailed, hand-crafted experience.

The zones of World of Warcraft are their own main characters that come to life before our very eyes during development. In this series, we’re going to draw back the curtains a bit to show you more on how we approach world-building and how we breathe life into a zone.


Join us again tomorrow as senior level designer Michael (Mac) McInerney gives you a deeper look into the level design of World of Warcraft using Nagrand from Warlords of Draenor.

Besplatan Game Time 7 Dana, Blue Teme

Besplatan Game Time 7 Dana
Ukoliko planirate da se vratite u Warlords of Draenor, Blizzard je napravio promociju gde možete dobiti besplatan game time nedelju dana. Izgleda da radi na svim nalozima, čak i na aktivnim možete dodati 7 dana.


Blue Teme
Originally Posted by Blizzard Entertainment
Alliance and the Wickerman
I asked one of our designers (@Muffinus) if he knew why it was set up this way. The original designer that worked on it isn't here any more so we're not sure if more changes were planned but didn't get made, or what, but he agreed there's some obvious inconsistency with it versus the Alliance Wickerman. It's not something we can hotfix or get changes into a patch that would release before this year's holiday is over, but in the future, guard rage will be significantly reduced, and it will no longer flag you for PvP when entering the area. (Source)

Brown Orc Skin
We do think offering some other skin options is a pretty cool idea (Dark Iron dwarves? Brown orcs?) but our priority is still the updates to the features that already exist--the blood elf update is in-progress--as well as prioritizing some tasks based on feedback to all the model updates that went out in 6.0.2. (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
PvE
With the current situation with UBRS being level 100 only, is there any way to get attuned to BWL for those who weren't?
You should be able to just use the orb no matter what. Inability to do as a ghost is a bug that's being fixed. (WatcherDev)

PvP
when forming pvp group finder cannot que while still looking. Bug or working as intended?
This is intended. (holinka)
hmm sad face. I spent 20 minutes with a terribad today without the ability to find a replacement.
Perhaps something we'll consider in the future but didn't want people joining groups but looking for another one. (holinka)

does the trinket bonus even do anything for you anymore? resilience is out of the game right?
We just aren't putting it on new gear (holinka)
so getting it right now is worth it? the res still works?
Yes (holinka)

Reputation / Questing
Why do Alliance players have to flag for pvp and face level ?? guards to do the wickerman quest?
Because it is a PvP quest. Horde players have one as well. (_DonAdams)
Horde players don't have to flag because the Alliance wickerman is outside the city. Going in ruins of lordaeron forces flag.
Hm... that's an oversight. On a PvP realm you're flagged either way. Sadly, I don't see a fix for PvE realms this year. (_DonAdams)

Warlords of Draenor Beta - Build 19041, Blue Teme

Nova nedelja, počela je sa malim beta buildom koji uglavnom ažurira tooltipove koji su nedostajali u toku izmena class spellova.

Achievement Izmene
Originally Posted by MMO-Champion
Feats of Strength

Spell  Izmene
Originally Posted by MMO-Champion
Druid
Feral
  • Tiger's Fury Increases physical damage done by 15% for 8 sec and instantly restores 60 Energy. Requires Cat Form. Druid - Feral Spec. Instant. 30 sec cooldown.

Hunter
  • Explosive Trap Place a fire trap that explodes when an enemy approaches, causing [ 8.5% of AP ] Fire damage and burning all enemies within 10 yards for [ 42.7%[ 85% of AP ] additional Fire damage over 20 sec. Trap will exist for 60 sec. Fire Trap. Instant. 30 sec cooldown.

Paladin
  • Hand of Light Your Crusader Strike, Hammer of the Righteous, Hammer of Wrath, Templar's Verdict and Divine Storm deal 14.8%18.0% additional damage as Holy damage. 100 yd range. Instant.

Retribution
  • Mastery: Hand of Light Your Crusader Strike, Hammer of the Righteous, Hammer of Wrath, Templar's Verdict, Divine Storm, and their multistrikes deal 14.8%18.0% additional damage as Holy damage. Paladin - Retribution Spec.

Rogue
  • Wound Poison Coats a weapon with poison that lasts for 1 hour. Each strike has a 30% chance of poisoning the enemy, which instantly inflicts [ 21.8%[ 13% of AP ] Nature damage and reduces the effect of healing received for 12 sec. 100 yd range. Instant.
  • Wound Poison Coats your weapons with a Lethal Poison that lasts for 60 min. Each strike has a 30% chance of poisoning the enemy, which instantly inflicts [ 21.8%[ 13% of AP ] Nature damage and reduces all healing received for 12 sec. Requires One-Handed Melee Weapon. 3 sec cast.

Warrior
Talents
  • Sudden Death (Arms) Your autoattack hits have a 20%10% chance to make your next Execute cost no initial Rage, consume no extra Rage, and be usable on any target, regardless of health level.
  • Sudden Death (Fury, Protection) Your autoattack hits have a 20%10% chance to make your next Execute cost no initial Rage and be usable on any target, regardless of health level.

Professions
Enchanting
  • Black Magic Permanently enchant a melee weapon to cause your harmful spells to sometimes increase haste by 12562. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Greater Cosmic Essence (6), Dream Shard (6), Abyss Crystal (6). Tools: Runed Copper Rod.
  • Dexterity Permanently enchant boots to increase Agility by 126. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Greater Planar Essence (8), Arcane Dust (8). Tools: Runed Copper Rod.
  • Exceptional Stats Permanently enchant chest armor to increase all stats by 63. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Large Prismatic Shard (4), Arcane Dust (4), Greater Planar Essence (4). Tools: Runed Copper Rod.
  • Exceptional Strength Permanently enchants bracers to increase Strength by 1812. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Sha Crystal (3). Tools: Runed Copper Rod.
  • Executioner Permanently enchant a melee weapon to occasionally grant you 12060 critical strike. Only one instance of this effect can be active at a time. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Void Crystal (6), Large Prismatic Shard (10), Greater Planar Essence (6), Arcane Dust (30), Elixir of Major Strength (3). Tools: Runed Copper Rod.
  • Frost Power Permanently enchant gloves to increase Frost spell power by 2015. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Small Prismatic Shard (3), Large Brilliant Shard (10), Essence of Water (4). Tools: Runed Copper Rod.
  • Greater Agility Permanently enchant a cloak to increase Agility by 126. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Greater Planar Essence, Arcane Dust (4), Primal Air. Tools: Runed Copper Rod.
  • Greater Critical Strike Permanently enchant a cloak to increase critical strike by 136. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Maelstrom Crystal (5). Tools: Runed Copper Rod.
  • Greater Dodge Permanently enchant a cloak to increase dodge by 146. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Greater Planar Essence (8), Primal Earth (8). Tools: Runed Copper Rod.
  • Greater Stamina Permanently enchant chest armor to increase Stamina by 155. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Hypnotic Dust (10), Heavenly Shard (4), Maelstrom Crystal (2). Tools: Runed Copper Rod.
  • Jade Spirit Permanently enchants a melee weapon to sometimes increase your Intellect by 10383 when healing or dealing damage with spells. If less than 25% of your mana remains when the effect is triggered, your Spirit will also increase by 4738. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Mysterious Essence (4), Sha Crystal (10). Tools: Runed Copper Rod.
  • Major Agility Permanently enchant a cloak to increase Agility by 118. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Infinite Dust (3), Dream Shard (3). Tools: Runed Copper Rod.
  • Mastery Permanently enchant boots to increase mastery by 105. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Hypnotic Dust (10), Greater Celestial Essence (3). Tools: Runed Copper Rod.
  • Mongoose Permanently enchant a melee weapon to occasionally increase Agility by 120 and haste by 3060 and haste by 15. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Void Crystal (6), Large Prismatic Shard (10), Greater Planar Essence (8), Arcane Dust (40). Tools: Runed Copper Rod.
  • Scourgebane Permanently enchant a two-handed melee weapon to increase attack power against Undead by 7035. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Infinite Dust (6), Dream Shard (6). Tools: Runed Copper Rod.
  • Shadow Power Permanently enchant gloves to increase shadow spell power by 2015. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Small Prismatic Shard (3), Large Brilliant Shard (10), Essence of Undeath (6). Tools: Runed Copper Rod.
  • Soulfrost Permanently enchant a melee weapon to increase Frost and Shadow spell power by 5425. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Void Crystal (12), Large Prismatic Shard (10), Greater Planar Essence (8), Primal Water (6), Primal Shadow (6). Tools: Runed Copper Rod.
  • Stamina Permanently enchant chest armor to increase Stamina by 114. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Hypnotic Dust (5), Lesser Celestial Essence. Tools: Runed Copper Rod.
  • Stats Permanently enchant bracers to increase all stats by 45. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Arcane Dust (6), Lesser Planar Essence (6). Tools: Runed Copper Rod.
  • Sunfire Permanently enchant a melee weapon to increase Fire and Arcane spell power by 5025. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Void Crystal (12), Large Prismatic Shard (10), Greater Planar Essence (8), Primal Fire (6), Primal Might. Tools: Runed Copper Rod.
  • Superior Agility Permanently enchant gloves to increase Agility by 155. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Small Prismatic Shard (3), Greater Planar Essence (3), Primal Air (2). Tools: Runed Copper Rod.
  • Surefooted Permanently enchant boots to increase critical strike and haste by 103. Cannot be applied to items higher than level 600. Enchanting. 1.5 sec cast. Reagents: Void Crystal (2), Large Prismatic Shard (4). Tools: Runed Copper Rod.

Leatherworking
  • Heavy Leg Reinforcements This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently attach heavy leg reinforcements onto your pants, increasing Stamina by 28 and dodge by 1132 and dodge by 13. Heavy leg reinforcements cause the item to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread.
 
Blue Teme
Originally Posted by Blizzard Entertainment
Premade Groups Finder
Subregions (like Oceanic) are separated within the Premade Groups tool. It's not a setting on your end, but one we define for the tool as a whole. If that's not working correctly we'd like to look into it.

What category were you searching within and what groups were you joining? (Source)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Druid
When Rejuv is applied it lasts for 12 seconds, if you refresh it lasts for 16, is this intended?
Yes this is intended. All player cast HoTs and DoTs work this way in warlords. It allows you to refresh in last 1/3 without a loss (holinka)

Hunter
Traps arm instantly now, but the travel time makes chaining CC mandatory again. Is this against your design?
It isn't against our design. We still like that it's possible to avoid if you see it coming. (holinka)
would rather see a cast time added to trap launcher instead of travel time. This promotes chaining cc, which is against design goal
Chaining CC is a part of WoW PvP. It's definitely part of the design. (holinka)

Character / Items
Any chance of getting old Wrath pvp weapons on vendors? Currently only s8 is available
we didn't get it done. Still want to. (holinka)

PvP
alternatively, was it due to poor player interest in them? would you say the attempt to relaunch them at 90 didn't work out?
Both good questions. Wintergrasp and Tol Barad were great when they were current content. But interest in them is low. (holinka)
In order for them to be a good experience, we feel like a lot of work would need to go into them (server tech, design rework etc) (holinka)
We feel that effort is better spent elsewhere, creating great new content for everyone. (holinka)
This conflicts with the revamped 1-60 experience back in cata. Maybe stick to a design philosophy instead of swaying?
Disagree. I think reworking the level up experience almost everyone experiences is different from preserving events. (holinka)

Lore
In the Gul'dan and Stranger comic, why is Gul'dan chained?
He didn't know what was going to happen to him when he drank the blood. (Did you like the comic?) (DaveKosak)

worgen fan here. Any news on the quest line in WoD where Tess looks into a disease the worgen are suffering from? Still in game?
It was removed during a zone re-vamp. The story may come back later in some form. Tess is a cool character. (DaveKosak)

In the beta, Frostwall defenders are ugh... High elves ! Is it intended ? Otherwise, will it ever be corrected ?
Not intentional. Let me get a bug in and try to fix for release. (DaveKosak)

Khadgar has always been my favorite character however now ye turned him into a traitor to the Alliance. Are you proud?
Khadgar is one of my favorites, too! It's nice to bring him back to the spotlight, doing what it takes to save Azeroth (DaveKosak)

Are Cloud Serpents Beasts or Dragonkin? Adult mobs are labeled beasts but some of the young are labeled dragonkin.
We're inconsistent in-game, but they're not really related to the classic Azeroth dragonflights. (DaveKosak)

Patch 6.0.2 Hotfixevi - 17 Oktobar, Blue Teme

Patch 6.0.2 Hotfixevi - 17 Oktobar
Originally Posted by Blizzard (Source)
Character Undelete
  • Players are now able to undelete their characters.
  • Details on eligibility and limitations of the undeletion system can be found in the blog titled: New Feature Incoming: Undelete Character.

Class Balancing
Note: All class balancing changes below will require a realm restart to take effect.

Class Bug Fixes
  • Druid
    • Feral
      • Rake Bleed effect should now always be applied to the target if the initial hit lands.
    • Talents
      • Incarnation should no longer cause Druids to drop out of Travel Form (like flying) when the effect wears off.
  • Mage
  • Paladin
    • Holy
      • Holy Radiance should now be correctly healing 6 allies that are within range.
  • Rogue

World Environment
  • Creatures
    • High Marshal Twinbraid should now be able to hit Horde players with explosions again.
    • Ishi's Corrupted Slash debuff should now be working correctly again.
    • Krakkanon's knockback abilities should be working correctly again.
    • Sra'thik Drone and Sik'thik Venomspitter should now be able to use their Caustic Spray ability again.

Quests
  • Infiltrating the Black Temple: Resolved an issue where Ashtongue Primalist can cause Warlocks to become permanently stunned.
  • Noodle Time and Noodle Time: Bonus: Resolved an issue where customers were not sitting correctly and not getting up from their seats.

Raids, Dungeons, and Scenarios
Raids
  • Siege of Orgrimmar
    • Thok the Bloodthirsty should now be dropping Tier armor tokens for the correct difficulty level.
  • Throne of Thunder
    • Damage of Vampiric Cave Bat's Drain the Weak ability now triggers at a lower health threshold.
    • Nest Guardians' Screen ability should correctly apply a stacking debuff on players once more on Heroic difficulty.
    • Durumu the Forgotten should no longer be targeting the same player repeatedly with Lingering Gaze.
    • Quet'zal, the Stormcaller's Frost Spike knockback should now be working correctly on Heroic difficulty.
    • Resolved a number of issues with boss abilities that were not working correctly on the Twin Consorts encounter.
  • Heart of Fear
    • Amber-Shaper Un'sok: Amber Monstrosity's health has been reduced to a more reasonable amount.
    • Grand Empress Shek'zeer: Corrupted Dissonance Field's damage has been toned down.
  • Dragon Soul
    • [Requires a realm restart.] Searing Plasma's heal absorption effect has been reduced to a more reasonable amount.
  • Firelands
    • [Requires a realm restart.] Magma Flow's damage from Volcanos during the Lord Rhyolith encounter has been toned down to a more reasonable amount.
  • Icecrown Citadel
    • [Requires a realm restart.] Damage dealt by the cannons in the Gunship Battle now scales with the player’s item level.
    • [Requires a realm restart.] Sindragosa's Chilled to the Bone damage has been reduced to a more reasonable amount.
    • [Requires a realm restart.] The Lich King: Harvest Souls' damage has been toned down to a more reasonable amount.
  • Trial of the Crusader
    • [Requires a realm restart.] Snobolds' Fire Bomb damage has been toned down to a more reasonable amount.
    • [Requires a realm restart.] Damage of Gormok the Impaler's Impale ability has been toned down to a more reasonable amount.
    • [Requires a realm restart.] Damage of Dreadscale's Burning Bile ability has been toned down to a more reasonable amount.
  • Ulduar
    • Flame Leviathan: Damage dealt by the vehicles now scales with the player’s item level.
    • Constrictor Tentacle's damage has been reduced to a more reasonable amount.

Dungeons
  • Mogu'shan Palace
    • Kargesh Highguard's Hurl Shield ability should now work properly.
  • The Stonecore: High Priestess Azil's Force Grip ability has been temporarily disabled.
  • [Requires a realm restart.] Utgarde Pinnacle: Skadi the Ruthless should require 3 harpoons to knock them off their mount once more.

Scenarios
  • [Requires a realm restart.] Arena of Annihilation: Reduce the damage of Little Liuyang's Fireball to a more reasonable amount.
  • Brewmoon Festival: Resolved an issue where Li Te's Water Shell was not popping when they are brought to a Waterspout.

Battlegrounds and Arenas
  • Warsong Gulch: Capturing a flag should award reputation once more.
  • Resolved an issue that could cause Mages and Hunters in an Arena match to incorrectly drop out of Invisibility or Camouflage.

Items

Bug Fixes
  • Resolved an issue where players were taking more damage than intended while under a mind control effect.
  • Resolved an issue where Boosted Characters were unable to learn some Talents.
  • Resolved an issue where favorited mounts in the Mount Journal may not display the favorite status properly.

Blue Teme
Originally Posted by Blizzard Entertainment
Raid Loot Downgrading
1. This shouldn't happen any longer, so going forward, the items downgrading themselves should be fixed. If you see it happen in a fresh circumstance, please let us know immediately.

2. For those that have had mythic items downgrade themselves, please open a petition with the exact item name.

Our ticket volume is a bit larger than normal, so it may take a little while to get to all requests, but we will work through these as quickly as possible. (Official Forums)

Thok Dropping Higher Quality Gear Than Intended
Thok is also bugged with this gear issue. Last night in normal, he dropped all mythic gear. The night before in normal, he dropped all heroic.
We're aware of that issue with Thok. Enjoy the upgrades in the meanwhile. (Official Forums)

Iron Starlette Noise
The cute little guy sure can project! We're aware and tracking a couple different bugs with the Iron Starlette's audio. (Official Forums)

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Secondary Stat Attunements as a "Guideline not a rule" is not what I expected. Is the goal for the design not to make this work
For some specs, especially tanks and healers, different stats are situationally more or less valuable. (Celestalon)
Attunements being a guideline, not a rule, is the intended design. (Celestalon)
what about specs where the attuned stat is your worst in 90% of situations?
That's not ideal, and we hope to improve upon them in the future. (Celestalon)

Is there any way we can get DoT tooltips on targets to update dynamically to reflect the changes to snapshotting?
It's an issue that we're aware of, but is quite a big undertaking. Working on it for the future. (Celestalon)

Character / Items
If I pug Sha of Pride on personal loot, would all 30 people have to wait for their turn to open the box to see if they got loot?
Thankfully, no. It may have taken 10 years, but we solved the "chest already being used" issue, at least for personal loot. (WatcherDev)

will the Dark Shaman set be able to drop still once warlords hits
Yes. (WatcherDev)

Proving Grounds
The "You're really doing it wrong" was NOT retroactive like you said it would be. Any incoming fix?
Unfortunately, we were not able to make it retroactive. Only the level 100 Feat of Strength will be available. Apologies. (Celestalon)

PvE
why did the ordos cloak change get reverted? kinda disappointed
I believe it was a technical issue. We are sad about it, too. (_DonAdams)

PvP
for below max-level characters, will skirmishes scale player numbers up to bracket maximum like bgs do?
yes it will (holinka)
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