MMO-Champion - 5.3 Profession Changes, 5.3 Not This Week, PTR Build 16946, Blue Tweets, HEX MMO TCG
Addressing Security Issues, AH Exploits Still Under Review, Preparing for D3's First Anniversary, ZzEzZ's Proc Coefficient List, Curse Weekly Roundup

Patch 5.3 Profession Changes
There aren't many profession changes in Patch 5.3, but the major one makes leveling mining and herbalism possible in Pandaria with a low skill level.

  • Miners can now level mining from a low skill level completely in Pandaria. Nodes will yield Ghost Iron Nuggets with the amount being determined by your skill level. You can combine ten nuggets to make one ore.
  • Herbalists can now level herbalism from a low skill level completely in Pandaria. Nodes will yield a partial herb with the amount being determined by your skill level. You can combine 10 of the partial herbs to form a complete herb.
  • Currently on the PTR, you will sometimes get fragments and the actual herb or ore when gathering near the minimum level for that node type.
  • The Engineering mount and pet (Skyclaw and Pierre) won't make it in to Patch 5.3.




Patch 5.3 Not This Week
Bashiok confirmed that Patch 5.3 will not be going live this week, but it is likely that we will see it very soon!



Patch 5.3 PTR - Build 16946
Build 16946 went on PTR realms tonight and it is not a Release Candidate build.

Spell Changes
Originally Posted by MMO-Champion
Death Knight (Forums, Talent Calculator)
Unholy

Hunter (Forums, Talent Calculator)
Pets
  • Spirit Mend now has a 30 sec cooldown, down from 40 sec.

Mage (Forums, Talent Calculator)
Talents
  • Flameglow now absorbs 15% of Fire Spell Power, down from 20%.
  • Incanter's Ward now grants 15% increased spell damage for 25 sec, rather than 30% increased spell damage for 15 sec.

Shaman (Forums, Talent Calculator)
Elemental & Restoration
  • Lava Burst had base damage increased by 25%, but no longer lists additional damage from spell power.

Raid & Dungeon Abilities
  • Breath of Hate Targets in a cone in front of the caster take Shadow damage over 3 sec. 3 sec cast (Channeled).7 sec cooldown.



Blue Posts
Originally Posted by Blizzard Entertainment
Mage PvP Burst
We are aware that there are many players who have issues dealing with Mage burst capabilities, however we feel that the main problem right now isn't simply Deep Freeze or Frozen orb directly, but rather the damage increase caused by Incanter's Ward. When stacked with other damage increasing effects such as procs and Frost Mage mastery, it can add up to an additional 30% damage multiplier, which can be quite devastating against many opponents. Because Incanter's Ward is one of the bigger reasons for high Mage burst, we have plans to make changes to it in patch 5.3.

In an upcoming change to the patch 5.3 patch notes you will see that we are looking to change the maximum spell damage increase from 30% to 15% but have the effect duration increased to 25 seconds, up from 15 seconds. This will lower the damage coming from Frozen Orb, Frost Bomb and other skills during a Mages burst window, but that damage multiplier will just last for a bit longer. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
PvE
I'd love to have your opinion on the way to bring back Raid Attunements
We've talked about them a lot. Like many features, we went from one extreme to another. Might be a sweet spot. (Source)

means 10-15 people have dropped)And it means about a hour on a single boss.
I'm not sure we can deliver an epic raid experience if wiping 5-7 times is off the table. (Source)

even simply boss fights are a way too long this days.
How long do you think a boss fight should last? 2 min? 6? (Source)

By which I mean, we were trying to "fix" the ICC model, but maybe it was okay in retrospect. (Source)
ICC model was great, it take this long to see that equalizing 10/25 might've been a bad call or just this long to admit it? :P
But we know some players liked having two lockouts and it certainly propped up 25s better. So who knows. It's complicated. (Source)

Yeah, to get a drop is fun. To never get a drop isnt fun. Thats why i thought its an idea to remove RNG from looting.
To get a drop *sometimes* is even more fun. It's ultimately why slot machines can be so addictive. (Source)
I adore the PVP model w/ Nalak. Consistent progression w/ points AND opportunity for drop. Feels productive/exciting
Do you think Nalak should have been available sooner, like Anger was? (Source)

Why did u opt to have the ILvl difference between LFR and normal 20 for this tier of content instead of 13 like previously???
Couple reasons. Helps LFR feel less important to N raiders. Also keeps some prestige for N gear. (Source)

Would you say all the steps taken in MOP to protect the egos of raiders has been worth the cost of alienating casual players?
Worry the opposite is true. When you can see most of the content and get epics from LFR, it lessens motivations to raid. (Source)
Historically, if your guild broke up, you'd look for a new one. Now folks can just play WoW solo using LFR. Not the same experience. (Source)
Again, this doesn't mean we're going to remove LFR. It just means it shouldn't replace other content for all. (Source)

So far there is nothing in mop that I feel makes the loss of 5-mans a fair trade. Especially LFR which IMO is the worst
We know some like dungeons. But players burn out on a couple of new dungeons in a week or two. Raids keep them engaged for months. (Source)
We'd like to figure out some way to do both, but that means a dungeon that doesn't get stale after 20+ runs. (Source)
A raid boss might also get stale after 20 kills, but that's 20 weeks with weekly locks. Dungeons encourage faster burn out. (Source)
Again I am talking about trends overall. I understand players are individuals with their own desires. (Source)

I think getting more skillful is a longterm investment. Getting better ilevel is a more "realistic" goal.
Mmm. Not so sure. Noticing you're standing in a fire can be an aha moment. (Source)
Put another way, I can wipe on a boss 30 times and get better every time until we score a kill. That's short term skill. (Source)
YOU can tell players to improve skills, but the game doesn't. The game teachers players to get better gear, but not practice.
How so? Standing in fire is not a gear issue. Having whole raid alive is more DPS than a few ilevels and is pretty apparent. (Source)

The current raid tuning is almost perfect in my opinion (started raiding in WotLK). ToT is a great raid!
It is good on 25. It came out the door a little too hard on 10s. (Source)
Is that really a problem trading easier organisation with harder content ?
Would be different if we came out and said that 10s were intended to be very hard or very easy. (Source)
Are 10s largely defined by an inability to invest the amount of time that 25s do? Hence the lack of high end 10s?
It could also be that there are virtually no N 25 guilds. Most 25s have heroic intentions. (Source)

Are 10s even balanced around having every buff?
It's tough. We made the call because 10s felt like second class citizens with their lower ilevels. (Source)
No. Ten heroic might be a different story, but there aren't all that many 10 heroic guilds either. (Source)

Uld, ICC, & Nax had various progression paths to complete. But ToT is strictly linear, is this the direction of future raids?
Ideally we'd prefer the raid path have some choices. (Source)
Yup. Strict linearity is my only issue w/ ToT layout. Raid gets tired of approaching "the burnout boss".
Yeah, we agree. It's nice to have a few options to switch focus from one boss to another. (Source)
ICC wings were good, but creatively very bad I thought. 3 boxes off of a middle box room, where were the twists and turns?
Is there a raid whose layout you thought really nailed it -- that felt like a place? (Source)

Any way to keep two healing specs from zoning into same scenario? Not able to complete several runs as disc w/ atonement
You should be fine for normal scenarios even with 3 healers. They aren't tuned on a razor's edge. (Source)

Why can we not at least do old raids on separate lockouts? No harm in 10 and 25 ICC still is there?
No probably no harm. The system isn't set up to support that easily, but I don't know that it's a major design concern. (Source)

Idea behind Challenge Modes is sound I give you that, but how you did it, and how it works and the rewards behind it = garbage I'm sorry
Why are the rewards garbage? Because they have no player power? They are for prestige. And yes, we like them. (Source)

HEX: Shards of Fate - MMO TCG
Cryptozoic, creators of the WoW TCG, recently announced a new MMO and TCG hybrid on Kickstarter called HEX. This game is more complex than Hearthstone and has an additional MMO aspect of the game. You can see some of the gameplay here.


  • Cards
    • Beta will begin in late summer 2013.
    • You start with 60 cards for free when creating your account. You can buy booster packs of 15 cards for $2.
    • You can add gems to sockets in cards, allowing you to change how the card plays.
    • You can transform cards that with their card power during the match.
    • Cards have a "double back" that stores achievements, which will allow you to unlock extended art. The double back also stores badges from winning tournaments and stats from your gameplay with that card. Earning experience with that card allows you to unlock the foil version of the card.
    • There are five different types of cards:
      • Action - Cards are used to cast buffs, attack, or defend against other actions. Basic actions are only usable during your turn, quick actions are usable at any time, and once an action is over the card goes to the graveyard.
      • Constant - Cards are the same as Action cards, but have effects that stay in play, preventing them from going to the graveyard.
      • Artifact - Cards that are artificially created objects, such as robot troops or a cauldron.
      • Troop - Cards that can attack, block, or defend, and stay in play until it is destroyed.
      • Resource - Cards that grant resource points, a threshold, and a charge point.

  • PvE
    • You can form a guild with friends and save decks into a guild bank for other members to practice against.
    • Your guild can also participate in guild tournaments and PvE raids.
    • Dungeons are a solo experience, allowing you to lose three battles before having to restart. The more of a dungeon you explore and defeat, the higher your momentum, and the greater your reward at the end.
    • Raids involve three players fighting against a strong enemy.
    • The choices you make while playing through dungeons and raids will change the story, making it a unique experience.
    • You can trade cards and equipment with other players, or sell it in the auction house.
    • In PvE, your champion will level through gaining experience. This will make your champion stronger and change the art on the card. Every 10 levels you will earn a talent point, allowing you to choose from one of three talents.
    • Equipment is only used in the PvE campaign, and is used to improve the card it is attached to.

  • Champions
    • Each champion has six equipment slots, allowing you to place up to three pieces of equipment on one card, or spread them out on different cards. Some cards have set bonuses.
    • There are 20 champions to choose from in PvP and each has a champion power, similar to the Hero Power in Hearthstone.
    • There are six classes to choose from: Cleric, Ranger, Warlock, Mage, Rogue, and Warrior.
    • There are two factions and eight races to choose from for your character.

This article was originally published in forum thread: 5.3 Profession Changes, 5.3 Not This Week, PTR Build 16946, Blue Tweets, HEX MMO TCG started by chaud View original post
Comments 71 Comments
  1. IntellectuallyChallenged's Avatar
    Quote Originally Posted by Staticus View Post
    They'd better not implement this...simply because some bosses are impossible to solo in 25, and a switch to 10 is needed to clear them in order to attempt (or farm for transmog etc.) the ones after that are soloable.
    Except that Blizzard doesn't make content with the idea that people will eventually solo it. This is a Massive Multiplayer Online Role Play Game. Solo content means nothing in an MMORPG. If this is the direction people want Blizzard to go, then there needs to be a WoW solo player game for those people.
  1. Excellion's Avatar
    What about skinning? Why is it left in the cold?
  1. Nobleshield's Avatar
    I'd like for them to revamp ALL professions like this, so you can level Tailoring or Engineering or JC without having to waste so much time or gold on useless mats to craft what amounts to vendor trash.
  1. Manthis's Avatar
    Why do people seriously think that the new BS levelup system is better than doing it the old way? I can tell you right now, it really isn't, you need literally thousands of BARS (9,942 to be exact) to levelup from 1-500.

    It's just a supplementary system, it's not gonna remove the old way of leveling professions. Sure the people with loads of gold/time can still use solely the new system.
  1. Magic Sausage's Avatar
    Quote Originally Posted by sibut View Post
    That video was awful. All the attempts at comedy and him being gangsta were really distracting from the video as a whole. Lost me about halfway through, I didn't even bother finishing.
    That's because you have the attention span of a baked almond.
  1. Aliok's Avatar
    Quote Originally Posted by chaud View Post
    HEX: Shards of Fate - MMO TCG
    Cryptozoic, creators of the WoW TCG, recently announced a new MMO and TCG hybrid on Kickstarter called HEX. This game is more complex than Hearthstone and has an additional MMO aspect of the game. You can see some of the gameplay here.
    That sounds familiar...

    Quote Originally Posted by chaud View Post
    • Cards
      • Beta will begin in late summer 2013.
      • You start with 60 cards for free when creating your account. You can buy booster packs of 15 cards for $2.
      • You can add gems to sockets in cards, allowing you to change how the card plays.
    Oh! I read about that (and saw it) on Penny Arcade.
  1. wolftech's Avatar
    Quote Originally Posted by F-Minus View Post
    Says the mage who was crying to Blizzard how he has no chance against Arms in 5.0, look in the mirror please.

    Truth is, they wont ever tone down a mage to what they always do to warriors, so you're safe.
    You must have me mistaken for someone else. I don't PVP unless forced to for PVE reasons (Long Strange Trip, etc) or I get talked into it by my guild mates and I am drunk. I think PVP should be removed from the game because all it does is ruin it.

    ---------- Post added 2013-05-15 at 12:14 AM ----------

    Quote Originally Posted by Kharli View Post
    DAMN IT BLIZZ!
    yes i'm upset.. no new engineering stuff.. DAMN IT!
    >.< meh guess blizzard don't give two damns about engineers anymore..
    We are getting a whole engineering based class next expansion so just wait
  1. omegatrigun's Avatar
    Quote Originally Posted by wolftech View Post
    Oh look. More mage nerfs because some PVP crybaby got his knickers in a twist...
    Yes how dare someone want pvp to be balanced as well as pve.

    Oh btw, it's not a nerf in pve because even though they cut the damage bonus on incanter's ward in half, they increased the duration of the buff by 40%. So your damage will be roughly the same. Maybe slightly less overall, but honestly nobody cares if you do 1k less dps. Bosses will still die.

    Also, I can't believe people are saying that MoP caters to the hardcore and not the casual. LFR itself is pure casual. Just like GC said, if you wanted to, you could play solo and see all the content. People just want Normal to be stupid easy so they can get through it like they get through LFR and get the Normal mode gear and feel good about themselves.
  1. announced's Avatar
    its funny how lowbies can even get to pandaria. the point is for people who are just starting to lvl mining or herbing but are already 85-90 will be able to do so on pandaria instead of moving back. although it isnt hard to lvl mining or herbing at any points really this does provide an alternative which is mildly entertaining.

    still cant believe 5.3 isnt this week, blizz sure is dragging their ass on a little to no-content patch.
  1. Vulcanasm's Avatar
    The question on how long encounters "should" be is one of the most thought-provoking from GC in awhile. Spent some time looking into human attention spans, and all I can find are a bunch of uncited claims (ranging from 8 to 20 mins) plus a single study at http://bit.ly/eCmPuM (which is hard to compare because it's about chemistry lectures). Still, I wonder what would happen if those big drop-offs (4.5 mins, 7 mins, and 9 mins) were target lengths for LFR, normal, and raid fights...God knows I never want to do a fight as long and dull as Sha again.
  1. Xihuitl's Avatar
    Quote Originally Posted by Jathro View Post
    It seems what you, and many others, are forgetting is that those old world mats will still be there. There's nothing saying you can't level your prof as you level, just the same as you always could. This is just giving an option to prof leveling for
    • a.) players who level primarily through dungeons
    • b.) players who change professions at high levels
    • c.) anyone who would rather just level to max as quickly as possible without bothering leveling their profession on the way
    • d.) insert your reason here
    you missed the point, I never ever said anything about not being able to level profs.

    I said there will not be a market for low level mats now, so lowbies or re-rolls may find it hard to get money together, used to be low level herbs sold for a mint.

    ---------- Post added 2013-05-15 at 11:35 PM ----------

    Quote Originally Posted by Kenderthyu View Post
    Why the hell do low level players need to farm gold to begin with? Unless you're making twinks (which you should have a high level alt to help you buy/farm anyway) just freaking level. There's nothing that's so expensive that the quest gold won't cover it. Make your gold when you hit 90.

    And if you're dungeon grinding, that's even less gold you need to spend. CRZ has been pretty terrible as far as I've seen, there's always high level players flying around the zone snatching up nodes that lowbies are slowly making/fighting their ways to. This is meant to mitigate the high level presence in these zones.


    Gold for flying? and such? the speed you level now lack fo money is a serious concern for new players. Try it, you'll not have close to the gold you need at the right levels if you just "freaking level".

    You missed the point entirely.

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