Blizzcon 2015 Virtual Tickets and Goodie Bag Available, Cold Sesmic Slam Barbarian

The Grand Tournament Arrives August 24th, BlizzCon 2015 Virtual Ticket Now Available

Developer Q&A on Reddit

Dev Interviews
MMOGames had the chance to talk Tom Chilton and Ion Hazzikostas recently.

  • Warlords of Draenor had a good story, but it was disconnected from the game world. Going forward the team will try to integrate the storytelling into the game, especially in max level content.
  • The Hunter's Class hall will be in the peaks of High Mountain.
  • Blizzcon is likely to have "the first playable tour of the world".
  • Internal alpha is going on now.
  • Legion could launch before or after the Warcraft movie and the expansion release date isn't tied to it.


Patch 6.2.2 PTR - Build 20426
Notes are in progress, so keep checking back!




New Icons



New Reserved Names
Originally Posted by MMO-Champion
  • holinka
  • hoilnka



Achievement Changes
Originally Posted by MMO-Champion
Shipyard
Garrisons
  • Naval Mechanics Obtain all of the naval equpment blueprints listed below. 5 points.Account Wide.



Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Druid (Forums, Talent Calculator)
  • Thrash Strikes all enemy targets within 8 yards, dealing [ 1 + 46.64% 51.3% of AP ] bleed damage and an additional [ 5 + 33.22% 36.5% of AP ] damage over 15 sec. Requires Cat Form. Feral, Guardian. 50 Energy. 8 yd range. Instant.

Feral
  • Rake Rake the target for [ 1 + 51.7% 62% of AP ] Bleed damage and an additional [ 5 + 51.7% 62% of AP ] Bleed damage over 15 sec. Awards 1 combo points. If used while stealthed, the target will be stunned for 4 sec. Requires Cat Form. Druid - Feral Spec. 35 Energy. Melee range. Instant.
  • Rip (Balance, Guardian, Restoration) Damage increases per combo point: 1 point : [ 132% [ 158.4% of AP ] damage 2 points: [ 264% [ 316.8% of AP ] damage 3 points: [ 396% [ 475.2% of AP ] damage 4 points: [ 528% [ 633.6% of AP ] damage 5 points: [ 660% of AP ] damage [ 792% of AP ] damage
  • Rip (Feral) Damage increases per combo point: 1 point : [ 165.1% [ 198.1% of AP ] damage 2 points: [ 330.1% [ 396.1% of AP ] damage 3 points: [ 495.2% [ 594.2% of AP ] damage 4 points: [ 660.2% [ 792.3% of AP ] damage 5 points: [ 825.3% of AP ] damage [ 990.3% of AP ] damage

Priest (Forums, Talent Calculator)
  • Devouring Plague Consumes 3 Shadow Orbs to deal [ 1 + 264% 290.4% of Spell Power ] Shadow damage and then an additional 100% of the initial damage over 6 sec. Heals the caster for 100% of damage done. Instant.

Shadow
  • Devouring Plague Consumes 3 Shadow Orbs to deal [ 1 + 264% 290.4% of Spell Power ] Shadow damage and then an additional 100% of the initial damage over 6 sec. Heals the caster for 100% of damage done. Can be cast in Shadowform. Priest - Shadow Spec. All Shadow Orbs. 40 yd range. Instant.
  • Mind Blast Blasts the target for [ 1 + 200% 220% of Spell Power ] Shadow damage and generates 1 Shadow Orbs. Can be cast in Shadowform. Priest - Shadow Spec. 0.25% of Base Mana. 40 yd range. 1.5 sec cast. 9 sec cooldown.
  • Mind Flay Assault the target's mind with Shadow energy, causing [ 3 + 33% 39.6% of Spell Power ] Shadow damage over 3 sec and slowing their movement speed by 50%. Can be cast in Shadowform. Priest - Shadow Spec. 0.25% of Base Mana. 40 yd range. 3 sec cast (Channeled).
  • Mind Spike Blasts the target for [ 1 + 90.8% of Spell Power 1;] Shadowfrost damage, but extinguishes your damage over time effects on the target. Can be cast in Shadowform. Priest - Shadow Spec. 0.125% of Base Mana. 40 yd range. 1.5 sec cast.

Warrior (Forums, Talent Calculator)
Protection
  • Devastate Deals (250% Deals (265% of weapon damage) Physical damage, and has a 30% chance to reset the cooldown on Shield Slam and cause it to generate 5 more Rage. Requires Shields. Warrior - Protection Spec. Melee range. Instant.
  • Revenge Instantly attack an enemy and two additional enemies, dealing [ 1 + 352.8% 374% of AP ] damage to the primary target and 50% damage to the secondary targets, and generating 20 Rage. Your successful dodges and parries reset the cooldown on Revenge. Requires Melee Weapon. Requires Defensive Stance. Warrior - Protection Spec. Melee range. Instant. 9 sec cooldown.
  • Shield Slam Slam the target with your shield, causing [ AP * (0.366 0.561 + (gte(Level, 80)) * (0.426) + (gte(Level, 85)) * (2.46)) ] damage and generating 20 Rage. Critical strikes with Shield Slam cause your next Heroic Strike to cost no Rage and be a critical strike. Requires Shields. Warrior - Protection Spec. Melee range. Instant. 6 sec cooldown.

Racials
Blood Elf
  • Arcane Torrent Silence all enemies within 8 yards for 2 3 sec and increase your Rage by 15. Non-player victim spellcasting is also interrupted for 3 sec. Blood Elf Racial. Instant. 2 min cooldown. 1.5 min cooldown.
  • Arcane Torrent Silence all enemies within 8 yards for 2 3 sec and restore 20 Runic Power. Non-player victim spellcasting is also interrupted for 3 sec. Blood Elf Racial. Instant. 2 min cooldown. 1.5 min cooldown.
  • Arcane Torrent Silence all enemies within 8 yards for 2 3 sec and restore 15 of your Focus. Non-player victim spellcasting is also interrupted for 3 sec. Blood Elf Racial. Instant. 2 min cooldown. 1.5 min cooldown.
  • Arcane Torrent Silence all enemies within 8 yards for 2 3 sec and restore 3% of your Mana. Non-player victim spellcasting is also interrupted for 3 sec. Blood Elf Racial. Instant. 2 min cooldown. 1.5 min cooldown.
  • Arcane Torrent Silence all enemies within 8 yards for 2 3 sec and restore 15 Energy. Non-player victim spellcasting is also interrupted for 3 sec. Blood Elf Racial. Instant. 2 min cooldown. 1.5 min cooldown.
  • Arcane Torrent Silence all enemies within 8 yards for 2 3 sec and restore 1 Holy Power. Non-player victim spellcasting is also interrupted for 3 sec. Blood Elf Racial. Instant. 2 min cooldown. 1.5 min cooldown.
  • Arcane Torrent Silence all enemies within 8 yards for 2 3 sec and restore 1 Chi. Non-player victim spellcasting is also interrupted for 3 sec. Blood Elf Racial. Instant. 2 min cooldown. 1.5 min cooldown.

Goblin
  • Rocket Barrage Launches your belt rockets at an enemy, dealing [ 1 + 42.9% of Spell Power + 50% of AP + 2 * Level ] fire damage. Goblin Racial. 30 yd range. Instant. 2 min cooldown. 1.5 min cooldown.
  • Rocket Jump Activates your rocket belt to jump forward. Other effects which slow the rate of falling cannot be used within 10 sec after using this ability. Goblin Racial. Instant. 2 min cooldown. 1.5 min cooldown.

Orc
  • Hardiness Duration of Stun effects reduced by an additional 15%. Orc Racial. 20%. Orc Racial.

Tauren
  • War Stomp Stuns up to 5 enemies within 8 yds for 2 3 sec. Limited to 5 targets. Tauren Racial. 0.5 sec cast. 2 min cooldown. 1.5 min cooldown.

Troll
  • Da Voodoo Shuffle Reduces the duration of all movement impairing effects by 15% 20%. Trolls be flippin' out mon! Troll Racial.



Strings Changes
Originally Posted by MMO-Champion
  • SPELL_FAILED_NOT_WHILE_MERCENARY - You can't do that while you are a mercenary



Patch 6.2.2 Development Timeline
Originally Posted by Blizzard (Blue Tracker / Official Forums)
---WARNING: HERE THERE BE PERSONAL OPINION DRAGONS---
I'll start with this: we're a software development company. More precisely, we're a video game developer. Anything and everything can change in the software development world, for reasons that are often impossible to predict ahead of time. As a result, we're hesitant to 100% commit to anything. We've learned that, no matter how confident we are at any given point, there's always a very real chance that there's something we haven't thought of that makes what we want to do impossible.

The whole "weeks, not months" thing makes an easy example. At the time that was said, we firmly believed that it would only take us a few weeks to polish off Tanaan and fix a few areas we knew were likely to have some bugs, and then we'd roll out the flying patch. It's easy enough, right? We just change a few 0's to 1's and it's all done.

Then we started finding a lot more bugs and glitches than we expected. We found tiny pockets of the world that weren't properly obeying the flight rules, and would drop players to their deaths if you happened to fly through them. We found issues with certain mounts and class abilities that were caused by hotfixes to resolve exploits, which resulted in those mounts and abilities not working. We found situations in which if you fly into your Garrison at juuuuust the right angle, you get disconnected and can't get back onto your character for a good half hour or so.

Finding those bugs, implementing fixes, testing those fixes, finding more bugs (sometimes caused by those fixes)... it all added up to a lot more work being needed to actually enable flying than we had originally expected. And as a result, what we originally thought would only take a few weeks ended up taking a couple months.

Now, don't get me wrong: I'm not making excuses here. And I don't at all blame the players who are frustrated and upset that we didn't hit the timeline we originally stated. Honestly, we probably should never have said that it would only take a few weeks. That was clearly a mistake, and I apologize for it.

But that should hopefully give you an idea of why -- ESPECIALLY given the missteps we've made in the recent past -- we simply can't 100% guarantee that nothing will go wrong between now and September 1st. Truth is, we're more confident in this release date than we usually are this far in advance of a patch. That's why we felt that we could give a date at all.

There's just always -- ALWAYS -- a chance that something can go wrong at the last minute. We could, say, be finishing the fixes for the last couple of dismount bugs on the Saturday before release, and when we compile the final build, all of a sudden activating your flying mount teleports you to the graveyard in Westfall and deletes the contents of your inventory. Is that likely? Not really, no. But it's possible, so we need to make sure you're aware that things can change, just in case something like that does happen.

There are alternatives, of course. We could just not give a date until we know for 100% certain, which is our usual strategy. Like I said, we feel a little more confident in this date than usual, so we thought it was okay to share it.

The other option would have been to try to have the patch ready to go by the 1st, but not actually plan to release it until a week or so later. That would let us announce a date we'd be extremely confident in, but we'd essentially be delaying the release of flight even further, and we definitely don't want to do that. So, we gave a date that we feel pretty good about, with the reminder that we won't be able to release if something catastrophic happens.

This ended up being a giant wall of text, but I'll leave it with this: I know it's super frustrating when it feels like we're not being as open as we possibly could be. And I know it's equally frustrating when it seems like we're completely unwilling to commit to anything concrete. I spent 8 years as a player before I became an employee. I know exactly how it feels.

I just also know that it's better to not expect much and be pleasantly surprised, than to feel like a promise was broken. At least that's my opinion.

Regarding the transition from 6.2.1 to 6.2.2: we actually had two potential plans that were dependent on how things fell in terms of development timelines, which is why some of what we've said seems contradictory.

The core of it comes from our PTR testing process, and the fact that we are blessed with some extremely savvy fansite operators who are capable of combing through patch data, finding nuggets of information, and drawing educated conclusions based on that information. If we'd put, say, the Illidan-themed Murloc pet into the PTR data before Legion was announced, that would have been a pretty big tip-off. At the same time, we needed to get PTR testing for flight underway as quickly as possible, so that we could make sure we found all those silly obnoxious bugs I mentioned in my earlier post.

So, our strategy was to create two separate versions of the patch. 6.2.1 would have all of the relevant patch features (including flight), and 6.2.2 would have everything in 6.2.1 plus the upcoming stuff that the art team has been working on. In the unlikely event that everything went EXTREMELY smoothly with flight, we'd have the option to go ahead and push out 6.2.1, and 6.2.2 would come separately. If not, we'd just carry on with 6.2.2, which was basically the same patch plus some stuff that other parts of the WoW development team had been working on. As you're all aware, things did not go extremely smoothly with flight, so the latter option was what ended up happening.

I'll make a silly analogy. Think of the patch like a bus. This bus is waiting for a high-profile dignitary (flying) to finish up some negotiations, and as soon as she's done with those, she needs to leave to get to another conference. That bus will not leave without the dignitary, and it will leave immediately once she's on board.

That said, the bus is also capable of taking on other passengers (who for the sake of the analogy we'll assume are headed to the same place). The longer the dignitary's negotiations take, the more opportunity there is for other passengers to hitch a ride. The other passengers, in this case, are things like Mercenary Mode or the new pets and mounts. If the dignitary had finished unexpectedly quickly, there would be another bus coming by later that could take those passengers, but since she hasn't, the bus company decides to just take one trip instead of two. Make sense?

One other note: 6.2.1 was briefly labelled as a "Release Candidate" on the PTR prior to the switch to 6.2.2. "Release Candidate" is an internal term we use to basically mean "we think we might have fixed everything." As it turns out, we hadn't. In this case, if we hadn't had the transition to 6.2.2, 6.2.1 would have just stayed as "Release Candidate" until September 1st. But since we had this weird extra "hide your kids" strategy going on with the Legion stuff, the title was switched back as part of the changeover. I completely understand why that looks like "Blizzard delayed the patch to add some pets" to those who aren't familiar with our internal workings.

Regarding "you should have designed the world with flight from the beginning!" We actually did, we just had to do a lot more development after that, and some of that stuff broke flying in ways we didn't fully anticipate.

For example, when Warlords released, our servers were unable to handle the massive numbers of players trying to log into the game. Our server technicians pulled some absolutely crazy magic to dramatically increase the number of players who could be on a given server at one time. That solved the load issues, but ended up creating a large number of the dismount/de-instancing issues that players who have been testing flight on the PTR will have noticed.

Another example: a few weeks later, some exploits surfaced that were allowing certain players to fly in clearly unintended ways (such as Druids being able to leave Ashran with the Flight Form book still active). We hotfixed those exploits as they came up, but some of those hotfixes broke flying in Draenor in ways that continued even with flying properly enabled.

Obviously, we knew that both of those things were likely to cause some issues, we just severely underestimated how widespread (and difficult to resolve) those issues would be. And we didn't want to delay rolling out those fixes, because they had major implications for the live game (especially the server stuff), where no one was supposed to be able to fly at the time anyway.

Given the choice between letting thousands more people actually play the game and potentially breaking something that (at the time) we weren't sure was even going to matter later, it was an easy decision. But even easy decisions have consequences, and now we're having to deal with those in 6.2.1/6.2.2.

So, again: if you suspected that the new content would cause problems with flight, then why did you choose to heap MORE features on top of flying in his patch, knowing that would cause delays and thus upset people?
Because we knew it wouldn't, and it hasn't. None of the other content in 6.2.1/6.2.2 has delayed flying in any way.

There are multiple teams of people here working on multiple things. The people working on fixing up Draenor for flight are not the same people working on Mercenary Mode, or the class tuning changes, or the pets and mounts, etc.

Blue Tweets
Originally Posted by Blizzard Entertainment
Any chance region transfer (EU to US) will be available in the future? Or should I just trash my 7 yo account for a new one?
No plans or info to share on the potential for region transfers. (CM_Zarhym)

> spends 2 hours late at work writing a post apologizing for comm. failures
> gets accused of not caring about players
> business as usual
I obviously recognize that those people are in the vast minority, and appreciate all the kind words (CM_Lore)

10 Types of WoW Players You Will Encounter
Margaret is back with another video about different types of WoW players.

This article was originally published in forum thread: Patch 6.2.2 PTR - Build 20426, Dev Interviews, Patch 6.2.2 Development, Blue Tweets started by chaud View original post

Site Navigation