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by Published on 2013-04-25 01:49 AM

Update 2: Tickets are now sold out! Your next chance to buy them will be Saturday morning, at 10 AM PDT.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
The first batch of BlizzCon 2013 tickets are sold out!

If you weren't able to get tickets this time, you'll have another chance on Saturday, April 27 at 10 a.m. PDT, when a second batch goes on sale. In addition, tickets to a special pre-BlizzCon dinner to benefit Children's Hospital of Orange County will go on sale Wednesday, May 1 at 7 p.m. PDT. In-depth coverage of BlizzCon will also be available through the BlizzCon Virtual Ticket. Keep an eye on BlizzCon site for more details in the near future.

Update: The sale is now live and you had to be pretty fast to get a spot; this is the queue after 30 seconds.



Blizzcon 2013 tickets on sale in 10 minutes!
The sale of Blizzcon 2013 tickets will begin very shortly. If it's anything like the previous years, you will have to be very fast to grab your ticket!


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just a reminder that the first batch of BlizzCon 2013 tickets will be going on sale tomorrow (Wednesday, April 24) at 7 p.m. PDT through the online Blizzard Store—visit the ticket sales page at that time for the chance to buy yours.

If you’re going to try for tickets, we recommend reading through our earlier ticket sales information article and the ticket info section of the BlizzCon website for helpful tips to ensure your ticket purchase goes smoothly.

If you don’t get tickets tomorrow, a second batch will go on sale Saturday, April 27 at 10 a.m. PDT. In addition, tickets to an exclusive pre-BlizzCon dinner to benefit Children's Hospital of Orange County will go on sale Wednesday, May 1 at 7 p.m. PDT (BlizzCon admission included). Don’t forget that if you want to attend the StarCraft II 2013 World Championship Series Global Finals in-person, you’ll need a ticket to BlizzCon. For those unable to attend the show, in-depth coverage of BlizzCon will also be available through the BlizzCon Virtual Ticket—further details will be announced at a later date.

BlizzCon 2013 will take place November 8 and 9 at the Anaheim Convention Center, and tickets cost $175 USD each. Tickets to the BlizzCon Benefit Dinner cost $500 USD each and include BlizzCon admission. For further information, check out the official BlizzCon site.

​Click here to buy tickets on Wednesday at 7 p.m.!
by Published on 2013-04-24 08:42 AM

680% Magic Find Cap in 1.0.8, Inspiring Presence Back to 2%, Diablo 3 Soundtrack, BlizzCon Tickets on Sale Thursday, Curse Weekly Roundup

Patch 5.3 - No Sky Claw Mount or Pierre Pet
It looks like the Engineering created Sky Claw and Pierre won't make Patch 5.3, so you will have to make do with Waffle Joe!





BlizzCon Tickets On Sale Wednesday
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just a reminder that the first batch of BlizzCon 2013 tickets will be going on sale tomorrow (Wednesday, April 24) at 7 p.m. PDT through the online Blizzard Store—visit the ticket sales page at that time for the chance to buy yours.

If you’re going to try for tickets, we recommend reading through our earlier ticket sales information article and the ticket info section of the BlizzCon website for helpful tips to ensure your ticket purchase goes smoothly.

If you don’t get tickets tomorrow, a second batch will go on sale Saturday, April 27 at 10 a.m. PDT. In addition, tickets to an exclusive pre-BlizzCon dinner to benefit Children's Hospital of Orange County will go on sale Wednesday, May 1 at 7 p.m. PDT (BlizzCon admission included). Don’t forget that if you want to attend the StarCraft II 2013 World Championship Series Global Finals in-person, you’ll need a ticket to BlizzCon. For those unable to attend the show, in-depth coverage of BlizzCon will also be available through the BlizzCon Virtual Ticket—further details will be announced at a later date.

BlizzCon 2013 will take place November 8 and 9 at the Anaheim Convention Center, and tickets cost $175 USD each. Tickets to the BlizzCon Benefit Dinner cost $500 USD each and include BlizzCon admission. For further information, check out the official BlizzCon site.

​Click here to buy tickets on Wednesday at 7 p.m.!

Upcoming Pet Battle Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Here's what we're thinking and working on at the moment, and again, please share your thoughts and feedback:

Aquatic: Harmful DoTs reduced by 50% (up from 25%)
  • Aquatic-types currently reduce the effect of harmful damage over time abilities by 25%. Because few creatures have more than one DOT, this ends up being a less than steller damage reduction over the course of the battle. We feel increasing the effect to 50% should help aquatic pets benefit more from their passive.

Critters: Immune to CC completely
  • Critters currently reduce the duration of crowd control effects by one round, which makes fast critters significantly more powerful. We'd like critters of all speeds to benefit equally from their passive, so we're considering making them immune to crowd control effects completely. This would include stuns, roots, and other incapacitating effects.

Magic: Cannot be dealt more than 35% of total health in one move (down from 40%)
  • Magic-type creatures currently cannot take more than 40% of their maximum health as damage when struck. When balance changes were made to reduce the damage of some very heavy-hitting abilities, this passive was indirectly nerfed. We're thinking if we buff the effect to 35% of maximum health, that should compensate for previous adjustments.

Again, everything is subject to further adjustments, but our ultimate goal is to bring all passives up to the power level of some of the current favorites, such as Undead.

Class Uniqueness
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Didn't people complain about class favoritism whenever a class got something special? And now people complain about this. Figures.
We still strive to make the classes as unique as possible while offering a balance that doesn't lead to anyone feeling useless in raids (which was a very real concern a few years ago), and to a greater or lesser extent, I think we accomplish that goal. When I play a Warrior, Death Knight, Rogue, or Monk, for example, there are certainly similarities--they are all melee classes, after all. Crucially, there are also significant differences that span the entire experience of playing each class, and which contribute to a distinctly different feel for each one. Even among "pure" classes, each spec can feel quite distinct from the others, and that's certainly the case amongst hybrids.

So, for fear of using an often tossed buzzword, "homogenization" is a matter of degrees. I personally don't feel that we've at all crossed a threshold where playing one class feels essentially like playing another. I find myself reading posts where players are talking about the buffs a class brings to a raid, or listing off the abilities a class has like a litany. These lists are, themselves, devoid of context though. More classes bring more buffs because that was a problem we needed to solve. Classes have similar abilities to encourage flexibility in group composition. If these are the only measures by which you judge how similar classes are, then I think that you're missing the trees for the forest. Nuance matters. "Feel" matters. How a class toolset interacts with itself matters.

I would make the case that, for the purposes of game play, how a given spec or class plays is really what makes it distinct from the others, even if different classes can sometimes share similar roles. After all, that's nothing new to World of Warcraft; we've always had healers, dps, and tanks. Players have greater flexibility than ever to choose a class that they enjoy playing for the raw experience of playing it, rather than for what buff it provides.

I don't mind so much the same effects on different classes to even out raid need but I do wish that the classes were different enough that just by eying a piece of gear you could tell what class it was meant for even if it wasn't a set. A good example was back in BC when you could tell the difference between Lock oriented gear and Mage oriented gear by the amount of Stamina on it.
This is intentional. There was a lot of "wasted" gear back in the day.

It was very common to go into a raid without a full assortment of classes (which was also common, because some of the classes simply didn't have enough to offer in a raid), and get gear that wasn't good for anyone in attendance. It didn't prove to be a good item design then, and I suspect that it wouldn't work much better now. We've done a lot to solve problems like this over time.

Introducing actual choices in gearing is extremely difficult, because when it comes to player power, all it takes is a spreadsheet showing that item A is better than item B, and suddenly item B is "trash". It becomes a let down to get it, even though ostensibly it's supposed to be an upgrade.

Is that why rogues all feel the same?
Rogues are something of an edge case, and moving previously spec defining abilities into the talent tree probably contributes to this, though I'd argue that it's resulted in a class that's more fun to play overall. Still, I find that Combat feels different from Assassination feels different from Sub. The differences are admittedly more subtle (no pun intended) than some other classes, though.

Blue Tweets
Originally Posted by Blizzard Entertainment
PvE
Doing amazing dps on raids, then walk out and everything feels slow and clunky cause I don't have a 5% crit buff
Our goal is that you feel more awesome when you're with your friends. That is the whole intent behind raid buffs. (Source)

Tier skipping is necessary, old content is OLD and should be treated as old. Blizz needs to stop catering for elitists
It's fun to kill the final boss in a raid. We don't want players to kill boss 1 and 2 and then go on to the next raid. (Source)

I propose world bosses should only drop loot you don't have, especially if it's Unique-Equipped loot, so much frustration.
Would you rather have no loot or repeat loot? Because we're not just going to give you good loot every kill. (Source)
why not?
Because you'd be done with the raid in two weeks and then ask politely how long until the next raid is ready. (Source)

Why is there no time for 5-mans but plenty for Heroic raids? More do dungeons than heroic. Why not develop to larger group?
Many players care about heroic raiding even if they don't run it. Blood Legion's Lei Shen video has like 60K views. (Source)
And to be fair, most of the work goes into the raid in general which also supports LFR and normal, not into heroic content. (Source)

Screw that! I don't want a healer queing in scenario, 45min LFR Q, I don't have time to waste about 5-10 mins.
It's a heroic scenario. You won't be able to queue. (Source)
No queueing, will there be an ilvl req for these? Please say no, would rather they be skill-based.
There is an ilevel requirement but it's more to keep people from stumbling into content that they can't handle. (Source)
If you're interested in heroic scenarios, chances are you'll meet the requirements to do them. (Source)

PvP
We are trying role checks for BGs in 5.3 to make sure there are enough healers on both sides. (Source)

50% Battle Fatigue ouch. That'll hurt things like Recup/Second Wind severely. Any thoughts on letting them ignore it?
We don't think the %heals need the nerf. Might let all classes (e.g. rogue, warrior) benefit from PvP Power healing to offset it. (Source)

Disabling auto follow in Battle Grounds has only hurt the multi boxer.
The problem is when multi boxers are having fun in PvP, everyone else often is not. (Source)

Any thoughts of making fear break from damage? It's just a thought. I usually take at least 20-25% of my health before it does
It used to, but if a lock had someone dotted, the Fear would just immediately break. It could be the threshold is too generous. (Source)

If an equally skilled & geared DPS and Healer 1v1'd, in your opinion should the healer be able to forever out heal the damage?
If they can't then how would the healer ever keep up a 3 player team? (Source)
That said, it's more complicated than that. Healers can run OOM. DPS can interrupt or CC or get kill windows. (Source)

I think when exp 5 class/systems design team begin their work you might consider one CC DR and nerf pvp healing.
Agree on taking another look at DRs. PvP healing doesn't feel bad to us at the moment though (except maybe too many instants). (Source)

Just so we're clear: PvP balance (buffs/nerfs) happen around the Top PvP spec of a class, instead of "All 34 specs"?
There are two schools of thought: make PvP fun with fewer specs vs. get all 34 in there and embrace chaos. (Source)
We don't have an official stance yet and try to keep in touch with how the community feels. (Source)

is the new debuff when holding flags as prot in rbg meant to disscourage tank roles in rbg or to encourage pvp power for them?
We want tanks as flag carriers to feel useful but not mandatory. (Source)

You guys don't think there is too much CC in PVP? reality check please.
I'd argue nearly all of the depth from PvP comes from CC. Without it, you're just blowing people up. (Source)
The CC that offends us the most are stuns, since they stop you and let someone do lots of damage. (Source)
Debating having more stuns that break on damage (even if it's faily high damage). (Source)

65% base resi takes away from the feeling of progression for PvPers. Power isn't enough to keep that feeling. Your thoughts?
That was our philosophy for years, but we've come around. Increasing damage / healing with gear feels better. (Source)
When you can't even survive PvP with very low resilience, it's hard to be motivated to continue. (Source)

Dark Legacy Comics #346
DLC shows us one of the things that gold can buy.

by Published on 2013-04-23 04:39 AM

Waller Affix Complaints, Still Nothing Concrete for 1.0.9, Diablo 3 as an FPS?, Archon Inferno's Disintegrate Build

Patch 5.3 PTR Notes Update - Level 85 to 90 XP Reduced by 33%

Ra-Den Kill Videos
Congratulations to Method for their World First kill of Ra-den, as well as earning I Thought He Was Supposed to Be Hard?





Oondasta and Nalak Loot Eligibility Change
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Back in early March we made a hotfix to remove loot and bonus roll eligibility for players that defeated Oondasta and Nalak while visiting from a different realm. At the time, the change was made to address realm stability issues. Since then, we’ve address those issues by making tuning adjustments for Oondasta such as increasing the spawn rate, and reducing Oondasta’s health by 50%.

In an upcoming hotfix, players coalesced from a different realm will be eligible to receive loot or use a bonus roll after defeating Oondasta or Nalak once more. Keep in mind, players are still only eligible to receive loot or use a bonus roll once a week.

This change will take effect in each region after their scheduled weekly realm maintenance.

Mogu Rune of Fate – Lesser Charm Change
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re deploying a hotfix late tonight that will reduce the number of Lesser Charms of Good Fortune required to purchase 3 Mogu Runes of Fate from 90 down to 50. Meaning when you log in Wednesday and purchase your 3 Mogu Runes of Fate, which are used for 5.2 raid boss bonus rolls, it will only cost you 50 Lesser Charms.

We recommend waiting until after the scheduled Wednesday maintenance to ensure this change has gone through before purchasing your Runes.

Patch 5.2 Hotfixes: April 22
Originally Posted by Blizzard (Blue Tracker)
Creatures
  • Players coalesced from a different realm are now eligible to receive loot or use a bonus roll after defeating Oondasta or Nalak.

Quests

Raids, Dungeons, and Scenarios
  • Throne of Thunder - Twin Consorts
    • Cosmic Barrage now summons 4 Crashing Stars (down from 6) on 10-player Normal, Heroic, and Raid Finder difficulty. 8 Crashing Stars (down from 12) are summoned on 25-player Normal and Heroic difficulty.

Items
  • Sinister Primal Diamond should now correctly have different activation rates depending on the class and specialization. In addition, activation rate for Fire Mages has been increased.

Upcoming Pet Passive Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're going to be buffing some pet passives in a future patch, and elementals are on the list. We feel that the elemental passive is currently too confusing in that it is somewhat ambiguous with regard to direct effects of weather, but not effects that are not directly related to weather.

For example, if your opponent has a pet that gains an additional attack in a Blizzard, they will still get the additional attack against your elemental pet. This can feel bad in some cases and we want pet passives to always feel good and useful. We also feel that weather is one of the more fun and synergistic elements of Pet Battles, so at this point in time, we’re thinking of redesigning the elemental pet passive along the lines of a ~50% reduction in damage for the turn one is swapped in. Our goal being that we’d rather have a passive in place that increases the strategic depth of elemental pets, and is clear in its intention and functionality.

Keep in mind, we’re still evaluating the numbers and everything is subject to change, but we’d sincerely appreciate any constructive feedback you may have!

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.3 Experience Changes
How will it work...

Scenario 1:
  • Before the patch: Character has 50/200 xp, xp bar shows 25% progress to next level.
  • After the patch: Character has 50/100 xp, xp bar shows 50% progress to next level.

Scenario 2:
  • Before the patch: Character has 102/200 xp, xp bar shows 51% progress to next level.
  • After the patch: Character has 102/100 xp, and will level as soon as they gain an experience point.

Let me know if that helps. (Blue Tracker / Official Forums)

World PvP and Gear
That is referring to world PvP. In world PvP, those in full Conquest gear "should be pretty competitive with a Heroic raid–geared player—they may have more survivability, but you might do more damage." In instanced PvP, such as Arena and Battlegrounds the player in PvP gear will have an upper hand, and the player with PvE gear has the better equipment for dungeons and raids.

I hope this clears that up, the devs are referring to world PvP specifically and not PvP in general. (Blue Tracker / Official Forums)

Ask the Devs Questions
Mobius, to answer your question as to why your question was not taken:

Any changes planned for DKs? Like removing the rp cost from Icebound Fortitude or removing the health loss every 2 sec from Unholy Frenzy.
As you can see, the question is not about the planned changes for patch 5.3. For those that are complaining that you aren't satisfied with the questions we responded to, take into consideration the following things:
  • Did you ask a question? We only took questions that were posted in the Ask the Devs thread. If you don't ask, we can't answer.
  • Was your question about the patch 5.3 changes relating to PvP? If not, then it was not taken because it broke one of the first rules for the Ask the Devs
  • Did you up-vote questions you wanted to see answered? The highest voted questions were the ones we chose.

There were many questions that were able to be asked about the 5.3 changes for PvP. There was a new battleground, a new arena, many class changes that would affect PvP and as can be seen, resilience changes. No questions were avoided, if they met the rules of the thread and were voted for, then they were chosen.

The major things which are constanly posted about here and on the usa forums: too much burst, too much cc +remove the pve trinkets, are simply ignored.
There are actually responses to all three of those. The Devs spoke about CC, the PvE trinkets and the burst they create. Unfortunately, if you check the Ask the Devs thread, there are no questions which actually asked about the 5.3 changes and the way in which they would address burst, outside of those pertaining to the Shado-Pan trinkets. If you wanted an answer specifically to the ways in which 5.3 was planning to address your particular issues with burst, then you should have asked them. (Blue Tracker / Official Forums)

Tier 15 Interview With Method
Manaflask has once again interviewed Method about their thoughts on this tier of content. You can see the hightlights below, or read the full interview on Manaflask.

  • 10 and 25 player difficulties are different races due to the different difficulty of the bosses in each size.
  • Due to the difficulty differences, Method no longer feels like they are directly competing against Paragon anymore.
  • The lack of any gating was nice, as was the longer period of pure progression.
  • The boss tuning was well done in this tier, with the exception of Twin Consorts (which was hotfixed).
  • Lei Shen was well tuned, well designed, and one of the better encounters in the game.
  • Ra-den was significantly easier than Lei Shen, and really was a bonus boss rather than the "final boss" of the tier.
  • The opinion on limited attempts on Ra-den was split, with some guild members liking it and some disliking it.
  • Everyone agreed that Dark Animus was the most frustrating boss due to the wipes early in the fight.
  • Method raided 14-16 hours a day during much of the progression.

by Published on 2013-04-22 06:46 PM

The Secrets of Ragefire Scenario, Blossoming Ancient Pet, Blue Tweets, News Recap

Patch 5.3 PTR Notes Update - April 22
Lots of interesting changes today, with the highlights below:

  • Experience needed to increase from level 85 to level 90 has been reduced by 33% (How it will work)
  • Reduced the number of Lesser Charms of Good Fortune needed for the Mogu Runes of Fate weekly quest to 50, down from 90.
  • Shado-Pan Assault belts now require Friendly reputation to purchase, down from Revered.
  • Shado-Pan Assault chest pieces now require Honored reputation to purchase, down from Revered.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
General
  • Experience needed to increase from level 85 to level 90 has been reduced by 33%.

Classes
  • Druid (Forums / Skills / Talent Calculator
    • General
      • Tranquility now targets 12 raid members (up from 5) each time it heals when used in a 25-player instance. This change also applies to players using the Symbiosis version of Tranquility.
    • Restoration
      • Ironbark now has a cooldown of 60 seconds, down from 2 minutes.
      • Swiftmend area-of-effect component now heals injured allies within 10 yards, up from 8 yards.
      • Wild Mushroom: Bloom now heals all allies within 10 yards (up from 8 yards) for 100% more, and includes bonus healing from Rejuvenation overhealing.
    • Item Sets
      • Restoration PvP 4-piece set bonus now reduces the cooldown of Ironbark by 30 seconds (down from 90 seconds).

  • Hunter (Forums / Skills / Talent Calculator)
    • General
      • Revive Pet now has a cast time of 4 seconds, down from 6 seconds.

  • Monk (Forums / Skills / Talent Calculator)
    • Mistweaver
      • Revival now has a healing cap of 15 raid members (up from 6) when used in a 25-player instance.

  • Paladin (Forums / Skills / Talent Calculator)

  • Priest (Forums / Skills / Talent Calculator)
    • Glyphs
    • Discipline
      • Atonement now heals nearby friendly targets for 90% of the damage dealt, down from 100%.
      • Penance now deals 10% less damage, but healing done is increased by 10%.
    • Holy
      • Divine Hymn now targets 12 raid members (up from 5) each time it heals when used in a 25-player instance.
    • Shadow
      • Vampiric Embrace now has a healing cap of 15 raid members (up from 6) when used in a 25-player instance.

  • Warlock (Forums / Skills / Talent Calculator)
    • General
      • Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, gains its first charge after 5 seconds (down from 13 seconds), and gains a new charge every 10 seconds (down from 15 seconds). The summoned gateway has 100% of the summoning Warlock's health, 100% of the Warlock's resilience, and can now be attacked and killed by enemy players.
    • Item Sets

Pet Battles
  • General
    • Pandaren Spirit Pet Supplies now has a chance to drop a family specific rare Battle-Stone.
  • Battle Pet Quests
    • A new achievement and reward has been added for characters that complete every Pet Battle daily quest in a single day.
    • Protection for bad luck streaks have been added to Battle-Stones from pet supplies bags and wild battles. Each bag or battle that does not provide a stone has a progressively better chance to award a stone to the player.

Raids, Dungeons, and Scenarios
  • Raids
    • Bonus Roll
      • Reduced the number of Lesser Charms of Good Fortune needed for the Mogu Runes of Fate weekly quest to 50, down from 90.
    • Terrace of Endless Spring
      • Players no longer need to have defeated Grand Empress Shek'zeer to enter the Terrace of Endless Spring in Normal difficulty.
    • Throne of Thunder
      • Primordius
      • The Genetically Unmodified Organism achievement has been redesigned. It now requires players to defeat Primordius while none of the players in the raid received a harmful mutation.
  • Dungeons
    • Completing the Challenge mode daily quest now awards a Heroic Cache of Treasures with a chance to contain an epic item!

Items
by Published on 2013-04-21 10:06 PM

MrMonstrosity's 1.0.9 Suggestions, Community Commentary: Video Guides by ChromeOnRust, Fan Creation of the Week: The Art of Samo Kramberger

Patch 5.3 - The Secrets of Ragefire Scenario
Today we take a look at one of the shorter scenarios added in Patch 5.3, The Secrets of Ragefire. The Gob Squad has tracked the people that disappeared from Durotar to Ragefire Caverns, a supposedly abandoned section of Ragefire. After blowing open the door, you will find a large cavern filled with Kor'kron that are hostile.

The first miniboss you fight is Dark Shaman Xorenth, presumably related to the low level friendly quest NPC Invoker Xorenth. The Gob Squad warns him that Goblins are not his enemy, and he responds by calling them a lesser race.

After disposing of Xorenth, you look through piles of things around the cavern, such as discarded artifacts from the digsite in Vale of Eternal Blossoms. Another set of crates contains Kor'kron weapons and supplies, with the text "From the look of things, Garrosh is planning an invasion". The third thing you come across is Proto-drake eggs, causing one of the goblins to suggest that Garrosh may be working with the Dragonmaw.

Upon noticing a large door on the other side of the cavern, Ticker produces a Mantid bomb, which you collect parts to help and modify (including a pony). Unfortunately the bomb has no effect on the door, only inuring the other members of the Gob Squad. More Kor'Kron attack while the remaining members of the Gob Squad build a teleporter to escape and tell Vol'jin what you have seen.



Patch 5.3 - Blossoming Ancient Pet
The Blossoming Ancient pet coming in Patch 5.3 will change models with the seasons. It will be purchased from the Blizzard Store.





Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
any ideas on making casters actually go oom aside from healers? Atm only spriests do. Mages stay full mana
Arcane can run OOM, which is by design. Other casters are not intended to. (Source)

Death Knight (Forums / Skills / Talent Calculator)
Are you happy with Death Knight's Rune enchanting?
No. We've had long-term plans to revisit it. (Source)

Druid (Forums / Skills / Talent Calculator)
can you elaborate on the reason for the feral buffs? (or point to somewhere they've been discussed)
We thought their sustained DPS was a little low. (Source)

No changes to resto Druids? like we do need some changes cant just forsake us because a new class for the same niche is out
We don't make changes to every spec for the sake of it. Many players focus way too much on number of patch notes per class. (Source)
However, having said that, we did make some Resto druid changes just today. You'll see them soon. As ever, nothing is final in 5.3. (Source)

Hunter (Forums / Skills / Talent Calculator)
Any info on the Wild Quiver data mine? Curious as to if it's a tool tip fix or a hint at something new.
Just a bug fix to make the effect use the correct weapon. (Source)

Monk (Forums / Skills / Talent Calculator)
the TeB change on MMO champ has left the entire monk community in confusion.. care to elaborate? nerf? buff? confused.
Bug fix. All of that is to prevent monks from benefiting from mastery before level 80 (when they don't have mastery). (Source)

Paladin (Forums / Skills / Talent Calculator)
Holy Paladin T15 4pc is incredibly weak, a 20% bonus on something that makes up 5% of our healing? Offset pieces are better.
5% from Beacon? That seems low to me. 10%+ is more typical. (Source)

Priest (Forums / Skills / Talent Calculator)
Any plans for holy priests 5.3 (chakra rework maybe?) if not any future plans? Would love to see some changes soon.
Not for 5.3. Long term we'd like to keep the idea of Chakra but make it easier to use and more fun. (Source)

Are you really nerfing Smite by a flat 20% with the glyph change? It's already the weakest spell in Atonement by far... ugh.
Atonement is really overpowered. We're trying to nerf it without removing all of its fun. (Source)

It might just be a tool-tip change. If not, why nerf the damage of Penance? Disc damage in PvP is already garbage.
We want to make sure healing someone with Penance heals more than Atonement DPS with Penance. (Source)

Warlock (Forums / Skills / Talent Calculator)
As I read the 5.3 patch notes, once you activate Fire & Brimstone you have to exhaust your embers to turn it off. Correct?
It will auto turn off, but you can also click off the buff or just click the spell again to toggle it off. (Source)

Warrior (Forums / Skills / Talent Calculator)
So when is the minimum range for Heroic Leap going to go away?
It's not. That would be more of a Heroic Hop. (Source)

Why the change to Enraged Regen for Warriors? I'm not a fan of it myself.
Curious as to why. Overall, the feedback was that having to cache rage for an emergency button was hard to use. (Source)

Character
You dislike the idea of account-wide gear. Is that why its taking so long for cross realm BoAs?
I dislike shifting lots of gear to be BoA. I like existing BoA gear being easy to transfer to all your characters. (Source)

Well since you seem to like to deflect your failures in MoP, lets ask why everything in WoW is still BoP. Make stuff BoE.
There is a big risk there of making the AH the best way to gear. Another recent game had this problem. (Source)
I'd love it if bop items that haven't been equipped could be mailed between chars and only locked if equipped
We dabble with that, but it ultimately means your hunter gets all geared up without you ever having to actually play them. (Source)

Do you think that all players are able to play 12 hours a day to get a better gear ? I don't have so much time.
You can make progress at whatever rate you are comfortable playing. You just won't make the fastest progress. (Source)

Could you explain why we can't use legendary meta in upgraded 504 helms? It seems a little silly.
The intent was always for Throne of Thunder helms. Apologies that we did not communicate that intent well. (Source)

I have almost never tweeted. Please never allow this. No one will have anything but legendaries. Be more creative.
To devil's advocate, players might also get sick of them if everyone has them. The same happened to paly T2. (Source)

Have you discussed maybe making thunderforged items not upgradeable? You could make non tfed gear turn into tfed after upgrade
The main goal with Tforged was to keep those earlier bosses still feel exciting. If Tforge was just Valor savings not sure. (Source)

I have a reputation on my realm. (community) Thats useless in LFR. (anti social concept)
Agree that LFR is an anti-social concept. To be fair, that's not it's goal though and the benefits far outweigh that cost. (Source)
But we realize we have some work to do to get the social elements back into the game. Cutting LFR just isn't among our options. (Source)

wow needs a decent guildfinder tool. XRealm and Armory linked either through the website or in game (or both)
Yeah, we agree. (Source)

community in wow has severely degraded with lfd/r. could they at least try to prioritize same realm groups?
They do. It's just a compromise to avoid players having excessively long queue times. (Source)

Loot is a bonus to raiding. A community is a must have for an MMO. Otherwise we have only LFR/LFG, no guilds.
My personal conviction is you will have more fun playing WoW with friends. Solo LFR is for when that isn't feasible. (Source)

There's currently a bug with rppm trinkets which let's you guarantee a proc on pull if you don't release after wipe, Fix inc?
You'll get a proc pretty quickly regardless - should be within seconds, just not necessarily the very first hit. (Source)

PPM bad-streak protection, does it suggest a 5 min break between pulls is optimal? It promotes boring gameplay if so.
If you are out of combat for even a minute, you should get the hit on one of your first few attacks. (Source)
This is true for fast trinkets like the 3.3 RPPM Agi ones, but a UVLS user has to wait many minutes for the bonus.
Should only be true of your very first attack. It will still proc in the first few seconds. (Source)

at the bmah i see a lot of brawler guild invites noone bids for. Is it probably not as successfull as you planned?
I think we're at the point where most players who wanted invites have them now. (Source)

Weekly News Recap
Lots of news this week, so here is your chance to catch up if you missed a day of news! We will be adding this in video format in the future as well, so check out this early preview.



Gargoyles: Ji-Kun Kill Video
Another nice intro from Fifth Element!


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